A disease was a detrimental medical condition that was not an injury.[1]
Description[]
A disease could be transmitted in various ways: injury, ingestion, inhalation, mere contact, etc.[1] Some were also caused by parasites.[2][3][4] Creatures exposed to a disease ran the risk of becoming infected[3] unless their immune system could fight it off. If the exposed individual lacked a strong enough constitution, the disease took hold. After an incubation period, the disease showed its symptoms, which persisted until the host was cured of the disease or died of it.[1] Those who recovered from a disease naturally might gain a resistance or immunity against reinfection.[5]
Both ordinary disease as well as parasitic infections were generally more common in hotter and wetter climates and in filthy or crowded conditions.[2] Contagious diseases spread readily in heavily or densely populated cities throughout Toril—where filthy sewers provided even more ideal conditions for a variety of maladies to thrive[6][7]—as well as along heavily trafficked trade routes.[8] When new or unknown diseases arose, most often this happened in rural or frontier settlements where the people encountered previously unknown afflictions while interacting with remote insects, beasts, and plants.[8]
There was a generally important distinction between diseases which were "natural" and those which were "supernatural" or otherwise magical in origin. Natural diseases were acquired by mundane means, so even the most exotic of them could be treated (although perhaps not cured) with traditional or nonmagical care.[9] Mundane fevers could usually be cured if treatment was provided in a timely manner, although the role of ordinary medicine in the case of many diseases or parasitic infections was simply to slow the course of the malady to allow for the body to recover naturally or to buy time until magical healing could be obtained.[4] Meanwhile, supernatural diseases were generally incurable or untreatable with natural or normal medical efforts. Such magical diseases were often spread by magical creatures, such as lycanthropes or mummies.[9]
Diseases in Society[]
Whenever a disease struck in Faerûn, or wherever folk feared that it would, they prayed and made offerings to the goddess Talona, the Mistress of Disease and Mother of Plagues.[10][11] A common practice was to drip three drops of blood or tears—in homage to her holy symbol of three droplets in a triangle pattern—into or onto something or someone that was diseased, such as the mouth of a sick person, a tainted well, or blighted crops.[11] For many folk, such acts of observance were seen as an obligation to placate the capricious goddess rather than a desire to venerate her.[10][12] The Church of Talona had a tenuous relationship with most other folk of Faerûn: on one hand, they were blessed with an immunity to disease, which made them valued doctors and healers in times of sickness. On the other hand, they were known to spread sickness themselves, especially to those they felt had disrespected their goddess, and this made them generally feared and disliked.[13] Open worship of Talona was even banned in some places, such as in Waterdeep during the late 15th century DR.[14]
The most well-known diseases in Faerûn included the so-called Five Fevers and Three Plagues.[15]
Prevention and Treatment[]
When it came to practical means of preventing or treating diseases, most people in Faerûn had no real medical knowledge and therefore relied on past experience, either re-using methods that had helped themselves or close associates in the past or seeking the counsel of elders and the like. In general, folk had at least some shared understanding about how certain diseases were transmitted,[8] and a baseline agreement about the importance of cleanliness, rest, and the use of purgatives to treat illness.[16] The importance of caregiving was also widely accepted, especially in regards to keeping the ill covered (or at least out of direct sunlight), treating them gently, keeping them hydrated, and administering herbal medicines and potions.[16][17] Beyond this, however, there were many disagreements about treatment methods, which was the case for at least two main reasons: first, there was the aforementioned reliance on personal experience—which could differ between individuals or groups—and second, there was false information that was intentionally spread. While some falsehoods were spread by evil factions with the goal of causing strife—such as by followers of Talona[8]—other times they were spread by otherwise benevolent factions or churches—such as the Guild of Apothecaries and Physicians of Waterdeep[4]—in an effort to exert political influence or to secure more coin for healing services.[16]
