Icewind Dale 2 Full-Description Item List Westley Weimer Version 1.00 Tue Dec 3 17:52:58 2002 http://www.cs.berkeley.edu/~weimer/bgate This text file lists all of the droppable, displayable items in IWD2. It was created using WeiDU (a program for Infinity Engine manipulation) and Icewind Dale version 2.01 ([v2.01.1016]). This list contains spoilers. The format of an entry is: [ITEM_RESOURCE_NAME.ITM] Item Name Long in-game item description. Purchased From: Lists stores (and their associated chapters) from which you can purchase this item. Found In: Lists area resources which contain this item (usually in a container or on the ground). Press "X" in the game to see your current area. Carried By: Lists creatures (and their associated chapters) which carry this item. DLGs: Lists dialogue resources that mention this item. Later versions of this list will include more information here. Random Drop: This lists games (all games, Heart of Fury, or Normal) in which this item is a random drop. The extension "-Rnd" for a location means that the item is a random drop and may not be present in all games. The extension "-HoF" for a location means that the item is a random drop for Heart of Fure mode and is probably not present in normal games. Such items also often have HF in their resource names. The extension "-Nrm" for a location means that the item is a random drop for Normal mode (meaning, NOT Heart of Fury) and is probably not present in a Heart of Fury game. If you have comments or suggestions about the content or format of this file, please sent them to me care of the above email address. --- [00AMUL01.ITM] Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Random Drop: All Games, HoF, Nrm --- [00AMUL02.ITM] Silver Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Found In: AR5201 Random Drop: All Games, HoF, Nrm --- [00AMUL03.ITM] Bluestone Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Found In: AR5300 Random Drop: All Games, HoF, Nrm --- [00AMUL04.ITM] Agni Mani Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Random Drop: All Games, HoF, Nrm --- [00AMUL05.ITM] Rainbow Obsidian Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. --- [00AMUL06.ITM] Tiger Cowrie Shell Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Random Drop: All Games, HoF, Nrm --- [00AMUL07.ITM] Gold Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Found In: AR5300 Dialogues: Elytharra (Chp 1.1) Random Drop: All Games, HoF, Nrm --- [00AMUL08.ITM] Studded Necklace with Zios Gems A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Random Drop: All Games, HoF, Nrm --- [00AMUL09.ITM] Bloodstone Amulet A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Carried By: Lizard Man Shaman (Chp 6.1) Dialogues: Jari (Chp 5.0) --- [00AMUL10.ITM] Pearl Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. Carried By: Jezabel Quice (Chp 6.5) Dialogues: 60JERMS2 (Chp 6.0) --- [00AMUL11.ITM] Laeral's Tear Necklace A necklace is a piece of ornamental metal jewelry usually made of silver, gold, platinum, or other precious metal, and adorned with gems. A necklace is always worn on the neck and can be of any length. Weight: 1 lb. --- [00AMUL12.ITM] Necklace of Missiles This necklace creates a tiny magical bead that will fly unerringly towards its target. Upon striking the target, the bead will burst into a fiery inferno, burning anything caught within the blast area. STATISTICS: Range: 50 ft Area of effect: 30 ft radius Damage: 6d6 (Reflex save for half) Weight: 1 lb. Purchased From: Beodaewn's Caravan (Chp 4.0), Heartstone Gem (Chp 6.0), Nathaniel's Temple (Chp 6.0) --- [00AMUL13.ITM] Amulet of Protection +1 Amulets are one the most favored items to enchant by wizards because of their ability to be worn without interfering with the delicate rituals of spell casting. This particular amulet has been infused with various magics that are designed to protect the wearer from harm. STATISTICS: Deflection Bonus: +1 Saving Throw Bonus: +1 Weight: 1 lb. Purchased From: Elytharra's Enchantments (Chp 1.1), Myrvek of Gracklstugh (Chp 5.3) Carried By: Hiepherus (Chp 6.0), Kadresh Olonrae (Chp 5.3), Riki (Chp 6.3), Sheemish (Chp 6.0), Wode the Guileful (Chp 5.3) Random Drop: HoF, Nrm --- [00AMUL14.ITM] Shield Amulet This Amulet can be activated by a simple command word and a touch with each use acting as one charge. The effect is a duplication of the 1st level wizard spell 'Shield'. STATISTICS: Spell Power: Can cast the spell Shield Weight: 1 lb. Purchased From: Elytharra's Enchantments (Chp 1.1), Zack's Collectibles (Chp 4.1) Carried By: Cedrin Zil (Chp 6.3), Saablic Tan (Chp 6.2), Saablic Tan (Chp 6.3), Saablic Tan (Chp 6.6), Sherincal (Chp 6.6) Random Drop: HoF, Nrm --- [00AMUL15.ITM] Amulet of Intellect This amulet has been enchanted to improved the wearers learning capabilities. STATISTICS: Intelligence: +1 Weight: 1 lb. Random Drop: HoF, Nrm --- [00AMUL30.ITM] Lucky Knucky This barely recognizable lump of fish bone has been carried as a good luck charm in Targos for almost twenty years. The item's history started with the sailor Young Ned of Lonelywood. On one of his fishing trips near Targos, his small boat capsized near the Maer Dualdon shore. He held onto his prize catch, an "unbelievably massive" knucklehead trout, despite being charged by a hungry bear when he reached shore. The bear snatched the majority of the trout away from Ned, leaving him holding the poor fish's tooth-severed head. Ned walked the rest of the way to Targos and kept the head as evidence of his encounter. Over time, Ned started to attribute his good fortune as a sailor to his "lucky knucky". The brigand Marg the Trembler "won" Ned's lucky knucky away from him in a rigged card game. Ned was bitter over being cheated, but he wasn't willing to stand up to Marg to get it back. Marg later used the fish head as currency to buy supplies as he hastily fled from Targos. The man who received the piece of bone held on to it for a few months before handing it off to a friend at the docks. In the years that followed up to the current date, Ned's "lucky knucky" has been traded, won, or sold to over a dozen people in Targos and, once, in Bremen. STATISTICS: Saving Throw Bonus: +1 to all saving throws Weight: 0 lb. Carried By: Jemeliah (Chp 1.1-Nrm) --- [00AMUL31.ITM] Yeti Skin Scarf This is a scarf that is constructed from the fur of a Yeti. STATISTICS: Resistance: 1/- Cold Resistance Weight: 2 lb. Dialogues: Oswald Fiddlebender (Chp 1.1) Random Drop: HoF, Nrm --- [00AMUL32.ITM] Winter Wolf Scarf This is a scarf that is constructed from the fur of a Winter Wolf. STATISTICS: Resistance: 1/- Cold Resistance Charisma: +1 Weight: 2 lb. Dialogues: Oswald Fiddlebender (Chp 1.1) Random Drop: HoF, Nrm --- [00AMULBT.ITM] Belib's Multiple Tool Belib the Wary was a very bright gnome, and self-proclaimed adventurer, who believed in covering every angle of his tiny arse before leaving on grand quests. He created magical items that literally saturated the gamut of possible situations that could arise from his high adventures. These magical items would have been the envy of all adventurers, had Belib been successful in leaving his domicile with his equipment. After many years of creating his incredible inventory of enchanted do-dads, Belib finally gathered his wares into an immense backpack (naturally, it was enchanted to carry far more than what would normally fit into a gnome's pack) and set out to quest for the grandest quests. Unfortunately for Belib, one of his tiny feet tripped over his home's threshold and he was summarily crushed under the enormous weight of his pack. The backpack burst open and scattered his enchanted wares all across his front yard. One would like to think that passing sentient beings would stop and help the crushed gnome, but the most that passersby did was loot Belib's goods. One of Belib's more popular goodies, especially with the vermin that make stealing and looting a career, was Belib's Multiple Tool. Disguised as an ornate amulet, this tool would help make even the most inept rogue a master of lock picking and trap disarming. As is usually the case with items that aid in the thieving arts, Belib's Multiple Tool has found its way into many greased palms over the years. STATISTICS: Special: +1 to Open Lock skill +1 to Search skill Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-Nrm) Carried By: Pondmuk (Chp 3.0-Nrm) --- [00AMULDS.ITM] Druid's Stone These sand-colored stones were fashioned by druids watching the borders of the Anauroch Desert. The druids would often meditate while on their lonely vigils, and the stones they wore would help them commune with the earth and stones beneath their feet, telling them of the movements of desert creatures in the surrounding area. In times of danger, they could summon the strength of the earth to their aid, causing their skin to become as hard as stone and giving them some protection against attacks. The reason for their vigil was unknown, but the druids vanished mysteriously over fifty years ago, and no one knows what became of them. Only their druid stones remained, and the stones have told no stories. STATISTICS: Special: Spell Power: Can cast the spell Stoneskin once per day Weight: 1 lb. Purchased From: Heartstone Gem (Chp 6.0-Nrm), Nathaniel's Temple (Chp 6.0-Nrm) --- [00AMULES.ITM] Eye of the Storm In the howling north of Icewind Dale, it can be difficult to steady oneself before battle... or even keep one's wit when surrounded by foes. These simple medallions carry a minor blessing that allows a soldier to achieve a measure of peace even in the middle of combat, allowing him to steady himself to face the trials ahead. These medallions are highly prized by soldiers that deal with the Uthgardt, especially when trading turns sour, and it seems blood is about to be shed. When the goblin horde sacked Bremen, this mysterious item was seized from a dead merchant by one of the goblin shamans, who could find no use for it. The medallion was carried for several leagues until the amulet slipped from the shaman's possession and was lost amongst the snows, only to resurface here. STATISTICS: Special: Spell Power: Can cast the spell Sanctuary twice per day Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-Nrm) --- [00AMULFD.ITM] Flame Dance Talisman Fire can be the bringer of life, or the harvester of death. With the Flame Dance Talisman, both scenarios are true. Crafted by an unknown, yet clever sorcerer, the Flame Dance Talisman gave its wearer added protection against all sorts of melee attacks and had the power to launch a fireball once per day at would-be attackers. STATISTICS: Armor Bonus: +1 (generic) Special: Spell Power: Can cast the spell Fireball once per day Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-Nrm) --- [00AMULGC.ITM] Gohoin's Charm The kobold explorer Gohoin wore this lucky charm with him throughout most of his life. A rarity among kobolds, Gohoin was both brave and clever. He worked to undermine the efforts of the dwarves against his people for twenty years before being slain in a dwarven rush on his tribe's home settlement. As luck would have it, the charm did not fall into the hands of the dwarves, but bounced away into an underground river. It was discovered decades later by a goblin hunter who wore it for the rest of his days. The nameless goblin is believed to have died somewhere in the Spine of the World mountains. STATISTICS: Deflection Bonus: +3 Regeneration: 1 hit point every 10 rounds while equipped Weight: 0 lb. Carried By: Morvyn (Chp 6.6-Nrm) --- [00AMULMP.ITM] Mirabel's Pendant Worn by Mirabel, a Red Wizard diviner sent to kill the would-be saviors of Icewind Dale, this beautiful pendant displays an ivory cameo of a beautiful bald woman. The cameo is held in place with an intricate silver frame that is, in turn, fastened