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Ink was a substance used for drawing and writing.[8]

Those who destroy knowledge, with ink, fire, or sword, are themselves destroyed.
— The absolute rule of Candlekeep[9]

Properties[]

Ink was usually black,[2] but was often colored[10] to be red.[2][11][12]

Usage[]

Writing[]

I also bore a large brass-bound volume, quills, and a supply of ink, intending to record my observations.
— Twick of Verdusk[13]

This liquid was used with ink pens, which included quill pens and pens with ink reservoirs built in.[14]

Ink was used all over Toril, in continents such as Faerun,[8] Kara-Tur,[15] Zakhara,[7] and Maztica.[16] In Waterdeep, 2 oz (57 g) bottles of ink cost 1–4 gp,[17] though specialist gilt ink was used for illuminating paper records, which was made by the Stationers' Guild.[18]

Disappearing ink is as indispensable as a mini-blade to a cutpurse.
— Advertisement from Aurora's Whole Realms Catalogue[19]

Aurora's Whole Realms Catalogue stocked a variety of inks, which came in different types and colors.[5] This catalogue also stocked disappearing ink that vanished some time after being applied to paper.[2]

Spells[]

Ink could be used to scribe spells and spell scrolls, though this often required rare and special ink that apothecaries were unlikely to stock. Such ink could cost hundreds of gold pieces for a small flask,[20] as they often required difficult-to-obtain ingredients, such as squid sepia, or ink from a giant octopus.[21] Writing the fly spell required griffon feathers.[22] The innards of behirs were able to be refined into inks for scribing magic scrolls, particularly for spells such as lightning bolt, neutralize poison, and protection from poison.[23] The same was true for medusae, whose eyes and blood were valuable in inks used for scribing scrolls.[24]

There were several spells that used ink as a part of the casting or as a material component, such as write, which required rare ink,[20][25] illusory script, which required lead-based ink,[26][27] and Rary's mnemonic enhancer, which required ink made of squid secretion combined with black dragon blood or giant slug intestinal fluid.[28] Weapon bless also required ink made from dragon's blood,[29] invisibility to spirits required a jar of red ink,[12] whilst spell immunity,[30] accuracy,[31] dream,[32] and memory, and its counterpart erasement, required standard ink.[31] Asmiak's variation of darkness, 15' radius made us of ink.[33] The unceasing vigilance of the holy sentinel spell needed a circle drawn in ink containing sapphire dust worth at least 1,000 gp.[34]

Art[]

The most popular style of art in Kara-Tur was the monochromatic "water and ink" style.[35]

Symbology[]

Red ink, friend. The tavern's closed.
— Amnian slang, where "red ink" meant bad news.

Red ink was often used to symbolize bad news or worse scenarios in Amn. Saying "the ink couldn't be any redder" meant that things could not become any worse.[36] In fact, red ink was also slang for fander (1 copper piece), the lowest form of currency in Amn.[37]

Production[]

Some creatures naturally produced ink, such as giant octopi,[1][38] giant squids,[39] and krakens.[40]

Notable Owners of Ink[]

  • The Paper Warrior, a weapon master of Kara-Tur, owned a dish full of ink. If it was interacted with, the ink flowed from its dish and formed words, which materialized as the Paper Warrior himself.[41]

Notable Types of Ink[]

Appendix[]

Appearances[]

Novels
The Ring of Winter
Video Games
Planescape: Torment
Referenced only
Pool of Radiance

References[]