While magic was perhaps the most reliable way to treat mundane diseases—such as with the spells remove disease, lesser restoration, or greater restoration[18][19]—it was possible to treat even serious illnesses by nonmagical means, although such treatment took many days and could cost as much as 50 gp per day as of the mid-to-late 14th century DR. Folk often sought out such treatment not only if they feared that they could not afford magical services, but also if they did not have an affiliation with a deity. For milder ailments—such as headaches, upset stomach, or the common cold—nonmagical care was sometimes the only option because priestly spellcasters saw these as too trivial to treat.[5]
Most medicines were nonmagical, even if they were called "potions" by common folk (mundane bottled medicines were more appropriately called "physics"), and most of these were made from herbs. Almost all folk in Faerûn had some basic familiarity with at least a few herbal remedies passed down through family, and many folk kept herbs in their homes (both fresh and dried, for there was generally little medicinal difference).[17][20] In addition, even very small settlements often had an herbalist with knowledge about herbal remedies, and larger settlements tended to have at least one apothecary and perhaps a hedge wizard or a local priest who could provide similar knowledge even if they could not provide magical aid.[17] Some herbal medicines known or thought to aid in treating diseases included: the bark of a felsul tree to quell nausea and ease sore throat, harlthorn boiled with hoof-leaf to soothe both delirium and skin rashes, tatterskyre bark to thicken the blood and staunch internal bleeding, and tonandurr bark to prevent infections in open wounds.[20][21] Some claimed that chives and leeks were useful for treating disease.[22]
In regions where there existed a risk of insect-borne diseases, folk made use of a variety of insect repellents to prevent illness.[23]
Plagues[]
On Toril, widespread plagues were mostly a problem of the past by the 14th century DR. The main reason for this was that diseases turned into widespread plagues when a population had never encountered them before, and most people were the descendants of survivors of plagues—and had inherited immunities from their ancestors—or had been exposed to various diseases since childhood and therefore developed immunities. Toril also had a long history of interspecies intermingling and crossbreeding, which boosted the population's resistance to disease.[8]
Another reason why plagues were contained was that preventive measures were taken by priesthoods and rulers. This was done either through official enforcement, by secretly mixing medical substances into food and water, or collective action to contain outbreaks.[8] For example, churches could band together stop a deadly plague in its tracks with few casualties, as happened with an outbreak of spotted plague in Iriaebor in 1367 DR.[24] People who were obviously afflicted with a terrible disease might also simply be killed as a precaution, at least in frontier regions.[8] On the Sea of Fallen Stars, it was a widespread practice that a ship carrying plague would signal this by smearing blood or red paint on their sails. In response, other vessels would provide clerical healing if available, otherwise they were advised to burn the plague ship to the waterline with fire arrows or spells.[25]
The exception to the rule that plagues were no longer a problem was the goddess Talona. Whenever she felt that her power or faith was waning, she was prone to inflict a plague on the land[10] or at least on a city that she felt had slighted her church.[13]
List of Diseases[]
Common Diseases[]
The most common or well-known diseases in Faerûn were:[15][16]
Name | Other names | Infection | Incubation |
---|---|---|---|
Blacklung fever | Inhalation | 1 day | |
Blacktongue | Ingestion | 1 to 4 days | |
Darkrot | Gangrene | Injury | 1 day |
Featherlung | Inhalation | 1 to 3 days | |
Flesh rot | Mummy rot, mummy disease | Contact | 1 to 4 days |
Foamjaws | Darrdartha, rabies | Injury | 7 to 10 days |
Green rot | Scaly death | Injury | 1 day |
Marsh fever | Sallar, typhus | Injury | 3 to 18 days |
Lycanthropy | Injury | ||
Shaking fever | Contact | 2 days | |
Shaking plague | |||
Spotted plague | Contact | 1 day | |
Whitewasting | Wasting disease, leprosy | Contact | 5 years |