to the neck with a burgundy ribbon choker. Engraved on the back of the frame are the Mulhorandi letters for "A.L." STATISTICS: Knowedge (Arcana): +3 Weight: 0 lb. Carried By: Mirabel (Chp 5.3-Nrm) --- [00AMULSL.ITM] Snow Leopard Charm Shamans of many barbarian clans have long looked upon the snow leopard as one of the most graceful and swift hunters of the frozen lands. Many times the warriors of these clans mimic the movements of the large, white cats during fierce combat. In addition, the barbarian shamans would sometimes create spells that would temporarily imbue the warriors with the dexterity of the snow leopards. However, since these spells were temporary, often times the spell would wear off at inopportune times. It is said, however, that a group of barbarian shamans once congregated deep within the Dales to find a way to better harness the swift agility of the snow leopard. For nearly a year the shamans remained out of sight from their home clans, busily focusing their attentions towards the magic of the snow leopard. Then one day, the shamans returned to their respective clans, each holding a small necklace made of silver, with a pendant that resembled a snow leopard's paw. The shamans gave this pendant to their strongest warrior of each clan. Once placed around the neck of the warrior, the dexterity of the snow leopard filled their powerful bodies. From then on, the Snow Leopard Charm, as it became known, would become one of the most prized artifacts within barbarian clans. Only the mightiest warriors wore the amulet, and it became the goal of all young warriors to one day be adorned with the Snow Leopard Charm. STATISTICS: Special: Dexterity: +2 bonus Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-Nrm) --- [00ARMBL2.ITM] Armageddon Blade 2002 *The Armageddon Blade 2002 is the new and improved version of the Armageddon Blade of the Critical Path Tester. This sword basically does the same stuff as the other one - only in the 3E rule-set. *Not to be used to test play balancing. Failure to comply will result in an alien abduction and intensive probing by cold instruments. --- [00ARMCH.ITM] Armageddon Chain Mail of theTester Uber-Chain for critical path testing only! Do not use to test play balance. If you do, you will be abducted by aliens and probed with cold instruments. --- [00AROW01.ITM] Arrows Arrows are long straight wooden shafts that measure between 30 to 40 inches in length with feathers located at the rear of the arrow and a pointed tip at the front. Normally, arrows are launched from a bow of some sort. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Artemus (Chp 2.0), Conlan's Smithy (Chp 6.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0), Nathaniel's Bag of Holding (Chp 6.1), Tahvo the Huntmaster (Chp 5.0), Wode the Guileful (Chp 5.3), Zack's Collectibles (Chp 4.1) Found In: AR1000, AR1100, AR4101, AR4102, AR5201 Carried By: More Than 12 Creatures Dialogues: Isherwood (Chp 1.2) Random Drop: All Games, HoF, Nrm --- [00AROW02.ITM] Masterwork Arrows Arrows are long straight wooden shafts that measure between 30 to 40 inches in length with feathers located at the rear of arrow and a pointed tip at the front. Normally, arrows are fired from a bow of some sort. STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Gallaway Trading Depot (Chp 1.1), Tahvo the Huntmaster (Chp 5.0), Zack's Collectibles (Chp 4.1) Found In: AR4102 Carried By: Arif ab'd Bashshar, Mercenary, Rogue Random Drop: All Games, HoF, Nrm --- [00AROW03.ITM] Arrows +1 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Tahvo the Huntmaster (Chp 5.0), Zack's Collectibles (Chp 4.1) Found In: AR4102, AR5300 Carried By: Aurilite Ranger Commander (Chp 4.0), Urbane (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00AROW04.ITM] Arrow +2 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Conlan's Smithy (Chp 6.0), Tahvo the Huntmaster (Chp 5.0), Zack's Collectibles (Chp 4.1) Found In: AR4100, AR4101, AR4102 Carried By: Hadya ab'd Bashshar, Viper's Fangs Assassin (Chp 6.0), Yuan-ti Archer (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00AROW05.ITM] Corrosive Arrows +1 This arrow is coated in acid so that when it strikes an enemy, it will not only pierce its flesh but also begin to eat away at the wound, enlarging and deepening its severity. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 acid damage Weight: 0 lb. Launcher: Bow Random Drop: HoF, Nrm --- [00AROW06.ITM] Arrow of Biting The arrow of biting was designed as a deadly compliment to the archer. With the barbed arrow tip coated in a nasty poison that will infiltrate the bloodstream of its victims causing agony and often times, death. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 24 seconds, Fortitude save for none Weight: 0 lb. Launcher: Bow Purchased From: Nathaniel's Bag of Holding (Chp 6.1) Random Drop: HoF, Nrm --- [00AROW07.ITM] Arrows of Dispelling The arrow of dispelling will remove the magical enchantments that its victim is surrounded by. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Dispel Magic effecting target Weight: 0 lb. Launcher: Bow Purchased From: Nathaniel's Bag of Holding (Chp 6.1) Random Drop: HoF, Nrm --- [00AROW08.ITM] Arrow of Flame +1 The arrow of fire is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set to flame. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: 1d6 fire damage Weight: 0 lb. Launcher: Bow Purchased From: Tahvo the Huntmaster (Chp 5.0) Dialogues: Lord Pyros (Chp 6.1) Random Drop: All Games, HoF, Nrm --- [00AROW09.ITM] Frost Arrows +1 The arrow of ice is magically enhanced so as to burst into a rolling ball of ice and cold when fired. When the arrow strikes its victim, a shock of cold will travel through its body, both burning and numbing to the very core. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Bow Carried By: Cold Bones (Chp 6.2), Elven Dread Archer (Chp 6.2) Random Drop: All Games, HoF, Nrm --- [00AROW10.ITM] Arrows of Piercing The arrow of piercing is long and thin, imbued with magical properties that allow it to 'push' itself through armor, striking out towards the heart of the victim. STATISTICS: Damage: 1d6 Attack Bonus: +4 Enchantment: +3 Damage Type: Missile (piercing) Special: +6 physical (piercing) damage (Fortitude save for none) Weight: 0 lb. Launcher: Bow Purchased From: Nathaniel's Bag of Holding (Chp 6.1) Found In: AR6603, AR6702 Carried By: Huntsman (Chp 5.1) Random Drop: HoF, Nrm --- [00AROW14.ITM] Holdfast Arrows Employed almost exclusively by Eldathyn rangers in the western heartlands of Faerun, Holdfast Arrows are prized for their ability to subdue a target with little harm. The arrows are commonly used on rampaging animals but are quite effective against malicious humanoids. They are typically adorned with blue and green ribbons and flowers to show that they were created by the peacekeepers of Eldath. This makes them somewhat less effective in combat. STATISTICS: Damage: 1d6 - 1 Attack Bonus: -1 penalty Damage Type: Missile (piercing) Special: Entangle effect on the target for four rounds Weight: 0 lb. Launcher: Bow Purchased From: Nathaniel's Bag of Holding (Chp 6.1) Random Drop: HoF, Nrm --- [00AROW85.ITM] Arrows of Disruption +2 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +1 Damage Type: Missile (piercing) Special: Disruption: 50% chance all undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 0 lb. Launcher: Bow Random Drop: HoF, Nrm --- [00AROW86.ITM] Returning Poison Tipped Arrow These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none Returning: Returns to user Weight: 0 lb. Launcher: Bow Random Drop: HoF, Nrm --- [00AROW87.ITM] Keen Arrows These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Keen: Increased chance of scoring a critical hit on target Weight: 0 lb. Launcher: Bow Found In: AR4000, AR4100, AR4101, AR4102 Carried By: Pureblood Fighter (Chp 6.0) Random Drop: HoF, Nrm --- [00AROW88.ITM] Stunning Arrows +1 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: 50% chance target is stunned for 1/2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Bow Found In: AR4001, AR4100, AR4101, AR4102 Carried By: Half-Orc (Chp 6.6) Random Drop: HoF, Nrm --- [00AROW89.ITM] Sure Strike Arrows These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Enchantment: +5 Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 0 lb. Launcher: Bow Carried By: Aurilite Ranger (Chp 4.0) Random Drop: HoF, Nrm --- [00AROW90.ITM] Arrows of Lesser Dispelling These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 0 lb. Launcher: Bow Random Drop: HoF, Nrm --- [00AROW91.ITM] Everlast Arrow These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Returning: Arrow returns to user Note: Other than the ability to return to its user the arrow has no other magical properties. Weight: 0 lb. Launcher: Bow Found In: AR4100, AR4101, AR4102 Random Drop: HoF, Nrm --- [00AROW92.ITM] Arrows +5 These arrows were enhanced through magical means when they were created. They appear slightly straighter then the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Riki (Chp 6.3) Random Drop: HoF, Nrm --- [00AROW93.ITM] Arrows +4 These arrows were enhanced through magical means when they were created. They appear slightly straighter then the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Conlan's Smithy (Chp 6.0), Nathaniel's Bag of Holding (Chp 6.1), Riki (Chp 6.3) Carried By: High Commander Grishum (Chp 6.1) Random Drop: HoF, Nrm --- [00AROW94.ITM] Arrows +3 These arrows were enhanced through magical means when they were created. They appear slightly straighter then the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Purchased From: Riki (Chp 6.3), Wode the Guileful (Chp 5.3) Carried By: Jermsy (Chp 6.0) Dialogues: Tahvo the Huntmaster (Chp 5.0) Random Drop: HoF, Nrm --- [00AROW95.ITM] Impact Arrows +1 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Crushing: +1d6 bludgeoning damage Weight: 0 lb. Launcher: Bow Purchased From: Wode the Guileful (Chp 5.3) Found In: AR4100, AR4101, AR4102 Random Drop: HoF, Nrm --- [00AROW96.ITM] Hunting Arrows These arrows have been fitted with a specially designed arrow head. This type of arrow is made in such a way that when an animal is struck, the arrow will slice and widen the wound with each additional movement. This usually causes massive bleeding making it easier for the hunter to track the wounded animal. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 0 lb. Launcher: Bow Carried By: Leevi (Chp 5.0) Random Drop: HoF, Nrm --- [00AROW97.ITM] Target Arrows These are extremely well-made arrows. Crafted by the finest fletchers for the purpose of competing in tournaments. Arrows of this type are designed for longer flight and increased accuracy. Unfortunately, they lack any kind of ability to pentrate armor or thick hides. STATISTICS: Damage: 1d4 Attack Bonus: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Bow Random Drop: HoF, Nrm --- [00AROW98.ITM] Stunning Arrows +1 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: target is Stunned for 2 combat round (Fortitude save to resist) Weight: 0 lb. Launcher: Bow Random Drop: HoF, Nrm --- [00AROW99.ITM] Sparking Arrows +1 These arrows were enhanced through magical means when they were created. They appear slightly straighter than the average arrow, almost alive as they effortlessly leave your bow and streak towards their target with deadly accuracy. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Bow Purchased From: Wode the Guileful (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00AX1H01.ITM] Battleaxe The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Artemus (Chp 2.