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A shovel was a digging tool that had a curved blade on its end. A very similar tool was the spade.[1][2]

With a shovel I can dig a grave;

Give me a lantern too, and I'll dig a home.

— An (alleged) old dwarf expression[6]

Description[]

The ideal shovel had a four-foot-long wooden handle and a curved metal head with a blunt edge, allowing it to carry soil and not be damaged from cutting into heavy earth.[1] These digging and shoveling tools were used by workers and miners across Faerun,[7] Kara-Tur,[8] and Zakhara[9] to excavate dirt, gravel, sand, clay, and other soft or loose materials from the ground.[2] Instead of just being used as a tool, a shovel could also be used as a weapon.[10] Hoes served a similar purpose in breaking up soil, though they were used quite differently.[6]

Availability[]

A farmer's main weapon in battling the land, shovels come in as many varieties as do swords.
— Advertisement from Aurora's Whole Realms Catalogue[11]

Aurora's Whole Realms Catalogue sold generic and specialized shovels. Basic coal shovels cost 2 gp, gardening and snow shovels cost 3 gp, whilst postholers cost 4 gp each. Small hand spades could be had for only 2 sp.[11]

Magic[]

There were several magical shovels known around the multiverse.[12]

History[]

In the Year of the Crystal Casket, 249 DR, the Magister Galeerie Mulurkrath was killed by a shovel to the head.[16]

The symbol of Fireshear was that of a crossed pickaxe, blade, and shovel.[17]

In Zakhara, the Pick and Shovel Corps was a group of ex-slaves that won their freedom. The "shovels" indicated the dwarf members of the corps.[9]

Appendix[]

See Also[]

Gallery[]

External Links[]

References[]

  1. 1.0 1.1 1.2 1.3 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 53. ISBN 0-5607-6327-2.
  2. 2.0 2.1 2.2 Dale Henson (February 1993). The Magic Encyclopedia, Volume Two. (TSR, Inc), pp. 128, 131. ISBN ISBN 978-156076563.
  3. Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 61. ISBN 0-5607-6327-2.
  4. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast). ISBN 0-7869-2886-7.
  5. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 150, 153. ISBN 978-0-7869-6560-1.
  6. 6.0 6.1 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 102. ISBN 0-5607-6327-2.
  7. Douglas Niles and Michael Dobson (1986). The Mines of Bloodstone. (TSR, Inc), p. 18. ISBN 0-8803-8312-7.
  8. Rick Swan (1990). Test of the Samurai. (TSR, Inc). ISBN 0-88038-775-0.
  9. 9.0 9.1 Wolfgang Baur (November 1993). Secrets of the Lamp. (TSR, Inc), p. 16. ISBN 978-1560766476.
  10. Ed Greenwood and Jeff Grubb (September 1988). City System. Edited by Karen Boomgarden. (TSR, Inc.), p. 30. ISBN 0-8803-8600-2.
  11. 11.0 11.1 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 53. ISBN 0-5607-6327-2.
  12. slade et al (June 1995). Encyclopedia Magica Volume III. (TSR, Inc.), pp. 1113–1114. ISBN 0-7869-0187-X.
  13. Troy Denning (May 1991). Blood Charge. (TSR, Inc.), p. 54. ISBN 0880388897.
  14. Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 227. ISBN 0-9356-9602-4.
  15. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 76. ISBN 0-9356-9601-6.
  16. Ed Greenwood (January 2000). Secrets of the Magister. (Wizards of the Coast), pp. 32–33. ISBN 978-0786914302.
  17. Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 5. ISBN 0-88038-490-5.
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