Horseshoes (or simply shoes[2]) were a type of metal footwear designed specifically to counteract the wear and tear on the hooves of domesticated horses, who experienced it at an accelerated rate because of carrying the weight of riders and other equipment.[3][4]
Description[]
Horseshoes were typically made of an iron[3] or steel bar[4] and hammered into a "U" shape. They were attached to horses by nailing them into their hooves,[3][4] a process that was known as "shoeing."[5]
Powers[]
Horses equipped with these were capable of traveling farther, faster, and for much longer.[3][4]
When a horse's shoe became loosened, it made a clattering sound as it walked or ran.[6] If the shoe came off completely, they were said to "throw a shoe" or "lose a shoe", and the horse was forced to slow and limp until it was replaced.[2][7]
Availability[]
Places in the Realms where horseshoes were known to be manufactured were as follows:
- In Athkatla, one could find horseshoes for sale at the market Waukeen's Promenade.[8][note 1]
- In the mid–14th century DR, Aurora's Whole Realms Catalogue sold blacksmith molds for making horseshoes for draft horses, riding horses, warhorses, and ponies.[9]
- In the city of Calimport, many horseshoes were forged by blacksmiths in the Amyran Sabban of Hammer Ward.[10]
- In the village of Conyberry, the local smithy produced rather shoddy horseshoes.[11]
- In the town of Essembra, one could acquire horseshoes from Durn's Forge.[12]
- In the village of Ghars, Cormyr, horseshoes were one of many agricultural tools that Aunsible Durn's smithy manufactured. Durn could also shoe horses whilst riders waited.[13][14]
- In the city of Ravens Bluff, the Iron Bull Smithy manufactured some of the finest horseshoes in the area.[15] They charged a single gold piece for horsehoes or shoeing.[16]
- In the Unapproachable East, horseshoes were among the simple iron items that the people of the Great Dale made themselves rather than imported.[17]
- One could find horseshoes for sale in the city of Waterdeep.[18]
- In the city of Zhentil Keep, one could acquire horseshoes from either Luanna's Forge or Lita's Equipment.[19][note 2]
- In the land of Zakhara, one could purchase horseshoes from many of its bazaars for around 2 gold pieces to 7 silver pieces depending upon how good they were at bargaining.[20]
History[]
Jasper was riding his horse Jenkus on the night of Eleint 18, the Year of the Shield, 1367 DR, when they were chased by a rogue hydra. But Jenkus lost a shoe and slowed, and Jasper fell off. Jenkus limped away while Jasper was left to face the hydra.[7]
Notable Horseshoes[]
- Horseshoes of the asperii, a variety of enchanted horseshoes that gave their wearer the power of flight, much like that of an asperii.[21]
- Horseshoes of speed
- Horseshoes of the zephyr
- Imaskari horseshoes: A pair of obsidian horseshoes from the Imaskar Empire. Any horse they were placed on would become pitch black and invisible at night. However, if harmed while in this state the horse's body would shatter as if made of glass. In 1360 DR, these horseshoes were contained within the Star Houses of the city of Solon. At that time they were worth around five gold pieces.[22]
Notable Users of Horseshoes[]
Groups[]
- The blacksmiths of the Waterdhavian guild known as the Most Careful Order of Skilled Smiths & Metalforgers both made horseshoes and fitted them onto horses.[23] In the 14th century DR, they typically charged a single gold piece per shoe.[5]
Individuals[]
- Durnan the Red, a smithy in the Battledale's town of Essembra.[12]
- Haeleth, a smithy in the community of Bargewright Inn, was specialized in shoeing all manner of beasts.[24]
- Luanna Lightheart, a smithy in the city of Zhentil Keep, both made shoes and shoed horses.[25]
- Korin Ironnugget, a smithy in the town of Snowmantle, frequently shoed horses.[26]
- Olaf, a smithy in Bloodstone who primarily worked on horseshoes and plows.[27]
- Rodric, a smithy in the village of Parnast, was skilled in shoeing horses.[28]
Races & Sentient Creatures[]
- Armanite farriers were known to produce outstanding, sometimes even enchanted, horseshoes.[29]
- Some centaurs, particularly those that often traveled over paved or rocky ground, were known to wear horseshoes,[30] including enchanted horseshoes, with horseshoes of speed making heavy armor more practical for them.[31] They typically needed to reshoe their horseshoes once every 4–6 weeks. They could always tell if a horseshoe fell off and if a shoeing job was improperly done.[30]
Regions & Settlements[]
- In the Western Heartlands, the gnome village of Anga Vled had a pair of horse doctors that were skilled in shoeing horses.[32]
Rumors & Legends[]

A dwarf goes mining with a four-leaf clover and horseshoe mounted on his hat for good luck.