Winterchill fever | Windchill fever, pneumonia | Contact | 1 to 6 days |
Other notable diseases included:
Name | Other names | Infection | Incubation |
---|---|---|---|
All-consuming wasting[26] | Injury | 1 day | |
Black rot[27] | |||
Blinding sickness[28] | Ingestion | 1 to 3 days | |
Bluerot[29] | Injury | 1 to 4 hours | |
Bog rot[30] | Injury | 1 to 4 days | |
Bubonic plague[31] | |||
Cackle fever[28] | Inhaled | 1 day | |
Cemetery rot[32] | Injury | Instantaneous | |
Chaos phage[33] | Slaad fever | Injury | 1 day |
Common cold[31] | |||
Creeping madness[34] | Spellplague | ||
Demon fever[28] | Injury | 1 day | |
Devil chills[28] | Injury | 1 to 4 days | |
Filth fever[28] | Injury | 1 to 3 days | |
Ghoul fever[35] | Injury | 1 day | |
Ghoul gut[36] | Ingestion | Less than 1 day | |
Gout[37] | |||
Lockjaw[38] | Tetanus | Injury | Less than 1 day |
Malaria[39] | Injury | ||
Measles[31] | |||
Mindfire[28] | Inhalation | 1 day | |
Moon frenzy[40] | Injury | Instantaneous | |
Mummy rot[28] | Injury | Less than 1 day | |
Mumps[31] | |||
Red ache[28] | Injury | 1 to 3 days | |
Scurvy[41] | Blackjaws, sea fever, toothfall | ||
Swamp fever[42] | Injury | 12 hours | |
Sewer plague[43] | Injury | 1 to 4 days | |
The shakes[28] | Seizure | Contact | 1 day |
Sight rot[43] | Ingestion | 1 day | |
Slimy doom[28] | Contact | 1 day | |
Smallpox[31] | |||
Stiffstab[44][45] | Arthritis, jointstabs | ||
Talona's grimace[46] | Inhalation | Instantaneous | |
Throat leeches[47] | Parasite | 1 to 6 hours | |
Whooping cough[31] | |||
The wilting[48] |
Regional Diseases[]
Regional or localized diseases included:
Name | Other names | Infection | Incubation | Region |
---|---|---|---|---|
Arcane blight[49] | 12 hours | Ythryn | ||
Blue mist fever[47] | Contact | 1 to 6 hours | Chult | |
Brain fluke[50] | Parasite | Chult | ||
Eating disease[51] | Chult | |||
Gaki fever[52] | Injury | 2 hours | Kara-Tur | |
Glow fever[53] | Injury | Gontal | ||
Grackle-lung[54] | Inhalation | 1 day | Gracklstugh | |
Grey Fever[55] | Grey Jungle | |||
Halruaan consumption[56] | Halruaa | |||
Ivory Plague[57] | Kara-Tur | |||
Lungrot[58] | Inhalation | 1 to 4 hours | Underdark | |
Mosquito fever[59] | Injury | Halruaa | ||
Scaleflake[58] | Contact | 1 to 3 days | Underdark | |
Shivering sickness[47] | Injury | 2 to 12 hours | Chult | |
Softpox[58] | Contact | 1 day | Underdark |
Plagues and Unique Diseases[]
Notable plagues or other unique diseases included:
Non-Humanoid Diseases[]
Diseases affecting creatures other than humanoids included:
Name | Other names | Infection | Incubation | Creature |
---|---|---|---|---|
Astralomitis[83] | Astral dragons | |||
Scaleshed[84] | Wyrm-molt | Dragons | ||
Tube wilt[85] | Treants |
Appendix[]
See Also[]
References[]
- ↑ 1.0 1.1 1.2 Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), pp. 292–293. ISBN 0-7869-2889-1.
- ↑ 2.0 2.1 Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), pp. 13–14. ISBN 0-9356-9602-4.
- ↑ 3.0 3.1 James Wyatt (June 2008). Dungeon Master's Guide 4th edition. (Wizards of the Coast), pp. 49–50. ISBN 978-0-7869-4880-2.
- ↑ 4.0 4.1 4.2 Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 56. ISBN 0-88038-490-5.
- ↑ 5.0 5.1 James C. Alpeter (October 1998). “City Stories: Mother's Cupboard”. In Jeff Quick ed. Polyhedron #132 (TSR, Inc.), p. 14.
- ↑ Darrin Drader, Thomas M. Reid, Sean K. Reynolds, Wil Upchurch (June 2006). Mysteries of the Moonsea. Edited by John Thompson, Gary Sarli. (Wizards of the Coast), p. 99. ISBN 978-0-7869-3915-2.
- ↑ Eric L. Boyd (June 2005). City of Splendors: Waterdeep. (Wizards of the Coast), p. 121. ISBN 0-7869-3693-2.
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), p. 93. ISBN 0-7869-3910-9.
- ↑ 9.0 9.1 David "Zeb" Cook (1989). Dungeon Master's Guide 2nd edition. (TSR, Inc.), pp. 177–178. ISBN 0-88038-729-7.
- ↑ 10.0 10.1 10.2 Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 152. ISBN 978-0786903849.
- ↑ 11.0 11.1 Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), p. 38. ISBN 978-0-7869-6580-9.
- ↑ Steve Perrin (1988). Dreams of the Red Wizards. (TSR, Inc), p. 4. ISBN 0-88038-615-0.
- ↑ 13.0 13.1 Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. (Wizards of the Coast), p. 107. ISBN 0-7869-2759-3.
- ↑ Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), p. 22. ISBN 978-0-7869-6580-9.
- ↑ 15.0 15.1 Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), p. 94. ISBN 0-7869-3910-9.
- ↑ 16.0 16.1 16.2 16.3 Ed Greenwood (October 2012). Ed Greenwood Presents Elminster's Forgotten Realms. (Wizards of the Coast), p. 40. ISBN 0786960345.