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0) Found In: AR1000, AR1001, AR1100, AR1200, AR5202 Carried By: Brogan (Chp 1.0), Ghost (Chp 5.0), Guthewulfe Henghelm (Chp 1.0), Menon (Chp 1.2), Orc Slave-Soldier (Chp 5.1), Orc Slave-Soldier (Chp 5.2) Dialogues: Anvil (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00AX1H02.ITM] Masterwork Battleaxe The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Gallaway Trading Depot (Chp 1.1) Found In: AR5004, AR5302 Dialogues: Anvil (Chp 5.3) Random Drop: All Games, HoF --- [00AX1H03.ITM] Battleaxe +1 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: Blahg'mah (Chp 6.2), Duergar Commander (Chp 5.2), Gerbash (Chp 6.0), Gorg (Chp 6.2), Orc Dread Warrior (Chp 6.2), Ragni Bellows (Chp 1.1), Torak (Chp 2.0) Dialogues: Anvil (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00AX1H04.ITM] Battleaxe +2 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: More Than 12 Creatures Random Drop: All Games, HoF --- [00AX1H05.ITM] Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Artemus (Chp 2.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0) Found In: AR1000, AR1200, AR5202 Carried By: Barbarian Warrior (Chp 5.0), Wode the Guileful (Chp 5.3) Random Drop: All Games, HoF --- [00AX1H06.ITM] Returning Throwing Axe +2 This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Returning: Returns to user's hand once thrown Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00AX1H11.ITM] Handaxe The handaxe is basically a smaller version of the battleaxe. With a smaller, lighter head and a shortened shaft, the handaxe can be wielded with deadly speed and accuracy. Although it can be wielded as a primary weapon, its lighter size makes it an ideal secondary or off-handed weapon. STATISTICS: Damage: 1d6 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed Found In: AR1000 Dialogues: Reig Redwaters (Chp 1.0) Random Drop: All Games, HoF, Nrm --- [00AX1H12.ITM] Masterwork Handaxe The handaxe is basically a smaller version of the battleaxe. With a smaller, lighter head and a shortened shaft, the handaxe can be wielded with deadly speed and accuracy. Although it can be wielded as a primary weapon, its lighter size makes it an ideal secondary or off-handed weapon. STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Slashing Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF --- [00AX1H72.ITM] Returning Acid Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Enchantment: +5 Special: Returning: Returns to user Corrosion: 50% chance +1d6 acid damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed --- [00AX1H73.ITM] Throwing Axe of Disruption +1 The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to owner Disruption: 50% chance of disruption. All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H74.ITM] Keen Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Special: Keen: Increases chance of scoring a critical hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H75.ITM] Mage Killer Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to user Dispelling: 25% chance Dispel Magic on target (Will save to resist) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H76.ITM] Returning Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Returning: Returns to user Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H77.ITM] Throwing Axe +1 The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 +1 Attack bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: Lizard Man Warrior (Chp 6.1) Random Drop: HoF, Nrm --- [00AX1H78.ITM] Keen Axe +1 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Keen: Increases chance of scoring a critical hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H79.ITM] Ice Axe +1 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Frost: 50% chance +1d6 cold damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: Blahg'mah (Chp 6.2), Gorg (Chp 6.2), High Priestess Cathin (Chp 4.1) Random Drop: HoF, Nrm --- [00AX1H80.ITM] Corrosive Axe +1 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Special: Corrosion: 50% chance +1d6 acid damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H81.ITM] Axe of Displacement The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Spell Power: Can cast the spell Blur 1/day Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H82.ITM] Axe of Wounding The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Wounding: Inflicts 1 additional point of damage per round for 10 rounds (Fortitude negates) Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Limha's Home (Chp 5.0) Random Drop: HoF, Nrm --- [00AX1H83.ITM] Battleaxe of Decay +5 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage type: Slashing Special: Venom: +8 points of poison damage per second for 6 seconds (Fortitude save for none) Keen: Increases chance of scoring a critical hit Chaotic: +2d6 damage against lawful creatures Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H84.ITM] Battleaxe of Celerity The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Enchantment: +5 Special: Speed: +3 attacks per combat round Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H85.ITM] Winter Axe +5 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost Burst: +2d6 cold damage and 10% chance of +2d10 cold damage Charisma: +1 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H86.ITM] Battleaxe of Disruption +5 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Disruption: All undead and outsiders hit by weapon must make a Fortitude save or be destroyed Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H87.ITM] Battleaxe of Fiery Defense +5 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 fire damage Deflection Bonus: +3 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H88.ITM] Battleaxe of Precision +5 The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +1d6 slashing damage Keen: Increases chance of scoring a critical hit Strength: +2 Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H89.ITM] Throwing Axe of Shocking Burst This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Enchantment: +5 Special: Returning: Returns to user's hand once thrown Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1H90.ITM] Handaxe of Expertise +1 The handaxe is basically a smaller version of the battleaxe. With a smaller, lighter head and a shortened shaft, the handaxe can be wielded with deadly speed and accuracy. Although it can be wielded as a primary weapon, its lighter size makes it an ideal secondary or off-handed weapon. STATISTICS: Damage: 1d6 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 5 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1H91.ITM] Battleaxe +5 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1H92.ITM] Battleaxe +4 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 DamageType: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00AX1H93.ITM] Battleaxe +3 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0), Heggr Splitsteel (Chp 5.3) Random Drop: All Games, HoF, Nrm --- [00AX1H94.ITM] Battleaxe of Focus Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Brilliant Energy: All attacks ignore targets Armor and Shield bonuses Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1H95.ITM] Battleaxe of Burning Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +5 Damage Type: Slashing Special: Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Flame: 50% chance +1d6 fire damage 30% chance +2d6 fire damage 15% chance +3d6 fire damage 5% chance +5d6 fire damage Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1H96.ITM] Masterwork Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. STATISTICS: Damage: 1d6 Attack Bonus: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Found In: AR6702 --- [00AX1H97.ITM] Battleaxe of the Defender +5 Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Armor Bonus: +3 (Deflection) Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1H98.ITM] Mystical Throwing Axe The handaxe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point on the bottom and the head may have a spike on the top. Runes of power have been etched into the blade to further enhance it. STATISTICS: Damage: 1d6 Damage Type: Missile (piercing) Enchantment: +5 Special: Returning: Returns to user's hand once thrown Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: HoF, Nrm --- [00AX1H99.ITM] Battleaxe of Speed The most common version of the battleaxe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes. STATISTICS: Damage: 1d8 Damage Type: Slashing Special: Speed: 1 extra attack per combat round Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Random Drop: All Games, HoF, Nrm --- [00AX1HAS.ITM] Axe of the Souls The origins of this axe have long been forgotten because every previous owner eventually went insane. This axe has the ability to peer into the very recesses of ones mind as well as that of his enemies. Not only must the user defeat an enemy with brawn, but he must also match wits with the enemy at the same time. Whoever wins this test of wills is rewarded with the life energy of the other. Lose enough times and insanity will soon follow. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Special: Cursed: This item requires a Remove Curse spell to be unequipped Willpower: +1 bonus Vampiric: +1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Insanity: 15% chance wielder and/or target will become berserk. +2 STR, +10HP, hit points hidden for the duration of the insanity Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: Blahg'mah (Chp 6.2-Nrm) --- [00AX1HBA.ITM] Balance Most weapons are a balance of power and accuracy. The more powerful the weapon, the less accurate and harder it is to wield and vice versa. This weapon allows the user to customize this balance with a mere thought. STATISTICS: Enchantment: +3 Special: Balance Damage: 1d8 +3 Attack Bonus: +3 Special: Power Damage: 1d8 + 6 Special: Accuracy Damage: 1d8 Attack Bonus: +6 Damage Type: Slashing Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Heggr Splitsteel (Chp 5.3-Nrm) --- [00AX1HCK.ITM] Cloudkiss The Dwarven master smith, Magmar Ironsmelt, created this axe. It is said that he spent his entire life studying various blacksmithing techniques in preparation for creating this axe. Thirty days and thirty nights, Magmar secluded himself in his shop with only the steady ringing of his hammer and the deafening roar of the furnace as company. On the thirtieth night Magmar completed Cloudkiss whereupon he promptly fell over dead. Now it is rumored that although the utmost respect was offered by his fellow smiths during his funeral, titters of laughter could be heard behind muffled, closely held conversations. It seems that Magmar's final work was not the great work everyone was expecting, in fact it was rather plain and hardly worthy of a Dwarven forged weapon let alone one forged by a master smith. For many years this long forgotten weapon hung upon the walls of Clan Ironsmelt, until one fateful day a horde of goblins invaded. In the final moments of the battle, a lone injured dwarf grabbed Cloudkiss in desperation from its purchase and flung it at the approaching horde. To his surprise, Cloudkiss transformed into a lightning bolt and surged thru the throngs of goblins with deadly accuracy. As fast as he could throw the axe it would return, leaving smoldering corpses wherever it traveled. By any rights this should have been a tale of legend, but with any legend there has to be survivors to tell the tale. Unfortunately, Clan Ironsmelt died that day along with that unnamed dwarf. STATISTICS: Thrown: Damage: 1d6 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Electrical Special: Returning: Returns to user Lightning: Inflicts electrical damage to all objects in path of electrical bolt Melee: Damage: 1d6 +3 Attack Bonus: +3 Damage Type: Slashing Weight: 4 lb. Required Feat: Martial Weapon, Axe Type: One-handed Carried By: High Commander Grishum (Chp 6.1-Nrm) --- [00AX1HSC.ITM] Screamer The origin of this weapon is unknown, but it is believed to be the result of some sort of joke. Screamer appears to be a normal throwing axe. However, once it is released from the hand it actually emits a high piercing "scream" as it travels towards its target. Upon a successful hit, the target will take additional sonic damage. Screamer is not a subtle weapon and should never be considered for any kind of stealthy endeavors. The one benefit of Screamer is that it confers immunity to silence spells upon its wielder. STATISTICS: Damage: 1d6 +1 Attack Bonus: +1 Enchantment: +1 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Slashing: 50% chance of +1d6 Slashing damage Spellward: Immunity to silence spells Returning: Returns to wielder Weight: 1 lb. Required Feat: Martial Weapon, Axe Type: One-handed Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00AX1HSP.ITM] Spiritcaller Death's Ally was originally crafted as a gift for a dwarven general. The weapon was given the ability to heal wounds and raise fallen soldiers on the field of battle. Unfortunately the axe fell into the hands of the drow after an unsuccessful skirmish near the underdark. It is unknown what was done to warp the magic of the axe, but it is not the weapon it once was. The axe can now be used to cause wounds three times per day, and summon spirits of the dead once per day. