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Musharib (pronounced: /mʃɑːˈribmoo-shah-REEB[3]) was a Chultan dwarf working as a guide out of Port Nyanzaru in the late 1480s or early 1490s DR.[1][note 1]

The jungle is my home. I know it well.
— Musharib[4]

Description[]

He had albino skin, and clothed himself in armor fashioned from dinosaur bones. He carried a wood maul which he had named "Skullbash", and all of his equipment showed gashes left by many weapons and beasts. He stood at 4 feet and 5 inches (130 centimeters) and weighed 140 pounds (64 kilograms).[1]

Personality[]

If Musharib encountered any dwarf adventurers, he would appeal to their dwarf pride to help him in his quest. In general, he preferred to speak only with other dwarves, and would avoid speaking directly to others if he could.[1]

Activities[]

If you love dwarvenkind, then hear my plea and join me in returning Hrakhamar to its rightful owners.
— Musharib[4]

Musharib regarded the Chultan jungle as his home, and worked as a guide for travelers out of Port Nyanzaru.[1] He charged 5 gold pieces per day for his services, and paid a portion of that to the merchant prince Jobal.[4][5] However, his true goal in working as a guide was to find adventurers to aid him in reclaiming his ancestral forge of Hrakhamar from a group of firenewts. He also sought to retrieve the dwarven relic Moradin's Gauntlet from the armory of Hrakhamar. He was willing to waive his fee for any party who aided him in his quest.[1][4]

Abilities[]

As a "spirit warrior", Musharib had been blessed by a nature spirit, giving him the ability to cast hunter's mark, jump, pass without trace, speak with animals, and speak with plants.[1][2]

He was also a proficient blacksmith.[6]

History[]

We've followed Musharib's instructions so far, but something feels odd. We've encountered no creatures along the way. Only alien noises from all directions. Sleep evades us, and the muck on my boots has hardened into a permanent feature.
— Journal excerpt[7]

At some point, Musharib provided directions to a group of explorers that led them to the Tomb of the Nine Gods, where they met their ends. The blood-soaked journal of one of these explorers had subsequently made its way to the Sword Coast as of 1492 DR.[7]

Appendix[]

Notes[]

  1. Canon material does not provide a year for the events described in Tomb of Annihilation (or its tie-in media), however it is understood to take place sometime between 1488 DR and 1492 DR. The earlier date is based on the fact that Port Nyanzaru is stated to have gained independence from Amn nine years prior to the start of the adventure (p 15), which would be 1488 DR at the earliest given the city was firmly under Amnian control as of 1479 DR (as described in the Forgotten Realms Campaign Guide, p 102). The later date is based on the presence of Volothamp Geddarm, who is promoting the in-universe Volo's Guide to Monsters during the adventure (p 24) but is stated to have concluded his promotional tour and begun a new book as of Waterdeep: Dragon Heist (see pp 5, 24), which is understood to be set in 1492 DR. Unless a canon source states otherwise, this wiki will use this range for events related to this sourcebook. The adventure is also assumed to take place concurrently with or slightly after the events of Storm King's Thunder based on the subplot involving frost giants in the service of Jarl Storvald (p 13).

Appearances[]

Adventures

Video Games

Referenced only
Baldur's Gate III

References[]