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A pulley was a simple wheel-like device that aided in lifting and transporting loads and in climbing.[3] It was called a jama in Midani.[2]

Functions[]

By providing increased leverage, a pulley could be used with rope to lift heavy loads. If the rope was strung horizontally, such as across a chasm, the pulley could be rolled to transport loads from one side to the other.[3]

They were also of use in mountain climbing.[3]

A specific type of pulley was called a block and was typically used as part of a block and tackle.[1]

Priests of Gond were required to be able to demonstrate the function of the pulley and other simple machines to demonstrate how great things could be achieved without magic.[5]

Availability[]

Aurora's Whole Realms Catalogue sold single pulleys intended for climbing for 15 gp each[3] and as part of rope sets for 40 gp.[6]

Usage[]

Hekkut the Molted

A pulley used to lower rocks over Hekkut's escape tunnel.

Chains on pulleys were often used to raise and lower lamps, such as candle lamps in taverns like the Broken Goblet in Roaringshore[7] and the High Helm in Juniril,[8] and oil lamps used as public lighting in Suzail and other cities.[9]

Ropes on pulleys were used to raise and lower rowboats off the sides off of large sailing ships.[10]

Pulleys could be used to operate elevators,[11] such as in some settlements based in forest canopies.[12] They were also in serving lifts like at the Dusty Hoof in Scornubel,[13] the dumbwaiters in Castle Spulzeer in Amn,[14] and even the dretch-powered dumbwaiters in Orcus's castle.[15]

Pulleys were used to manually raise and lower buckets into wells, such as at Flaming Tower.[16][17]

Pulleys and pivots were used to create sliding walls and other architecture, such as a coffin that moved aside to reveal a passage in the Undertomb in Darkhorn Castle.[18] Pulleys also lifted large grates over prisoner pits in the Fane of the Night Serpent,[19] and enabled zombie-powered doors at the Tomb of the Nine Gods.[20] Steel pulleys and thick iron chains operated a canal lock against lava in the Temple of Eternal Flame.[21] Others controlled dropping cages in the Tomb of Moving Stones.[22] Pulleys were using in the engineering of secret doors, traps, and hidden treasure in Undermountain.[23][24]

Cords on pulleys strung across the village of Gladehap in Cormyr were used to deliver goods and messages and as washing lines.[25]

The monks of Ra-Khati used massive wooden pulleys and thick ropes to transport cargo at their mountaintop monasteries, such as the Yellow Abbey. These same lifts were also used to power grainmills.[26]

A complicated arrangement of pulleys, winches, and more, powered by zombies, was used to lift whole ships in and out of Skullport.[27]

A system of ropes and pulleys was used by Hekkut the Molted to block his escape route with a load of heavy rocks at this Tanglefork Woods hideout in the Year of Wild Magic, 1372 DR.

The Gondar steam dragon at the Hall of Wonders used pulleys to transport large items.[28][29]

Reputation[]

A lot of humans mistakenly thought gnomes spent a lot of their time fiddling with pulleys, ropes, and more complex machinery as part of their madcap inventions.[30]

Appendix[]

Gallery[]

External Links[]

References[]

  1. 1.0 1.1 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 73. ISBN 0-5607-6327-2.
  2. 2.0 2.1 David Cook (October 1992). “Home Port: Wherein the Tale Begins”. In Bill Slavicsek ed. Golden Voyages (TSR, Inc.), p. 30. ISBN 978-1560763314.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 136. ISBN 0-5607-6327-2.
  4. Douglas Niles (1986). Dungeoneer's Survival Guide. (TSR, Inc.), p. 56. ISBN 0-88038-272-4.
  5. Ed Greenwood (October 2012). Ed Greenwood Presents Elminster's Forgotten Realms. (Wizards of the Coast), p. 146. ISBN 0786960345.
  6. Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 17. ISBN 0-5607-6327-2.
  7. Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 54. ISBN 1-5607-6940-1.
  8. Ed Greenwood (July 1995). Volo's Guide to Cormyr. (Wizards of the Coast), p. 192. ISBN 0-7869-0151-9.
  9. Ed Greenwood (October 2012). Ed Greenwood Presents Elminster's Forgotten Realms. (Wizards of the Coast), pp. 66–67. ISBN 0786960345.
  10. Geno and R.A. Salvatore (July 2009). The Stowaway. (Wizards of the Coast), chap. 16, pp. 156, 159. ISBN 978-0786952571.
  11. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 65. ISBN 0-7869-2889-1.
  12. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 87. ISBN 0-7869-2889-1.
  13. Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 109. ISBN 1-5607-6940-1.
  14. Doug Stewart (November 1997). Castle Spulzeer. (TSR, Inc), p. 46. ISBN 978-0786906697.
  15. Douglas Niles and Michael Dobson (1988). The Throne of Bloodstone. (TSR, Inc), p. 76. ISBN 0-8803-8560-X.
  16. Kevin Melka and John Terra (April 1995). Ruins of Zhentil Keep (Cards). (TSR, Inc). ISBN 0-7869-0109-8.
  17. Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), p. 36. ISBN 0-7869-3910-9.
  18. Ed Greenwood (1991). Halls of the High King. (TSR, Inc), p. 19.
  19. Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). Tomb of Annihilation. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 118. ISBN 978-0-7869-6610-3.
  20. Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). Tomb of Annihilation. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), pp. 141–142. ISBN 978-0-7869-6610-3.
  21. Richard Baker, et al. (April 2015). Princes of the Apocalypse. Edited by Michele Carter, Stacy Janssen. (Wizards of the Coast), p. 108. ISBN 978-0-7869-6578-6.
  22. Richard Baker, et al. (April 2015). Princes of the Apocalypse. Edited by Michele Carter, Stacy Janssen. (Wizards of the Coast), p. 155. ISBN 978-0-7869-6578-6.
  23. Ed Greenwood (1991). “Campaign Guide to Undermountain”. In Steven E. Schend ed. The Ruins of Undermountain (TSR, Inc.), pp. 9, 61, 94. ISBN 1-5607-6061-3.
  24. Jean Rabe, Norm Ritchie (Feburary 1994). The Ruins of Undermountain II: The Deep Levels (Campaign Guide). (TSR, Inc), p. 86. ISBN 1-5607-6821-5.
  25. Ed Greenwood (July 1995). Volo's Guide to Cormyr. (Wizards of the Coast), p. 192. ISBN 0-7869-0151-9.
  26. Troy Denning (1990). Storm Riders. (TSR, Inc), pp. 28, 32, 36. ISBN 0-88038-834-X.
  27. Joseph C. Wolf (1999). Skullport. (TSR, Inc), p. 8. ISBN 0-7869-1348-7.
  28. Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 14. ISBN 1-5607-6940-1.
  29. BioWare (December 1998). Designed by James Ohlen. Baldur's Gate. Black Isle Studios.
  30. Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 182. ISBN 1-5607-6940-1.
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