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 DamageType: Slashing Special: Spell Power: Can cast the spell Inflict Critical Wounds 3/day Spell Power: Can cast the spell Shadow Conjuration 1/day. Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: One-handed Found In: AR6301-Nrm --- [00AX1HTA.ITM] Training Axe Axes of this kind were often mass-produced for the sole purpose of training soldiers. They were often times so shoddily made that after a year of use they would have to be melted down and reforged. Tired of paying exorbitant prices to reforge these weapons every year, Count Va' Suyen decided to hire a wizard to cast minor enchantments on all his training weapons to make them more durable and suitable for training. This particular axe carries two such enchantments. The first hardens the axe so that any normal combat would not damage it. The second enchantment dulls the edge of the axe so that his men would not be hurt while training. STATISTICS: Damage: 1d8 Damage Type: Bludgeoning Weight: 7 lb. Required Feat: Martial Weapon, Axe Type: One-handed --- [00AX2H01.ITM] Greataxe This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Purchased From: Artemus (Chp 2.0), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0) Found In: AR1002 Random Drop: All Games, HoF --- [00AX2H85.ITM] Holy Greataxe of Justice +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: Target is under the effects of the spell Blindness (Fortitude save negates) Holy: +2d6 damage against evil creatures Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: HoF, Nrm --- [00AX2H86.ITM] Greataxe of Ice +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Frost Burst: +2d6 cold damage and 10% chance of +2d10 extra cold damage Resistance: 5/- Cold Resistance Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: HoF, Nrm --- [00AX2H87.ITM] Greataxe of Blurred Visions +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Spell Process: While equipped, user is under the effects of the spell Blur Wounding: Inflicts 1 additional point of damge per round for 10 rounds (Fortitude negates) Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: HoF, Nrm --- [00AX2H88.ITM] Greataxe +5 This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00AX2H89.ITM] Greataxe +4 This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 + 4 Attack Bonus: +4 Enchantment: +4 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0) Random Drop: All Games, HoF, Nrm --- [00AX2H90.ITM] Greataxe +3 This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 + 3 Attack Bonus: +3 Enchantment: +3 Damage Type: Slashing Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0), Heggr Splitsteel (Chp 5.3) Carried By: More Than 12 Creatures Random Drop: All Games, HoF, Nrm --- [00AX2H91.ITM] Greataxe +2 This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00AX2H92.ITM] Greataxe +1 This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Found In: AR5302 Random Drop: All Games, HoF, Nrm --- [00AX2H93.ITM] Greataxe of Digestion +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Corrosive Burst: +2d6 acid damage and 10% chance of +2d10 extra acid damage Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: HoF, Nrm --- [00AX2H94.ITM] Massive Greataxe of Flame +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 2d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 30 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 Required Random Drop: HoF, Nrm --- [00AX2H95.ITM] Greataxe of Might +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Strength: +1 Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Random Drop: All Games, HoF, Nrm --- [00AX2H96.ITM] Greataxe of Cleaving +5 This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 + 5 Attack Bonus: +5 Enchantment: +5 Damage Type: Slashing Special: Slashing: +2d6 slashing damage Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Carried By: Guard (Chp 6.3) Random Drop: All Games, HoF, Nrm --- [00AX2H97.ITM] Masterwork Greataxe This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 Attack Bonus: +1 Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Found In: AR5302, AR6702 Random Drop: All Games, HoF --- [00AX2H98.ITM] Greataxe of Elemental Bursts This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. Dwarven runes have been etched into the giant blade to further enhance the axe. STATISTICS: Damage: 1d12 Damage Type: Slashing Special: Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage Frost Burst: +1d6 cold damage and 10% chance of +1d10 extra cold damage Shocking Burst: +1d6 electrical damage and 10% chance of +1d10 extra electrical damage Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strength of 18 required Random Drop: HoF, Nrm --- [00AX2H99.ITM] Greataxe of Vampiric Flame This mighty weapon consists of a four to five foot haft with a very heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it. STATISTICS: Damage: 1d12 Damage Type: Slashing Enchantment: +5 Special: Flaming Burst: +2d6 fire damage and 10% chance of +1d10 extra fire damage Vampiric: 1d4 hit points drained from target and temporarily added to wielder (Fortitude save for none) Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit Weight: 20 lb Required Feat: Martial Weapon, Axe Type: Two-handed Minimum Strengh of 18 Required --- [00AX2HBB.ITM] Backblighter Backblighter is a weapon of incredible manufacturing techniques. The double bearded blade is crafted of the finest steel with a mithril edge. The shaft is hollowed oak with a reinforced steel center. Along the shaft are a series of glowing dwarven runes cast in gold. The weapon is light, fast, and deadly. The weapon was also crafted with two special enchantments. On a successful hit, there is a chance that Backblighter will cast a fear and a slow spell upon the target, causing them to turn their back and slowly flee. This allows devastating attacks from an opponent's rear, thus the weapons name. Backblighter was crafted by the dwarven smith Braegar of Dorn's Deep. STATISTICS: Damage: 1d10 + 2 Attack Bonus: +2 Enchantment: +2 Damage Type: Slashing Special: Spell Process: 50% chance target succumbs to Fear (Will save) Spell Process: 50% chance target is Slowed (Will save) Weight: 3 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Carried By: Blahg'mah (Chp 6.2-Nrm), Gorg (Chp 6.2-Nrm) --- [00AX2HBD.ITM] Big Death The gargantuan throwing axe known as Big Death is an orcish weapon through and through. Carried to the final battle of the Hand of Seldarine by the hulking orc warlord Yellow-Toothed Grubrun Foul-Tusks, Big Death had its origins in an ogre mercenary's two-handed battle-axe. After a particular vicious raid on a dwarven mining settlement, Grubrun spied the axe lodged in the skull of a dead dwarven marshal. It seems that an ogre mercenary had impaled himself upon the marshal's spear in a careless charge, but his last act had been to nearly cleave his killer's head in twain and, in trying to wrench the axe free for a second blow, shattering the haft before expiring in a bloody heap. Prying the huge, black cold-iron blade from the base of the dwarf's skull, Grubrun returned to his fortress at Nab-Nurog and had his shaman set to enchanting it. Not having considered fixing the shaft and finding it too heavy and awkward to use in melee, Grubrun deigned to use the weapon as a throwing axe and demanded that it be ensorcelled to return to his hands after being hurled. The warlord found great delight in heaving the enormous weapon about, roaring with glee as Big Death came careening back to him, gleaming and gore-spattered, after lopping some poor enemy in two at the waist. Grubrun Foul-Tusks finally met his end at the final battle of the Hand where he threw Big Death at the elven weapon master Kaylessa; she deftly sidestepped the flying weapon, darted forward, and ran her own blade through the empty-handed orc's belly. Kaylessa was said to have then coolly ducked as Grubrun's own axe came whirling back at him and cleanly severed his head, rotten yellow tusks and all. Big Death is an especially large axe - almost ridiculously so - and is only identifiable as a throwing weapon because its short haft and the manner in which it's weighted. In fact, the axe is so massive that it cannot be thrown with a single hand, requiring the wielder to grip it with both hands and hurl it sidelong with the strength of their entire body. STATISTICS: Damage: 1d10 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Damage Type: Melee (slashing) Special: Doom-Edged: 1d6 additional slashing damage Returning: returns to wielder's hand after being thrown Weight: 10 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00AX2HWT.ITM] Widow-Through Black Donald was a grim man with a twisted sense of humor. Though not quite malicious, he had little regard for human life. When his adventuring band, Winnowing Drake Company, asked him to fell an opponent, he did so without question. In addition to his wiry brawn and even temper, Donald was known for his fastidious care of his weapons and armor. He kept his great axe keen and shining at all times. When he waded into battle, crimson blood flew out in all directions from the gleaming blade. Donald's halfling friend, Tim Rootfield, commented that the axe was so sharp that it would make widows out of half the wives in Faerun. Black Donald smiled at the halfling and said that his blade was sharp enough to cut through the husband and back to village to get the wife on the follow-through. STATISTICS: Damage: 1d12 + 1 Attack Bonus: +1 Enchantment: +1 Special: Keen: Increases chance of scoring a critical hit Damage Type: Slashing Weight: 20 lb. Required Feat: Martial Weapon, Axe Type: Two-handed Purchased From: Tahvo the Huntmaster (Chp 5.0-Nrm) --- [00BARD01.ITM] Bardic Horn of Valhalla This horn was created by the respected bard of a now-dead Reghed barbarian tribe. The bard was called Beogin, and his songs are sung by many of the northern tribes. He carried this horn with him when he observed many titanic battles. The chief of his tribe gave him the instrument with instructions to blow it if he was ever in mortal danger. Beogin, too proud to ever call on his tribesmen for help, was killed in battle, the horn hidden under his cloak. STATISTICS: Once a day, this horn will summon 2-4 berserkers who will attack the enemies of the user. Weight: 1 lb. Purchased From: Beodaewn's Caravan (Chp 4.0-Nrm) --- [00BARD02.ITM] The Cittern of War One of the only musical instruments actively approved of by the church of Tempus, the Cittern of War was constructed by a halfling instrument maker named Relias Blackseed. Priests of Arvoreen the Defender blessed the cittern with its impressive power. Relias never intended to play his magnificent creation. He eventually sold the ruddy instrument to a bard named Gallow Deely. Gallow was a lanky, slender man often found in the company of adventurers. Though ill-suited for battle, Gallow was exceptionally gifted at putting tales of heroism to music. With the aid of the cittern, he helped the Company of Frozen Trees defeat a young green dragon in 1013 DR. His song, commemorating the occasion, was a rollicking tune called "The Fight of Green Thirteen." It is played in central and western taverns to this day. STATISTICS: This cittern casts Emotion: Hope, centered on the user. Weight: 3 lb. Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00BARD03.ITM] The Unstrung Harp The instrument of a beatified saint of the church of Ilmater, this harp once belonged to Sephica of Ordulin. Sephica was a bard, but she did not worship the lord of songs, Milil. Instead, she devoted herself to performing ballads to the suffering throngs of Ilmaterians everywhere. She was traveling with a group of Ilmaterian pilgrims when they were attacked by bandits. The bandits killed and severely injured many of the pilgrims, and they cut the strings of Sephica's harp when she tried to soothe the injured travelers. After the bandits had left, Sephica prayed to Ilmater for help in a time of crisis. When she plucked at her harp strings with her eyes closed in prayer, music miraculously poured forth and healed every person who heard it. The next day, the bandits arrived and killed Sephica for healing the pilgrims. Though she was killed, the pilgrims kept the memory of her miracle alive. Their community attempted to have her accepted as an Ilmaterian saint. They succeeded in 1218 DR. STATISTICS: This harp can cast Heal 1/Day. It can only be played by a bard of exceptional virtue, wisdom, and talent. Minimum Wisdom of 13 required Weight: 3 lb. Found In: AR6402-Nrm --- [00BARD04.ITM] Lyre of Progression The Lyre of Progression was created by the bard Sedini Paletto. Sedini was a teacher of young aspiring bards during difficult times. This instrument, held close at all times, helped Sedini fight off those who would attack him or his students. When Sedini grew old, he passed it on to his best student, Galwen Alaman. Galwen continued teaching for a few years before setting out into the wilderness on a life of adventure. It is believed that he lost the lyre when he accidentally dropped it in a marsh. STATISTICS: Strength: +3 Weight: 2 lb. Purchased From: Kadresh Olonrae (Chp 5.3-Nrm) --- [00BARD05.ITM] The Merry Shorthorn The Merry Shorthorn was once owned by the half-elven bard Prophia Copperfire. She took the small instrument everywhere. Despite its rather meager powers, the Merry Shorthorn is among one of the most well traveled magic items in Faerun. It is believed that Prophia took it with her on a number of Elemental Planes, to Elysium and Baator, and from the Spine of the World to the distant reaches of Wa. It entertained pashas in Calimshan, quelled the anger of holy slayers in Zakhara, and bolstered a crew of sailors in the Sea of Fallen Stars. The Merry Shorthorn was lost when Prophia accidentally dropped it somewhere in the great desert Anauroch. STATISTICS: When played, this instrument casts Bless, centered on the player. Can be used once per day. Weight: 1 lb. Found In: AR3000-Nrm --- [00BARD06.ITM] The Dire Old Lute of Pellon Kay Pellon Kay would never appear in history books for his musical talents. If it wasn't for his famous lute, no one would have remembered him at all. Born in Sembia and raised in a musical family, Pellon Kay never took his performances seriously. Kay made dozens of enemies everywhere he went because of his acidic wit and appetite for confrontation. Sages believe that Milil frowned upon Pellon's antics, but that Talos found Pellon's attitude to be quite amusing. The avatar of Talos watched Pellon start a fight with over twenty men in a bar one night. As a gift for such destructive entertainment, Talos touched the lute that was laying next to Pellon's unconscious body. After that night, Pellon discovered that he could make men go berserk just by playing his lute in their direction. He took great delight in setting mercenaries and sailors against each other for several weeks. Eventually, Pellon Kay was laid low by a grim-featured warrior with a crossbow who didn't let Pellon get close enough to employ his magical lute. The unknown warrior threw the lute into the Sea of Fallen Stars. STATISTICS: Can cast the spell Dire Charm once per day Weight: 2 lb. Purchased From: Nym's Exotic Goods (Chp 5.0-Nrm) --- [00BARD07.ITM] Owain's Lullabye Owain's Lullabye was created by a disturbed bard named Owain Piper. Piper was a worshipper of Auril, born in the town of Silverymoon and raised to embrace the frigid environment of his homeland. He traveled extensively in the Moonsea, where he met a mage named Pelham of the Moor. Owain and Pelham became good friends and stayed in contact for over a decade. Pelham eventually enchanted Owain's Lullabye for the bard in exchange for a small sum of money. Owain rarely used the instrument in battle, typically employing it when he found late-migrating geese lounging on a lake. He would blow the horn in such a way that the geese heard it as the sound of their cousins heading south for the winter. As the geese would attempt to take flight, Owain's horn would freeze them in mid-stroke, where he would leave them to die. STATISTICS: When played, this instrument casts Cone of Cold Weight: 2 lb. Found In: AR6102-Nrm --- [00BARD08.ITM] Viol of the Hollow Men This instrument is also known as "Tallow's Violin," but that moniker is rarely spoken among musicians, as mentioning the name of Nikolai Tallow is considered bad luck. Nikolai was born in The Vast, near High Haspur, the son of a chandler. Because of the intermittent traffic through the region, Nikolai was introduced to many different cultures. One of the travelers he met was an elven musician named Relev Thinriver. Relev introduced Nikolai to the violin and taught him for several years as he wandered through the area. Relev knew that Nikolai was an incredibly gifted child, with quick fingers, a keen mind, and a passion for all things in the world. Relev also recognized that Nikolai was exceedingly proud and arrogant. In spite of Nikolai's shortcomings, Relev taught him everything he knew. After Relev was killed by a band of orcs, Nikolai began to practice on his own throughout the Vast. Despite his travels, he always returned to the isolate peaks of his mountain birthplace. He became famed throughout the Vast, the southern Moonsea and Sembia for his incredible talent and passionate performances. Eventually, news of the proud young virtuoso spread to the ears of a nearby thug from Calaunt named Tremble Ghon. When Tremble and his gang traveled through the Elvenblood Pass, they stopped at the Elf in Armor Inn and demanded a performance from Nikolai, who happened to be present and eating dinner with his father at the time. Nikolai refused to perform for Tremble and his men. He called them stinking oafs and attempted to leave with dignity. Tremble assaulted Nikolai's pride by claiming that Nikolai was afraid of performing because he'd be heckled out of the inn for his incompetence. Nikolai shot back that his skill with the violin was so great that he could raise the dead from their graves. Satisfied with a proposed challenge, Tremble immediately grabbed Nikolai's father and stabbed him in the heart. When a number of other villagers attempted to intervene, they were also killed by the bandits. Tremble defiantly stood over Nikolai's dead father and said, "Where's your big mouth now, fiddle player?" Without a word, Nikolai pulled his violin and bow out from underneath his arms and began to play a melody that none of the residents of High Haspur had ever heard before, and no one in Faerun would ever hear again. Nikolai played with unbridled passion and fervor. Onlookers later remarked that he appeared to be a madman, thrashing about in ways that people didn't think were possible. At the climax of his frenzied piece, Tremble and his gang watched in horror as the souls of the men and women they had just killed rose from their corpses and dove, shrieking, at their murderers. The bandits died horrible deaths, chilled by the shadows of their victims. Nikolai himself continued playing, dancing through the streets and back pastures of his alpine home until every man, woman, child, and beast ever buried in the region rose from its resting place and milled about until Nikolai and his music disappeared into a far off valley, shrouded in a mysterious fog that vanished as quickly as it had appeared. Legends say that on misty nights, the ghost of Nikolai Tallow returns to his homeland, playing a phantom violin with a host of dancing dead trailing behind him in the moonlight. STATISTICS: Summons 1D4 Shadows to attack a target, once per day. Weight: 3 lb. Found In: AR6200-Nrm --- [00BARDRS.ITM] Retching Serpent The serpent is a wind instrument. It usually is made of a long, conical wooden tube of over six feet in length that is coiled in much the same way as a snake; thus the name. Six holes along its length help the player alter the pitch in much the same way as a cornet. This particular instrument produces a low sonorous sound that can be felt to the very bones of all those within range. In the hands of a skilled bard, this instrument can produce a Stinking Cloud and direct it at one's enemies. STATISTICS: Cast cast the spell Stinking Cloud 2/day Weight: 5 lb. Purchased From: Bashshar's Decanter-Nrm --- [00BELT01.ITM] Girdle Girdles are generally similar to belts. Unlike belts, girdles are not used to hold up pants and dungarees, but to carry pouches, scabbards, and the like. Random Drop: All Games, HoF --- [00BELT02.ITM] Golden Girdle Created to protect a powerful wizard against malevolent warriors, this magical garment is made of red silk strewn with golden flakes. It is enchanted to give limited protection against slashing weapons of any type. STATISTICS: Armor Bonus: +3 vs. slashing weapons Weight: 2 lb. Carried By: Kratuuk (Chp 6.2), Oswald Fiddlebender (Chp 1.1), Vese Nejj (Chp 6.3) Random Drop: All Games, HoF --- [00BELT03.ITM] Girdle of Bluntness Having lost friends and loved ones to a series of raids by hill giants, Garrar The Powerful made it his mission to cleanse his homeland of their presence. It is not known where he acquired this item, but with it he single handedly dispatched dozens of the creatures, all the while protected from the blows of their clubs. The remaining giants fled to neighboring lands; lands that lacked a similar champion and did not fare as well. STATISTICS: Armor Bonus: +4 vs. blunt weapons Weight: 2 lb. Purchased From: Bashshar's Decanter, Heartstone Gem (Chp 6.0), Nathaniel's Temple (Chp 6.0) --- [00BELT04.ITM] Girdle of Piercing An infamous highwayman in his day, Pandar of Scardale made quite a name for himself vexing the elves of Cormanthor forest. To their annoyance he continually used the wood to escape the law; and with the aid of this girdle, the elves' arrows as well. Unfortunately for Pandar, pit-traps and starvation proved a slower, but effective, substitution. STATISTICS: Armor Bonus: +3 vs. piercing weapons Weight: 2 lb. Purchased From: Bashshar's Decanter, Conlan's Smithy (Chp 6.0) --- [00BELT05.ITM] Girdle of Beatification Priests of Helm in Berdusk consecrated this belt and gave it to the warrior Thom Wainwright, who had performed a number of great services for the church, including the destruction