- ↑ 17.0 17.1 17.2 Ed Greenwood (October 2012). Ed Greenwood Presents Elminster's Forgotten Realms. (Wizards of the Coast), p. 37. ISBN 0786960345.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 271. ISBN 0-7869-2886-7.
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 255, 246. ISBN 978-0-7869-6560-1.
- ↑ 20.0 20.1 Ed Greenwood (October 2012). Ed Greenwood Presents Elminster's Forgotten Realms. (Wizards of the Coast), p. 38. ISBN 0786960345.
- ↑ Ed Greenwood (October 2012). Ed Greenwood Presents Elminster's Forgotten Realms. (Wizards of the Coast), p. 39. ISBN 0786960345.
- ↑ Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), pp. 220–221. ISBN 0-9356-9602-4.
- ↑ Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). Tomb of Annihilation. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), pp. 32, 40. ISBN 978-0-7869-6610-3.
- ↑ Ed Greenwood, Julia Martin, Jeff Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised), Running the Realms. (TSR, Inc), p. 19. ISBN 1-5607-6617-4.
- ↑ Steven E. Schend (1999). Sea of Fallen Stars. (TSR, Inc), p. 16. ISBN 0-7869-1393-2.
- ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). Underdark. (Wizards of the Coast), pp. 78–79. ISBN 0-7869-3053-5.
- ↑ Ossian Studios (June 2018). Neverwinter Nights: Darkness over Daggerford. Beamdog.
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 28.6 28.7 28.8 28.9 Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 292. ISBN 0-7869-2889-1.
- ↑ Chris Lindsay ed. (2019). Locathah Rising. (Wizards of the Coast), p. 16.
- ↑ James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 148. ISBN 0-7869-2015-7.
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 Tom Prusa (1993). The Shining South. (TSR, Inc), p. 52. ISBN 1-56076-595-X.
- ↑ Will Dover (March 2010). The Undumor Connection (AGLA2-1). Living Forgotten Realms (RPGA), pp. 15–16.
- ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 230. ISBN 0-7869-2893-X.
- ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 160. ISBN 0-7869-5814-6.
- ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 118. ISBN 0-7869-2893-X.
- ↑ Jerry Holkins, Elyssa Grant, Scott Fitzgerald Gray (June 18, 2019). Acquisitions Incorporated. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 111. ISBN 978-0786966905.
- ↑ Chet Williamson (July 1998). Murder in Cormyr. (TSR, Inc.), chap. 14. ISBN 0-7869-0486-0.
- ↑ Brian R. James (May 2010). “Backdrop: Chessenta”. In Chris Youngs ed. Dungeon #178 (Wizards of the Coast) (178)., p. 76.
- ↑ Mike Pondsmith, Jay Batista, Rick Swan, John Nephew, Deborah Christian (1988). Kara-Tur: The Eastern Realms (Volume II). (TSR, Inc), p. 137. ISBN 0-88038-608-8.
- ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 125. ISBN 0-7869-5814-6.
- ↑ Ed Greenwood, The Hooded One (2007-06-21). Questions for Ed Greenwood (2007). Candlekeep Forum. Retrieved on 2021-07-10.
- ↑ Jeff Ward (July/August 2002). “Swamp Stomp”. In Chris Thomasson ed. Dungeon #93 (Wizards of the Coast) (93)., p. 48.
- ↑ 43.0 43.1 Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 257. ISBN 978-0786965622.
- ↑ Ed Greenwood (2014-07-02). The Sardolphyn Gambit. Forging the Realms. Wizards of the Coast. Archived from the original on 2016-12-11. Retrieved on 2017-08-27.
- ↑ Ed Greenwood (2023-06-09). These THIEVES Will Have You Rerolling a Rogue. Ed Greenwood's Patreon. Retrieved on 2023-06-09.
- ↑ Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 154–155. ISBN 978-0786903849.
- ↑ 47.0 47.1 47.2 Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). Tomb of Annihilation. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 40. ISBN 978-0-7869-6610-3.
- ↑ R.A. Salvatore (January 1998). The Spine of the World. (Wizards of the Coast). ISBN 0-7869-1180-8.
- ↑ Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), p. 233. ISBN 978-0786966981.
- ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 103. ISBN 978-0-7869-4924-3.
- ↑ Ed Greenwood (February 1998). The Mercenaries. (Wizards of the Coast), p. 71. ISBN 0-7869-0866-1.
- ↑ James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 163. ISBN 0-7869-2015-7.
- ↑ Bruce R. Cordell (May 2009). “Gontal: Dominions of Nehu”. In Chris Youngs ed. Dragon #375 (Wizards of the Coast), p. 84.