- One legend claimed that halflings were the ones who invented horseshoes. This legend was likely false, as halflings typically used goats rather than horses.[33]
- Horseshoes were often associated with good luck[34] and many superstitions surrounded this. It was thought by some to be very lucky to find a horseshoe in the road, especially if it had been cast off from the hind legs of a grey mare. Some thought them to be protective amulets, with farmers hanging them in barns or stables and sailors nailing them to the masts of ships.[35]
Trivia[]
- Blacksmiths generally knew how to craft horseshoes.[36] But craftsmen that were specialized in making horseshoes were known as "farriers."[37]
- Horseshoes acted as a material component for the spell speedmount.[38]
- Horseshoes were the namesake for many locations in the Realms. These included the Horseshoe Temple Oasis in the Quoya Desert,[39] the Gilded Horseshoe in Longsaddle,[40] and Horseshoe Canyon in Narfell.[41]
- Thoughtful travelers who stopped at the Leopard Stupa while traveling the Leopard Shan were known to leave excess supplies. These commonly included horseshoes.[42]
Appendix[]
Notes[]
- ↑ For Duty & Deity states that every nonmagical item featured in the Arms and Equipment Guide can be purchased at Waukeen's Promenade.
- ↑ Ruins of Zhentil Keep states that everything from the Arms and Equipment Guide, except for arms and armor, can be purchased at Lita's Equipment.
Appearances[]
- Adventures
- Doom of Daggerdale • Curse of Strahd
- Novels
- Murder in Cormyr
External Links[]
References[]
- ↑ Rick Swan (1994). Al-Qadim: Caravans: Adventure Book. (TSR, Inc), p. 12. ISBN 1-56076-903-3.
- ↑ 2.0 2.1 2.2 Chet Williamson (July 1998). Murder in Cormyr. (TSR, Inc.), chap. 13, p. 82. ISBN 0-7869-0486-0.
- ↑ 3.0 3.1 3.2 3.3 Dale Henson (February 1993). The Magic Encyclopedia, Volume Two. (TSR, Inc), p. 82. ISBN ISBN 978-156076563.
- ↑ 4.0 4.1 4.2 4.3 Grant Boucher, Troy Christensen, Jon Pickens, John Terra and Scott Davis (1991). Arms and Equipment Guide. (TSR, Inc.), p. 48. ISBN 1-56076-109-1.
- ↑ 5.0 5.1 Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 30. ISBN 0-88038-490-5.
- ↑ Chet Williamson (July 1998). Murder in Cormyr. (TSR, Inc.), chap. 16, p. 101. ISBN 0-7869-0486-0.
- ↑ 7.0 7.1 Chet Williamson (July 1998). Murder in Cormyr. (TSR, Inc.), chap. 25, pp. 158–159. ISBN 0-7869-0486-0.
- ↑ Dale Donovan (May 1998). For Duty & Deity. (Wizards of the Coast), p. 10. ISBN 0-7869-1234-0.
- ↑ Grant Boucher, Troy Christensen, Jon Pickens, John Terra and Scott Davis (1991). Arms and Equipment Guide. (TSR, Inc.), pp. 60–61. ISBN 1-56076-109-1.
- ↑ Steven E. Schend (October 1998). Calimport. (TSR, Inc), p. 43. ISBN 0-7869-1238-3.
- ↑ slade, et al. (April 1996). “Cities & Civilization”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 11. ISBN 0-7869-0391-0.
- ↑ 12.0 12.1 Richard Baker (1993). The Dalelands. (TSR, Inc), p. 18. ISBN 978-1560766674.
- ↑ Ed Greenwood (July 1995). Volo's Guide to Cormyr. Edited by Julia Martin. (TSR, Inc.), p. 183. ISBN 0-7869-0151-9.
- ↑ Chet Williamson (July 1998). Murder in Cormyr. (TSR, Inc.), chaps. 5, 13, pp. 26, 79, 82. ISBN 0-7869-0486-0.
- ↑ Ed Greenwood (October 1998). The City of Ravens Bluff. Edited by John D. Rateliff. (TSR, Inc.), p. 118. ISBN 0-7869-1195-6.