of the Unseeing Eye and the cult that followed him, the Blinded Acolytes. Thom wore the girdle proudly until he fell into severe debt in his later years. To his undying regret, he auctioned it off to a well-known priest of Mask. STATISTICS: Wearer is under the effects of a Bless spell while equipped Weight: 2 lb. Purchased From: Bashshar's Decanter, Elytharra's Enchantments (Chp 1.1) --- [00BELTAD.ITM] Arcs of Disredain Disredain was an eccentric wizard who became enthralled with the manipulation of electricity. In addition to the wands he created, Disredain made a number of experimental magic items during a fifteen-year period of frenzied research. This belt was one of the items he did not think highly of. Consisting of large, crescent-shaped slices of mottled copper sitting back to back, the belt is quite thick and unique in appearance. A cleric of Talos named Ylkath wore the Arcs for three decades before he died of old age. His companion, the Umberlant priestess Ashalla of the Jade Tide, kept the belt for barely three years before she was shot dead by pirates that survived one of her nautical attacks. The pirates sold the belt to a fence. Its history past that point is unknown. STATISTICS: Spell Power: Can cast the spell Gedlee's Electric Loop 1/Day Resistance: 1/- Electrical Resistance Weight: 3 lb. Purchased From: Nathaniel's Bag of Holding (Chp 6.1-Nrm) --- [00BELTBG.ITM] Black Goat Girdle Made by halflings, the Black Goat Girdle is sacred to all of their religious sects. Legends say that the Black Goat appeared to a nameless halfling village that had been sacked by goblins during a terrible winter. The tribe of warriors slew most of the halfling men, burned the fields, and took all of the town's livestock. Broken but not hopeless, the villagers congregated for prayer in the burned chapel at the center of town. Out of the smoke drifting over the edge of town, a black goat appeared with six kids, five black, one white. Over the course of six days, the kids grew, gave birth to more kids, and each previous generation died in the night. The milk, meat, and hide provided by the goats helped the halflings survive through their harsh winter. After the six days of miracles had passed, the town tanner made a belt from the hide of the mother goat that had appeared out of the smoke. Halfling tales often contain stories of halfling heroes wearing the Black Goat Girdle on their adventures, though no one has yet determined exactly where the legend truly originated. STATISTICS: Regeneration: Wearer heals 1 hit point every 3 rounds Weight: 3 lb. Carried By: Kratuuk (Chp 6.2-Nrm) --- [00BELTDB.ITM] Dragon's Belt A barbarian tribesman by the name of Edhan asked his shaman to enchant this belt for him. Edhan risked his life hunting for young white dragons in the tundra north of Icewind Dale. Though the risk was extreme, the foolhardy barbarian was wealthy beyond what most tribesmen can dream of. As he aged, Edhan lost his edge. The belt helped protect him in his later years. Eventually, an old barbarian of fifty-six winters, Edhan fell victim to a pair of young whites. Barbarians from the Tribe of the Great Wyrm eventually recovered the warrior's body, but chose not to inter his body. They traded his belt away with the rest of his equipment. The front of the belt features a broad white dragon's chest scale. Leather lined with polar bear fur makes up the rest of the belt. STATISTICS: Saving Throw Bonus: +3 to Reflex saves Weight: 3 lb. --- [00BELTLG.ITM] Little Giant This belt of woven hair is a curious belt, and it is woven from a mix of red dwarven hair and verbeeg giant hair. It was originally worn as a substitute by the "Little Giant," Hohn Burninghair, an ill-tempered dwarf who swore to kill a hundred giants after several raids by greedy verbeeg wiped out much of his caravan trade from Upper Dorn's Deep. Soon after his proclamation, the Little Giant went in search of verbeeg camps, fighting them one after the other, until he came across the Temple of the Forgotten God in the mountains bordering Kuldahar. It was said that he was brought into the Temple, and rather than risk more bloodshed, the priests agreed to reign in the verbeeg patrols from around Dorn's Deep and made reparations for the stolen goods. Somewhat mollified, Burninghair left his woven belt in the hands of the Temple and swore peace with the verbeeg provided they kept their end of the bargain. When the Temple was ransacked many years later, the strange belt was carried off by the attackers and lost in the North. The Little Giant belt grants the wearer tremendous strength, most likely as a side effect of the giant hair woven into the belt and the great anger that ran deep in Burninghair's heart. It is said that Burninghair's original belt that predated the Little Giant was much more powerful, but he lost it while pursuing a fleeing verbeeg across a river - apparently, the verbeeg was attempting to carry off one of the Burninghair's ponies. Furious over the loss of his original belt, Burninghair simply added its loss to the list of crimes the verbeeg would pay for. STATISTICS: Special: Strength: +4 Weight: 2 lb. Purchased From: Conlan's Smithy (Chp 6.0-Nrm) --- [00BELTSS.ITM] Sash of Shadows When this sash is tied about the waist, it seems to blend into the folds of one's clothing so as to be almost invisible. These sashes were initially worn by stalkers in the service of Kresselack the Black Wolf on the day he sent them out to search for a location for his final resting place... the sashes were woven to prevent his enemies (and mages in the service of his enemies) from learning of the movements of his stalkers. Once the stalkers had found a tomb worthy of Kresselack, he gave them deaths worthy of their station and took their sashes from them to line the walls of his tomb in the Vale of Shadows. These sashes were carried from his tomb by fortune seekers many years past, and they have since found their way to remote corners of the North. STATISTICS: Special: Constant Effect: Non-detection while equipped. Weight: 1 lb. Purchased From: Orrick's Keepsakes (Chp 6.0-Nrm) --- [00BOLT01.ITM] Bolt Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. STATISTICS: Damage: 1d8 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Artemus (Chp 2.0), Beodaewn's Caravan (Chp 4.0), Conlan's Smithy (Chp 6.0), Dragu's Workshop (Chp 5.1), Gallaway Trading Depot (Chp 1.1), Henghelm's Goods (Chp 1.0), Tahvo the Huntmaster (Chp 5.0), Wode the Guileful (Chp 5.3), Zack's Collectibles (Chp 4.1) Found In: AR1001, AR1006, AR1200, AR3000, AR3001, AR3002, AR3100, AR3101, AR4000, AR4101, AR4102, AR5201 Carried By: Gerbash (Chp 6.0), Talisman Assassin (Chp 4.1) Random Drop: HoF, Nrm --- [00BOLT02.ITM] Masterwork Bolt Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. STATISTICS: Damage: 1d8 Attack Bonus: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Beodaewn's Caravan (Chp 4.0), Dragu's Workshop (Chp 5.1), Gallaway Trading Depot (Chp 1.1), Tahvo the Huntmaster (Chp 5.0), Zack's Collectibles (Chp 4.1) Found In: AR3000, AR3001, AR3002, AR3101, AR4000, AR4100, AR4101, AR4102, AR5101 Carried By: Dargab the Slave-Master (Chp 5.1), Dargab the Slave-Master (Chp 5.2), Dragu Ironbreaker (Chp 5.1), Duergar Bolter (Chp 5.1), Duergar Bolter (Chp 5.2), Duergar Commander (Chp 5.2), Harhord Dorm (Chp 5.1), Harhord Dorm (Chp 5.2), Talisman Assassin (Chp 4.1) --- [00BOLT03.ITM] Bolt +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 +1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Beodaewn's Caravan (Chp 4.0), Dragu's Workshop (Chp 5.1), Tahvo the Huntmaster (Chp 5.0), Zack's Collectibles (Chp 4.1) Found In: AR3001, AR3002, AR3100, AR3101, AR4000, AR4100, AR4101, AR4102, AR5300 Carried By: Denham Fisher (Chp 1.1), Gerbash (Chp 6.0), Talisman Assassin (Chp 4.1) --- [00BOLT04.ITM] Bolt +2 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 +2 Attack Bonus: +2 Enchantment: +2 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Beodaewn's Caravan (Chp 4.0), Conlan's Smithy (Chp 6.0), Dragu's Workshop (Chp 5.1), Zack's Collectibles (Chp 4.1) Found In: AR4000, AR4001, AR4100, AR4101, AR4102, AR6101 Carried By: Illium Ar'Ghrenoir (Chp 4.0), Talisman Assassin (Chp 4.1), Valas Rrostarr (Chp 5.3), Yuan-ti Pureblood Thief (Chp 6.1) --- [00BOLT05.ITM] Sparking Bolts +1 This bolt seems to crackle with energy as it is held in the hand. When shot from the crossbow, it seems to leap towards its target leaving behind an electrical sulfuric smell. As it hits there is a crackle as the energy stored is released into the targets wound. STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Shock: +1d6 electrical damage Weight: 0 lb. Launcher: Crossbow Purchased From: Wode the Guileful (Chp 5.3) Found In: AR3001, AR6702 Carried By: Ashra (Chp 6.0) Random Drop: HoF, Nrm --- [00BOLT08.ITM] Tranquil Bolt These crossbow bolts are easy for magic scholars to recognize because of their purpose and their colorful decoration. The infamous Band of the Key was a group of occultist fighters who dedicated themselves to taking evil magical texts out of the hands of those who would use them to cause harm. The Band favored using crossbows over bows for their ability to remain cocked and ready for long periods of time. The leader of the Band, a thin, mustachioed man named Heglyf, enlisted some Deneirian priests to craft these special bolts in large quantities. STATISTICS: Damage: 1d8 + 1 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (Piercing) Special: Spell Process: Bolts cast Silence on target (Will save negates) Weight: 0 lb. Launcher: Crossbow Random Drop: HoF, Nrm --- [00BOLT93.ITM] Stunning Bolts +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Stunning: Target is Stunned for 2 combat rounds (Fortitude save to resist) Weight: 0 lb. Launcher: Crossbow Found In: AR6600 Random Drop: HoF, Nrm --- [00BOLT94.ITM] Frost Bolts +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Frost: +1d6 cold damage Weight: 0 lb. Launcher: Crossbow Purchased From: Wode the Guileful (Chp 5.3) Random Drop: HoF, Nrm --- [00BOLT95.ITM] Flaming Bolts +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Flame: +1d6 fire damage Weight: 0 lb. Launcher: Crossbow Purchased From: Wode the Guileful (Chp 5.3) Dialogues: Lord Pyros (Chp 6.1) Random Drop: HoF, Nrm --- [00BOLT96.ITM] Corrosive Bolts +1 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with a small amount of magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 Attack Bonus: +1 Enchantment: +1 Damage Type: Missile (piercing) Special: Corrosion: +1d6 acid damage Weight: 0 lb. Launcher: Crossbow Purchased From: Wode the Guileful (Chp 5.3) Carried By: Drow Fighter Thrall (Chp 5.3), Guard (Chp 6.3), House Despana Guard (Chp 5.3) Random Drop: HoF, Nrm --- [00BOLT97.ITM] Bolt +5 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 +5 Attack Bonus: +5 Enchantment: +5 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Riki (Chp 6.3) Dialogues: 60GERBA2 (Chp 6.0) Random Drop: HoF, Nrm --- [00BOLT98.ITM] Bolt +4 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 +4 Attack Bonus: +4 Enchantment: +4 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Conlan's Smithy (Chp 6.0), Nathaniel's Bag of Holding (Chp 6.1), Riki (Chp 6.3) Random Drop: HoF, Nrm --- [00BOLT99.ITM] Bolt +3 Quarrels or bolts are the ammunition fired by crossbows regardless of the weapon's size. However this bolt has been imbued with magical properties which enhances performance in flight, almost as if the bolt was guided towards its target. STATISTICS: Damage: 1d8 +3 Attack Bonus: +3 Enchantment: +3 Damage Type: Missile (piercing) Weight: 0 lb. Launcher: Crossbow Purchased From: Riki (Chp 6.3), Wode the Guileful (Chp 5.3) Carried By: Ashra (Chp 6.0) Random Drop: HoF, Nrm --- [00BOOK07.ITM] History of Calimshan History of