Isis

This information is intended for use with the Dungeons & Dragons role-playing game.

Geb, Hathor, Anhur, Horus-Re, and Isis, from the WotC Faiths & Pantheons Art Gallery... click on the image for the link. All rights are assumed to be reserved by Wizards of the Coast


At a Glance

Isis is one of the God-Kings of Mulhorand.  Although the Mulhorandi pantheon doesn’t do “portfolios” in the same way that powers do, Isis is most often invoked in connection with weather, agriculture, love, marriage, growing things, and rain.  She is also a patron of good-aligned arcane spellcasters.  Within the Old Empires, Isis wholly or partially supersedes Lurue, Mielikki, and Silvanus.  She opposes Umberlee.

Isis’ domains include Family, Good, Magic, Storm, and Water.  Her favored weapon is the punching dagger.

Symbol of Isis, from the WotC Faiths & Pantheons Art Gallery... click on the image for the link. All rights are assumed to be reserved by Wizards of the Coast


Appearance

What You See
Mannerisms

Personality & Power

What’s Important
Class/Level

The Church

Sects
Temples
Priests

Personal History

Timeline
Recent Events

Sources

  • Forgotten Realms Campaign Setting Web Enhancement
  • Old Empires [FR10/9274] pages 5, 7, 15, 17, 18, 20, 21, 23, 24, 25, 26, 28, 37, 44, 45, 81, 93

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Horus-Re

This information is intended for use with the Dungeons & Dragons role-playing game.

Geb, Hathor, Anhur, Horus-Re, and Isis, from the WotC Faiths & Pantheons Art Gallery... click on the image for the link. All rights are assumed to be reserved by Wizards of the Coast


At a Glance

Horus-Re is one of the God-Kings of Mulhorand.  Although the Mulhorandi pantheon doesn’t do “portfolios” in the same way that powers do, Horus-Re is most often invoked in connection with rulership, kings, the sun, dawn, life, and eternity/persistence/durability.  Within the Old Empires, Horus-Re wholly or partially supersedes Hoar, Lathander, and Nobanion.

Horus-Re’s domains include Good, Law, Nobility, Retribution, and Sun.  His favored weapon is the khopesh.

Symbol of Horus-Re, from the WotC Faiths & Pantheons Art Gallery... click on the image for the link. All rights are assumed to be reserved by Wizards of the Coast


Appearance

What You See
Mannerisms

Personality & Power

What’s Important
Class/Level

The Church

Sects
  • The Eternal Eye of Horus-Re
  • The Holy Ankh of Horus-Re
  • The Outstretched Arm of Horus-Re
  • The Helping Hands of Horus-Re
  • The Ancient Might of Horus-Re
  • The Wise Elder Voice of Horus-Re
Temples
Priests

Personal History

Timeline
Recent Events

Sources

  • Forgotten Realms Campaign Setting Web Enhancement
  • Old Empires [FR10/9274] pages 4, 5, 7, 11, 12, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 30, 31, 61, 81, 82, 84, 86, 93

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Anhur

This information is intended for use with the Dungeons & Dragons role-playing game.

Geb, Hathor, Anhur, Horus-Re, and Isis, from the WotC Faiths & Pantheons Art Gallery... click on the image for the link. All rights are assumed to be reserved by Wizards of the Coast


At a Glance

Anhur is one of the God-Kings of Mulhorand.  Although the Mulhorandi pantheon doesn’t do “portfolios” in the same way that powers do, Anhur is most often invoked in connection with war, conflict/argument, physical prowess, guardians, and storms (particularly the thunder and lightning).  Within the Old Empires, Anhur wholly or partially supersedes Helm, Lathander, Tempus, and Torm.  He opposes Garagos and Talos.

Anhur’s domains include Chaos, Good, Storm, Strength, and War.  His favored weapon is the falchion.

Symbol of Anhur, from the WotC Faiths & Pantheons Art Gallery... click on the image for the link. All rights are assumed to be reserved by Wizards of the Coast


Appearance

What You See
Mannerisms

Personality & Power

What’s Important
Class/Level

The Church

Sects
  • The Ascendant Blade of Anhur
  • The Divine Shield of Anhur
  • The Avenging Wrath of Anhur
  • The Honorable Justice of Anhur
Temples
Priests

Personal History

Timeline
Recent Events

Sources


Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

God-King

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

The God-Kings of Mulhorand and Unther are basically like the powers worshiped by the rest of Faerun.