  1. 1.0 1.1 Troy Denning (August 1990). Black Courser. (TSR, Inc.), p. 20. ISBN 0880388587.
  2. 2.0 2.1 2.2 2.3 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), pp. 19–20. ISBN 0-5607-6327-2.
  3. David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 91. ISBN 0-7869-0329-5.
  4. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 128. ISBN 0-7869-2886-7.
  5. 5.0 5.1 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 68. ISBN 0-5607-6327-2.
  6. {{Cite book/Dungeons & Dragons Starter Set|18}
  7. 7.0 7.1 Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 89. ISBN 978-1560763581.
  8. 8.0 8.1 Allen Varney (May 1989). Knight of the Living Dead. (TSR, Inc.). ISBN 978-0880385985.
  9. Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 33. ISBN 1-5607-6940-1.
  10. Curtis Smith and Rick Swan (1990). Ronin Challenge. (TSR, Inc), p. 74. ISBN 0-88038-749-1.
  11. Jeff Grubb and George MacDonald (April 1989). Curse of the Azure Bonds. (TSR, Inc.), p. 19. ISBN 978-0880386067.
  12. 12.0 12.1 Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 63. ISBN 0-8803-8099-3.
  13. James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “The Cormyrean Marshes”. In Karen S. Boomgarden ed. Elminster's Ecologies (TSR, Inc), p. 2. ISBN 1-5607-6917-3.
  14. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 151. ISBN 978-0-7869-6560-1.
  15. Jeff Grubb (1987). Ochimo: The Spirit Warrior. (TSR, Inc), p. 23. ISBN 0-88038-393-3.
  16. Jeff Grubb and Tim Beach (September 1991). Fires of Zatal. (TSR, Inc), p. 24. ISBN 1-5607-6139-3.
  17. Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 30. ISBN 0-88038-490-5.
  18. Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 43. ISBN 0-88038-490-5.
  19. Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 19. ISBN 0-5607-6327-2.
  20. 20.0 20.1 Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 45. ISBN 0-9356-9602-4.
  21. Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 117. ISBN 0-9356-9602-4.
  22. Jeff Grubb, Ed Greenwood and Karen S. Martin (1987). Forgotten Realms Campaign Set (DM's Sourcebook of the Realms). (TSR, Inc), p. 49. ISBN 0-8803-8472-7.
  23. James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “The Stonelands and the Goblin Marches”. In Karen S. Boomgarden ed. Elminster's Ecologies (TSR, Inc), p. 21. ISBN 1-5607-6917-3.
  24. James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “The Stonelands and the Goblin Marches”. In Karen S. Boomgarden ed. Elminster's Ecologies (TSR, Inc), p. 29. ISBN 1-5607-6917-3.
  25. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 69. ISBN 0-9356-9601-6.
  26. Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 47. ISBN 0-9356-9602-4.
  27. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 96. ISBN 0-9356-9601-6.
  28. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 78. ISBN 0-9356-9601-6.
  29. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 59. ISBN 0-8803-8099-3.
  30. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 67. ISBN 0-8803-8099-3.
  31. 31.0 31.1 Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 74. ISBN 0-8803-8099-3.
  32. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 236. ISBN 978-0-7869-6560-1.
  33. Jeff Grubb, Ed Greenwood and Karen S. Martin (1987). Forgotten Realms Campaign Set (DM's Sourcebook of the Realms). (TSR, Inc), p. 64. ISBN 0-8803-8472-7.
  34. Jon Pickens et al. (1999). Priest's Spell Compendium Volume Three. (TSR, Inc), p. 666. ISBN 9780786913596.
  35. Mike Pondsmith, Jay Batista, Rick Swan, John Nephew, Deborah Christian (1988). Kara-Tur: The Eastern Realms (Volume I). (TSR, Inc), p. 144. ISBN 0-88038-608-8.
  36. Scott Haring (1988). Empires of the Sands. (TSR, Inc), p. 4. ISBN 0-8803-8539-1.
  37. Steven E. Schend (1997). Lands of Intrigue: Book Two: Amn. (TSR, Inc), p. 13. ISBN 0-7869-0697-9.
  38. Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 75. ISBN 0-9356-9600-8.
  39. Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 92. ISBN 0-9356-9600-8.
  40. Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 79. ISBN 0-88038-031-4.
  41. Jon Pickens, et al. (December 1986). Night of the Seven Swords. Edited by Karen S. Martin. (TSR, Inc.), p. 17. ISBN 0-88038-327-5.
  42. Eric L. Boyd (1999). Drizzt Do'Urden's Guide to the Underdark. (TSR, Inc), pp. 50, 63. ISBN 0-7869-1509-9.