Calimshan: Calimshan is older than either of the other Empires of the Sands, first settled over 7,000 years ago by the Djen, a humanoid race from the Elemental Plane of Air. These Djen were known to be very magical, and during the course of their rule they developed many new spells previously not available in the Plane of Air. The Djen prospered for over 1,000 years in Calimshan, but their reign was ended by an invasion of creatures and minions from the Plane of Fire. Some say this is where the bitter hatred between djinni and efreeti started, though others contend this was just a result of a hatred that was already there. Whatever the cause, the battle was long and bloody, and took over 100 years to complete. The Djen finally routed the attackers, but were greatly weakened in the attempt. They slowly declined, and the last mention of the Djen is just under 6,000 years old. For the next 4,000 years Calimshan was dominated by nomadic tribes of humans. Tribes from various places - Chult, the Shaar, The Shining Plains, Chondath, even Amn and Cormyr - took turns dominating, only to be conquered by the next, nearly identical tribe. Slowly, the nomadic nature of Calimshan began to change. As explorers and traders from Amn, Waterdeep, and Cormyr discovered the wonders of the area, some tribes began to settle down and develop new means of support, like fishing, farming, or trading. These communities began to band together for mutual protection, and soon a civilization was born. It was only 1,300 years ago that the Shoon Empire (now called Iltkazar) came into being. The Shoons were a grand and glorious empire, and their excesses were the foundation of Calishite snobbery today. They grew wise and powerful in the ways of magic, and ships and caravans bearing the Shoon flag traveled across the Forgotten Realms. Shoon himself, a particularly powerful mage, created a book of great power during this time called the Tome of the Unicorn. The exact location of the Tome has been lost in time, but since the book is 2' by 3' and made of pure metal, it is likely to still be around... somewhere. 900 years ago the Shoon empire abruptly vanished. A great magical upheaval was suspected at first, but learned mages of other lands dispute the claim. A force that great, they say, would have disturbed magical powers and beings throughout the Realms, and that didn't happen. Sages who have studied the Shoon at great length have reached no definite conclusions, but the most popular theories today center around a plague or disease that decimated the population. Today, the Shoon impact on Calimshan is still great. The grandeur of that empire is responsible, more than anything else, for the strong national character of Calimshan today. The ruins of the Shoon's greatest city, Monrativi Teshy Mir, can still be found in the wilderness to the west of the edge of the Forest of Mir (see below for more on Monrativi Teshy Mir). Since the fall of Shoon, no force or people has risen to solely dominate the land. There are a half dozen or so major cities, each of which exerts its power over its own area. About 170 years ago, a man in Calimport amassed a large army and declared himself "Pasha" over the land. Before that army could march, however, the representatives of each major city met and agreed to recognize the Pasha's authority in limited areas, and to pay a small tribute to him; enough to pay for the works the Pasha was expected to do. The oldest son of each Pasha inherits the title; if there is no son, the mayors of each large city select a new one. The current Pasha, Rashid Djenispool, has ruled for over 18 years, and is the grandson of a pasha elected by the mayors of Calimshan 44 years ago. Weight: 2 lb. --- [00BOOK08.ITM] History of Cormyr History of Cormyr: Cormyr dates its years from the founding of House Obarskyr 1,342 years ago, the first of the noble houses and the line of its kings. For the bulk of this time, Cormyr was little more than a single city (Suzail) and a few fortified outposts. At times the monarch was forced by rebellion and intrigue to rule from those outposts instead of from the throne. King Azoun is the fourth of his name and the 71st of his line. The land has been officially at peace for many years - since Rhigaerd overthrew the last of the border raiders. However, Cormyrean armies have taken part in many actions in nearby regions, recently mustering its forces to face Gondegal, the rebel of Arabel; to occupy Tilverton on the marches of the Dalelands; and to lead a crusade against the great Tuigan horde invading from the east. One wit has noted that "Yes, the land is at peace, but the army has to keep busy." In addition to pursuing major actions, Cormyrean patrols often skirmish with bandits on the roads in the north and west, and are at present battling orcs and other creatures north and east of Cormyr in Tilver's Gap and Shadow Gap. Both of these areas are threatened by raiders who will menace Cormyr itself if they ever overrun Tilverton. Cormyr has built a fortress, Castle Crag, to defend the kingdom from attacks from that quarter, and maintains the High Horn to protect against attacks from the West. Weight: 2 lb. --- [00BOOK09.ITM] History of Dambrath History of Dambrath: The nation of Dambrath was formed out of a barbarian kingdom almost a half-millennium ago by a powerful alliance of priestesses of Loviatar and the drow from the city of T'lindhet. In 211 DR, fleeing from the destruction of the homeland by the then-great kingdoms of Unther and Mulhorand, four tribes of barbarians entered Dambrath. They found a coast where the dolphins danced and plains where the grass was long. They roamed from the borders of the Walls of Halruaa as far east as the current borders of Estagund. They soon became known as the Arkaiun, or people of the wind. In 545 DR a great warchief, Reinhar, arose to lead the tribes. The halflings of Luiren were quickly enslaved, and several of the coastal cities of Durpar were captured or razed. Estagund fell to his rule, and eventually Reinhar turned his attention to Halruaa. An army of 40,000 horsemen and a fleet of 50 ships mounted a coordinated attack, and even though Reinhar was able to get beyond the Walls of Halruaa and occupy the cities of Mithel, Galdel, and Zalsuu, their magics proved to be more than a match for the invaders. Reinhar was finally defeated in a great battle at Sulaziir by the archmage Mycontil and his troop of wizards. Reinhar's son, Reinhar II, took command of the army and set out on a two month overland retreat. He arrived home with a thousand surviving fighting men and no shaman. Reinhar II proved to be as good a ruler in defeat as his father was in war. He consolidated his forces and pulled home almost all of his troops, as he knew that the defeat made them tempting prey for raiders and encroaching monsters. This action allowed for the safe development of his peoples. By the time the ninth Reinhar was king in 802 DR, the Arkaiuns were fat and lazy. Reinhar IX, or Reinhar the Foolish as he is more commonly known, insisted on expanding his nation to gain more gold to finance his military campaigns. He ordered the mining of many rich lodes of silver and electrum in the Gnollwatch mountains, but before his plans of expansion could begin, the miners encountered the drow of T'lindher. The drow were outraged and began a steady series of raids and attacks on the Arkaiun strongholds. Whole villages were destroyed overnight, and no trace of the invaders could be found. Reinhar IX committed the foolhardy action of attacking the drow in retaliation. While the Arkaiuns managed to get a force into the drow city, this action only succeeded in uniting the normally chaotic drow. For once, the full power of a drow city was turned against an enemy. The battle quickly moved back to the surface. Reinhar's raiders were wiped out, leaving Reinhar with only a small portion of his original military. This was not enough for the drow, who demanded total enslavement of the entire surface nation. The Arkaiuns resisted valiantly, and the war went on for three decades at tremendous cost in life to both sides. Finally, the drow had the Arkaiun forces cornered at Malduir. Almost without hope, the defenders were overjoyed when a group of half-elven pilgrims appeared on the scene. The high priestess, Cathtyr Shintar, offered the aid of her clerics to help defend the city, and Reinhar took this to be an omen from the gods. A priestess was placed with almost every company. Within a tenday the drow struck. The priestesses did indeed prove to be of great aid, but to the drow. Every priestess turned on the Arkaiuns, and Cathtyr herself slew Reinhar. The drow were still weakened by the battle, and only the presence of the priestesses enabled them to win. Cathtyr, realizing the unique advantage she possessed, made a deal that even the suspicious drow embraced. Her priestesses would rule the land, and in exchange they would provide access to the surface for the drow, trading weapons, slaves, and supplies. The drow were delighted with this brazen offer from a surface dweller. Reinhar had been slain and the insult avenged, and after 30 years of war the drow were not particularly interested in Dambrath. They did insist, however, on taking the best captured males as slaves. Cathtyr quickly agreed to this, seeing the males as an obstacle to her own power. Cathtyr ruled for 205 years. She fulfilled her promise to make Dambrath, or "The Nation of Pain," a bastion of evil in the Realms. In her time, Cathtyr saw the priesthood of Loviatar expand to thousands, and faith in the Beastlords previously worshiped by the Arkaiuns was nearly eradicated. Many of the Arkaiuns were able to escape their new mistresses and flee to the Swagdar. There they resumed their almost forgotten nomadic life. The priestesses of Loviatar continued to enjoy good relations with the drow, and some even took mates, creating a race of drow half-elves. These dark half-elves became known as the Crintri, or "noble ones." Most are priestesses of Loviatar, though many are mages as well. They consolidated their power, learning much of the area from the Shebali, or "lower ones," as the Arkaiuns are now called. The capital of Dambrath was established at Cathtyr, built after Cathtyr's passing and named in her honor. Her death came at the hands of her daughter, Filina, who had grown tired of waiting for her mother to die. Filina ruled for only five years, however, before her own daughter, Cathakay, assumed the throne in the same fashion. Cathakay ruled for 54 years, eventually falling in battle against a gold dragon. She died childless, and her niece Melanith assumed the throne. Melanith faced an increasing population, and unrest among males who longed for a return to their prestige of old. Melanith did not return their previous status, but she did make use of them. Fearing that the great nations of Mulhorand and Unther might rise again, she decided that mundane tasks, such as the defense of the kingdom, would be handled by men. She was the first to name a male to the post of warchief. Sadalar, a Crintri, became the queen's consort. His term as warchief was characterized by widespread bribery and corruption. He was, however, responsible for getting many privileges returned to the Arkaiuns. After Melanith's rule, the Shebali were considered second class citizens, rather than slaves. Though males were granted more power during her rule, Melanith also solidified the split between the sexes. While the rulers of Dambarth had been females for over two centuries, it was more because of competence than gender. Melanith, however, decreed that men could have no authority except over other men. The female-led hierarchy of Loviatar was quick to back this move. Many of the bravest and best men of the kingdom