- ↑ Terence Kemper (January 1995). “The Living City: The Horse Businesses”. In Jean Rabe ed. Polyhedron #103 (TSR, Inc.), p. 16.
- ↑ Richard Baker, Matt Forbeck, Sean K. Reynolds (May 2003). Unapproachable East. (Wizards of the Coast), p. 120. ISBN 0-7869-2881-6.
- ↑ Ed Greenwood and Jeff Grubb (September 1988). City System. Edited by Karen Boomgarden. (TSR, Inc.), p. 30. ISBN 0-8803-8600-2.
- ↑ Kevin Melka, John Terra (March 1995). “Campaign Book”. In Julia Martin ed. Ruins of Zhentil Keep (TSR, Inc.), pp. 97–98. ISBN 0-7869-0109-8.
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 88. ISBN 978-1560763581.
- ↑ James Wyatt and Steve Berman (February 1998). “Bazaar of the Bizarre: Miracles of Flight”. In Dave Gross ed. Dragon #244 (TSR, Inc.), p. 79.
- ↑ Troy Denning (May 1991). Blood Charge. (TSR, Inc.), p. 54. ISBN 0880388897.
- ↑ Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), pp. 41–42. ISBN 0-88038-490-5.
- ↑ Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 30. ISBN 1-5607-6678-6.
- ↑ Kevin Melka, John Terra (March 1995). “Campaign Book”. In Julia Martin ed. Ruins of Zhentil Keep (TSR, Inc.), p. 98. ISBN 0-7869-0109-8.
- ↑ Kevin Melka, John Terra (March 1995). “Adventure Book”. In David Wise ed. Ruins of Zhentil Keep (TSR, Inc.), p. 13. ISBN 0-7869-0109-8.
- ↑ Douglas Niles and Michael Dobson (1988). The Throne of Bloodstone. (TSR, Inc), p. 85. ISBN 0-8803-8560-X.
- ↑ Robert Adducci (2017). Parnast Under Siege (DDAL5-16) (PDF). D&D Adventurers League: Storm King's Thunder (Wizards of the Coast), p. 26.
- ↑ Wolfgang Baur and Lester Smith (1994-07-01). Planes of Chaos. Edited by Michele Carter. (TSR, Inc), p. Cannot cite page numbers from this product. ISBN 1560768746.
- ↑ 30.0 30.1 Kelly Adams and Stephen Inniss (November 1985). “The Centaur Papers”. In Kim Mohan ed. Dragon #103 (TSR, Inc.), p. 41.
- ↑ Kelly Adams and Stephen Inniss (November 1985). “The Centaur Papers”. In Kim Mohan ed. Dragon #103 (TSR, Inc.), p. 46.
- ↑ Ed Greenwood (March 2000). “The New Adventures of Volo: Hin Nobody Knows”. In Dave Gross ed. Dragon #269 (Wizards of the Coast), p. 86.
- ↑ Skip Williams (February 2005). Races of the Wild. (Wizards of the Coast), p. 44. ISBN 0-7869-3438-7.
- ↑ Mike McArtor, F. Wesley Schneider (January 2007). Complete Scoundrel. (Wizards of the Coast), p. 115. ISBN 978-0-7869-4152-0.
- ↑ Andy Miller (October 2000). “Black Cats and Broken Mirrors”. In Dave Gross ed. Dragon #276 (Wizards of the Coast), p. 37.
- ↑ Douglas Niles (1986). Dungeoneer's Survival Guide. (TSR, Inc.), p. 25. ISBN 0-88038-272-4.
- ↑ David "Zeb" Cook (1989). Dungeon Master's Guide 2nd edition. (TSR, Inc.), p. 105. ISBN 0-88038-729-7.
- ↑ Anne Gray McCready et al. (March 1994). Elves of Evermeet. (TSR, Inc), p. 64. ISBN 1-5607-6829-0.
- ↑ David Cook (August 1990). “Volume I”. In Steve Winter ed. The Horde (TSR, Inc.), pp. 58–59. ISBN 0-88038-868-4.
- ↑ Jennell Jaquays (1988). The Savage Frontier. (TSR, Inc), p. 30. ISBN 0-88038-593-6.
- ↑ R.A. Salvatore (1989). The Bloodstone Lands. Edited by Elizabeth T. Danforth. (TSR, Inc), p. 42. ISBN 0-88038-771-8.
- ↑ David Cook (August 1990). “Volume II”. In Steve Winter ed. The Horde (TSR, Inc.), p. 77. ISBN 0-88038-868-4.