- ↑ Christopher Perkins, Adam Lee, Richard Whitters (September 1, 2015). Out of the Abyss. Edited by Jeremy Crawford. (Wizards of the Coast), p. 54. ISBN 978-0-7869-6581-6.
- ↑ Steve Kurtz (1994). Al-Qadim: Cities of Bone: Campaign Guide. (TSR, Inc), p. 16. ISBN 1-56076-847.
- ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 136. ISBN 978-0-7869-4924-3.
- ↑ Mike Pondsmith, Jay Batista, Rick Swan, John Nephew, Deborah Christian (1988). Kara-Tur: The Eastern Realms (Volume I). (TSR, Inc), p. 12. ISBN 0-88038-608-8.
- ↑ 58.0 58.1 58.2 Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). Underdark. (Wizards of the Coast), p. 110. ISBN 0-7869-3053-5.
- ↑ Elaine Cunningham (April 2001). The Floodgate. (Wizards of the Coast), chap. 1. ISBN 0-7869-1818-7.
- ↑ Michael E. Shea (July 2011). “Creature Incarnations: Abyssal Plague Demons”. In Steve Winter ed. Dungeon #192 (Wizards of the Coast) (192).. Archived from the original on 2016-11-10. Retrieved on 2015-03-29.
- ↑ 61.0 61.1 Steven E. Schend (October 1998). Calimport. (TSR, Inc), p. 20. ISBN 0-7869-1238-3.
- ↑ 62.0 62.1 Steven E. Schend (October 1998). Calimport. (TSR, Inc), p. 21. ISBN 0-7869-1238-3.
- ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 156. ISBN 978-0-7869-4731-7.
- ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 139. ISBN 978-0-7869-4731-7.
- ↑ 65.0 65.1 65.2 Steven E. Schend (October 1998). Calimport. (TSR, Inc), p. 22. ISBN 0-7869-1238-3.
- ↑ Steven E. Schend (October 1998). Calimport. (TSR, Inc), p. 23. ISBN 0-7869-1238-3.
- ↑ 67.0 67.1 67.2 Steven E. Schend (October 1998). Calimport. (TSR, Inc), p. 17. ISBN 0-7869-1238-3.
- ↑ 68.0 68.1 Steven E. Schend (October 1998). Calimport. (TSR, Inc), p. 19. ISBN 0-7869-1238-3.
- ↑ Erik Scott de Bie (September 2011). Shadowbane. (Wizards of the Coast), loc. 6711. ISBN 978-0-7869-5935-8.
- ↑ Jim Butler (1996). The Vilhon Reach (Dungeon Master's Guide). (TSR, Inc), p. 9. ISBN 0-7869-0400-3.
- ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), pp. 134–135. ISBN 978-0-7869-4731-7.
- ↑ 72.0 72.1 72.2 Steven E. Schend (October 1998). Calimport. (TSR, Inc), p. 14. ISBN 0-7869-1238-3.
- ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 154. ISBN 978-0-7869-4731-7.
- ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 79. ISBN 978-0-7869-4731-7.
- ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), pp. 76–77. ISBN 978-0-7869-4731-7.
- ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), pp. 194–195. ISBN 978-0-7869-4924-3.
- ↑ Toni Winslow-Brill, Bill Benham, Christopher Perkins (March 2021). “Xanthoria”. In Kim Mohan ed. Candlekeep Mysteries (Wizards of the Coast), pp. 213–214. ISBN 978-0-7869-6722-3.
- ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 18. ISBN 978-0-7869-4731-7.
- ↑ Lisa Smedman (July 2012). The Gilded Rune (Kindle ed.). (Wizards of the Coast). ISBN 0786960302.
- ↑ Ed Greenwood (September 1990). “The Everwinking Eye: A Closer Look at Maskyr's Eye”. In Jean Rabe ed. Polyhedron #55 (TSR, Inc.), p. 25.
- ↑ BioWare (June 2002). Designed by Brent Knowles, James Ohlen. Neverwinter Nights. Atari.
- ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 8. ISBN 978-0-7869-4731-7.
- ↑ Detwiler, Greenwood, Johnson, Persinger (December 1986). “The Dragon's Bestiary: Dragons of earth, sea, and space”. In Roger E. Moore ed. Dragon #134 (TSR, Inc.), p. 11.
- ↑ Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), p. 120. ISBN 0-7869-3910-9.
- ↑ James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “Cormanthor”. In Karen S. Boomgarden ed. Elminster's Ecologies (TSR, Inc), pp. 26–27. ISBN 1-5607-6917-3.