perished in raids on Estagund, Durpar, the bandit tribes of Veldorn, and against the gnolls that had returned to the Gnollwatch Mountains. Some even fought at the side of the drow in their battle with the svirfneblin city of Aventine. The deep gnomes were destroyed, but so were the Shebali. The drow and the Crintri were largely unharmed, and for their aid, the Crintri were rewarded with a number of drow males to breed in to their race. Melanith took a drow male as her consort to replace Sadalar, who had perished in the conflict. The drow, Nym Inthigg, fathered three daughters and a son. It was at this time that Melantih began the isolationist policy that Dambrath still follows today. Melanith ruled for 156 years; her daughter Ausitil for 125. The current queen of Dambrath is Yenandra; she is known there as the "Pirate Queen," for she has sailed as far south as Zakhara on pillaging raids. Yenandra has been ruling for 71 years, and is beginning to show signs of age. She has three daughters as well, named Luatharyn, Meltruil, and Hasafir. While she does remain extremely popular, especially to the Crintri, the children of leaders in this land are not known to patiently wait their turn. Weight: 2 lb. --- [00BOOK10.ITM] History of Durpar and Var the Golden History of Durpar and Var the Golden: Durpar and Var the Golden share a common history. Over three-thousand years ago, these countries were both subject to the great kingdom of Raurin. When Raurin fell in 2488DR, the countries of Durpar and Var barely survived the destruction. Rioting, mass destruction, and hatred of nobility were rampant, and the two countries descended into barbarism for over two millennia. Finally, after most of the barbarian tribes were wiped out by the great empire of Mulhorand, a leader emerged. Satama, a mere trader, experienced a divine revelation and formulated a new philosophy All things in the world were connected, were part of a single creation spirit, and all of the gods of the Realms were merely parts of the same entity. Soon all the Shining Lands embraced the teachings of Satama, and the seeds of civilization were laid in what came to be known as the Lands of the One. Since the Lands of the One had many natural resources, trade with Mulhorand and Luiren became a way of life. Merchants were honored above all. In time, the Maharajah of Durpar and the Rajah of Var were replaced with a Council of Merchants. During this time the land suffered occasional raiding attacks from the horsewomen of Dambrath, and had many skirmishes with the neighboring countries of Estagund and Ulgarth. In 1023 DR, after an armed peace had been worked out with Ulgarth, the Council of Merchants decided that something needed to done about the raiders from Estagund who were hurting trade with other countries. War was an inconvenience, but interrupting trade was life-threatening. Jeradeem, the richest merchant in the lands, was given power to negotiate a settlement. During these negotiations he proved, at least in the eyes of the Durparians, that he was indeed the master trader he seemed. Estagund had just tried a foolish invasion of Dambrath. The vengeful female leaders of that land wiped out nearly every able-bodied fighting man they sent. The monsters of Veldorn were causing problems, and Estagund was going through a famine. It was here that Jeradeem showed his fine merchant's instincts. He could not pass up such an advantage, and began bargaining the most outrageous trade of all time. He met with the leaders of Estagund, a fearful king and his nobles, and explained the advantages of Durparian life and the philosophy of the Adama, the oneness of all things. He bargained for days until finally the king made the trade. He purchased the whole of Estagund for the countries of Durpar and Var at the price of 24 gems. He also promised protection, and help for their integration into the Durparian way of life. Thus were formed the Shining Lands. Within a hundred years, the three countries shared a common way of life, and with the added strength and resources of Estagund, Durparian merchants increased their trading range. They roamed as far east as Kara-Tur, as far north as the Sea of Fallen Stars, and west to Dambrath and Halruaa. At the present time, with the newly discovered lands of Maztica and Zakhara beckoning, the future looks bright. Weight: 2 lb. Found In: AR5201 --- [00BOOK11.ITM] History of Estagund History of Estagund: Estagund history follows a different path than those of Durpar and Var. The Gunders were conquered in 551 DR by Reinhar I, warchief of the Arkaiuns of Dambrath. Estagund regained its independence when Reinhar was slain by the Halruaan archmage Mycontil, though the country soon degenerated into a group of small independent city states. Skirmishes with Var, and between the city-states, continued for several centuries until a king once again united the country. King Bornial was a skilled ruler, and under him Estagund began to prosper. His descendants did not share his wisdom, and in 1053 DR, King Selkarin more than illustrated this. He had failed to conquer Durpar, and Veldorn resisted his challenges. An avowed misogynist, Selkarin turned his attentions to the matriarchy of Dambrath. He led a large fleet to attack Dambrath, taking extreme losses, including his own life. Selkarin died childless, so his brother Seltarir was crowned King. The new ruler faced a country with most of its fighting men gone, and an unforeseen problem: famine. The famine was caused by a blight that wiped out nearly all the year's crops in Estagund. This made him eager for a deal posed by the Durparian merchant Jeradeem, and in a legendary trade the entire country of Estagund was sold. Contrary to popular rumor, Seltarir did not trade away the country for 24 pearls. In actuality he received diamonds worth almost a million gold pieces. The sudden wealth gave him an instant seat on the Council of Merchants, so he retained a measure of rule in addition to his fortune. Chaka Seltarir is still the richest chaka in Estagund to this day. In the years that followed, the Gunders began rebuilding their lives under their new circumstance, and now they compete on equal footing with the merchants of Durpar and Var. Weight: 2 lb. --- [00BOOK12.ITM] History of Gondegal the Lost King History of Gondegal the Lost King: Arabel, long under the dominion of Cormyr, for a time became the center of a swordsman's empire. This swordsman was Gondegal, the Lost King, who in the Year of the Dragon (1352 DR) attempted to carve a kingdom for himself centered on Arabel. It was to extend north to the Desertsmouth Mountains; south and west of Wyvernwater and the farms outlying from Eveningstar; and east to Tilver's Gap and the mountain passes. In the years following, people would say that Gondegal's reach was no longer than his blade. He could not hold any of the territory against the might of Cormyr, Sembia, Daggerdale, Tilverton, and several of the other Dales -all of whom he drew the blood and ire of in the making of his throne. Gondegal ruled for less than a season, though he reigned officially for scarcely eight days. The remainder of his rule was spent fighting here and there against one foe or another in the lands he claimed. His troops were largely mercenary, and his treasury of seized goods was small and soon gone. One night Gondegal's force simply melted away before the advancing troops of Cormyr, and was gone. King Azoun IV retook Arabel on that morn without wetting a blade. No one has ever found the body of Gondegal; he is known to have fled north and then east via Teshwave, but then his fate becomes a matter of conflicting rumor and legend. Some believe he still lives with a score or more of loyal followers, keeping court in the wilds somewhere, a careful and ruthless bandit who takes care that none survive his attacks to carry tales anywhere. When entire caravans vanish at times anywhere between the High Dale and far-off Impiltur, he is blamed by talk in the taverns. Gondegal was said to be a tall, gray-haired warrior of considerable personal skill and intelligence. His badge was a gray wolf's head, face on, with red eyes. Caravan guards often warn merchants to beef up the escort on a particular caravan, "else thy gold'll soon be gilding Gondegal's throne." Gondegal was an impeccable swordsman and somewhat chaotic in his self professed neutral alignment. If he does indeed yet live, the magic or treasure he carries, and who his allies might be, are all unknown. Gondegal's reign had a great influence on the King of Cormyr, at that time in his second decade of rule. Not only was Azoun forced to put down an effective rebellion in his own country, he was forced to pay more attention to matters outside Suzail, to become the ruler of a nation as opposed to a city-state. Further, the bloodless assault on Arabel was Azoun's first true experience at the head of his army, and the joy of "freeing" the people of Arabel is one that remains with him. Weight: 2 lb. --- [00BOOK13.ITM] History of Halruaa History of Halruaa: Halruaa was settled centuries ago by wizards fleeing the Phaerimm in what was to become the Anauroch desert. The first wizards came in unique flying ships invented by the Netheril, and found a beautiful and rich country settled only by shepherds and large herds of aurochs and wild rothe. It was here that the wizards decided to make a stand, should the Phaerimm follow. The Phaerimm never did, but Halruaa has had to defend itself from attacks by all of its neighbors since then. Over the centuries Dambrath has attacked and raided Halruaa's ports and borders multiple times. Once, led by a magic resistant barbarian, the Dambraii occupied all of the country south of Lake Halruaa. They were defeated in battle by the great archmage Mycontil, who slew their barbarian leader. Forty-thousand Dambraii attacked, and were stopped by 500 Halruaans. More than 200 Halruaan wizards, including Mycontil, died in the battle. The last attack upon Halruaa was less than 100 years ago, through the Telath Pass by the power hungry king of Lapaliiya. He had allied with bandits from the wastes, though this time the Halruaans were able to field a larger force, including fighting men as well as wizards in their skyships. The attackers were easily routed. Halruaa also suffered through a civil war about five centuries ago, when a number of mages advocated beginning new experiments in magic, ones which even the Netheril didn't approve of. The renegades were driven from the region, but went on to found the land of Thay, or so it is said in Halruaa. Since then, Halruaa has been at peace (they have had no declared wars), though it still suffers raids from Dambraii pirates, bandits of the wastes, savages from the Mhair Jungles, and any other pirate, raider, or hungry wizard who thinks that magic and wealth grow on trees in Halruaa. This constant raiding has made the Halruaans very defensive, warlike and traditional. The people say that since wizards have always led them, wizards always will. Weight: 2 lb. --- [00BOOK14.ITM] History of Luiren History of Luiren, Land of the Halflings: The halflings of Luiren claim that it is the original homeland of halflings in the Realms. Although other halflings may disagree with this, it is true that Luiren was settled hundreds, perhaps thousands, of years ago. Luiren's history is one of conquerors and subjugation. Throughout the centuries the halflings have been conquered by the barbarians who used to inhabit Dambrath, by the kingdom of Estagund, and even once by the monsters of Beldorn. In every case, the invaders were eventually defeated because they made the mistake of underestimating the halflings due to their small stature. A good bit of mischief, mayhem, and general trouble-making by the halflings also helped en