DM’s Notes

It’s a little more complicated than that, but from the angle that they have priesthoods, they grant spells, and they have more personal power than the average festhall full of adventurers… yes, they’re basically like the powers of other pantheons.

And, really, the basics are all the PCs need when it comes to the Gods.

But, because I can, and because it’s fun, I might expand this later.

Source

  • Old Empires [FR10/9274] pages 2, 3, 5, 7, 8, 11, 13, 14, 15, 17, 23, 26, 32, 35, 44, 46, 92

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Sea of Swords

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

The Sea of Swords is the eastern reach of the Trackless Sea, breaking against Faerûn from Waterdeep to the Tethyr Peninsula.

The Moonshae Isles and the Nelanther form a sort of imaginary western boundary of the Sea. Enclosed within are Mintarn, Orlumbor, and assorted smaller islands.


Sources

  • Under Illefarn [N5/9212] inside cover map
  • Cyclopedia of the Realms [1031a] page 74
Passing Mention
Maps
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Dragonspear Castle

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

Dragonspear Castle is a ruined fortification on the Trade Way, on the southwest edge of the High Moor, between Daggerford and Soubar. The Misty Forest and Trollbark Forest are about 50 miles to the north and west respectively.

The castle brings more peril than protection. It seems every few winters it’s seized by humanoids or fiends, until adventurers clear them out, until it’s seized again a few years later. Rumors hint that a portal to the Lower Planes sits in one of the cellars, disgorging a steady stream of foes. There’s also reason to believe that there are tunnels leading up to those cellars from the Underdark.


Sources

  • Forgotten Realms Campaign Setting [11836] page 294
  • Hordes of Dragonspear [FRQ2/9369]
  • A Grand Tour of the Realms [1085a] page 91
  • Under Illefarn [N5/9212] inside cover map
  • Cyclopedia of the Realms [1031a] page 39
Maps

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Trade Way

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

According to common thought, the Trade Road is the trade road of the Sword Coast, from Waterdeep in the north to Calimport in the south. Not to be confused with the Trader’s Road which begins at Iriaebor and goes east toward Westgate.

In fact, the Trade Way runs from Daggerford to Scornubel.

Trade along the Sword Coast is achieved by a system of roads and trails; the Trade Way is just one of these. Various cart paths and foot trails link points on the Trade Way (Dragonspear Castle, Boareskyr Bridge, and Triel) with Baldur’s Gate, from whence the Coast Way leads south into Amn before becoming widely known as the Trade Way again and eventually ending up in Calimport. North of Daggerford, the “Trade Way” is the High Road, which runs through Waterdeep, after which the High Road continues along the coast to Luskan and the Long Road splits off to the east and goes to Mirabar.


Civilization

Settlements

The Trade Way passes through a number of communities.

Other Landmarks
Neighboring Nations and Features

Sources

Maps
  • Under Illefarn [N5/9212] inside cover
  • Forgotten Realms [1031] (1e campaign setting)

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Way Inn

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

An independent settlement of the Sword Coast North, located on the Trade Way, south of Daggerford, between the Misty Forest and the Trollbark Forest.

The Friendly Arm is a similar establishment to the south.

Notable Citizens

Sources

  • A Grand Tour of the Realms [1085a] page 103
  • Under Illefarn [N5/9212] inside cover map
  • Cyclopedia of the Realms [1031a] page 87

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The Misty Forest

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

The Misty Forest is a constantly foggy evergreen forest on the western boundary of the High Moor, south of the DelimbiyrWood elves and hybsils, and druids and rangers of friendly races, dwell here and menace the orcs who sometimes seek to ambush travelers on the Trade Way.

Residents

Eldreth Veluuthra is active here.

A Visual

I visualize something like this.

Sources

  • Forgotten Realms Campaign Setting [11836] page 224
  • Elminster’s Ecologies Appendix II: High Moor & Serpent Hills [9490] page 5
  • A Grand Tour of the Realms [1085a] page 97
  • Under Illefarn [N5/9212] inside cover map

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Lizard Marsh

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

A marsh at the mouth of the Delimbiyr, south of Waterdeep.  The lizardfolk here are at least as organized, territorial, and foul-tempered as anywhere else on Faerûn.  Dinosaurs and black dragons have been spotted in the marsh as well.

Not to be confused with the Mere of Dead Men, which is north of Waterdeep.

Sources

  • Forgotten Realms Campaign Setting [11836] page 224
  • A Grand Tour of the Realms [1085a] page 96
  • Under Illefarn [N5/9212] inside cover map

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.