Harbromm

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

At a Glance

King Harbromm currently rules Citadel Adbar.

Source

  • Waterdeep and the North [FR1/9213] page 4

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.

Citadel Adbar

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


At a Glance

Citadel Adbar is a dwarf realm; the last remnant of Delzoun.  The kingdom fell in -100 DR, to menaces from the Underdark including phaerimm, but Adbar stubbornly persists… for now.


Culture and Society

Demographics
Population 14,360 dwarves

Politics

Who Rules

The Citadel is currently ruled by King Harbromm.


Sources

Primary Sources
  • Forgotten Realms [11836] (3e campaign setting) page 172
  • Volo’s Guide to the North [9393] pages 201-202
  • Dwarves Deep [FR11/9300] pages 55-56
  • The North: Guide to the Savage Frontier [1142] — Cities page 58
  • Forgotten Realms [1085] (2e campaign setting) — A Grand Tour of the Realms page 113
  • The Savage Frontier [FR5/9233] pages 28-29
  • Waterdeep and the North [FR1/9213] page 4
Passing Mention
  • The North: Guide to the Savage Frontier [1142] — The Wilderness pages 13, 14, 60; Cities pages 55, 56; Daggerford page 30
  • Volo’s Guide to the North [9393] pages 163, 171, 179, 212
  • Dwarves Deep [FR11/9300] pages 55, 61
  • The Savage Frontier [FR5/9233] pages 5, 9, 26, 27, 32, 33, 39, 42, 47
  • Waterdeep and the North [FR1/9213] pages 3, 4, 6, 10
  • Forgotten Realms [1031] (1e campaign setting) — Cyclopedia of the Realms page 60; DM’s Sourcebook of the Realms page 62
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.

Berun’s Hill

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


At a Glance

Berun’s Hill is a lone hill, northwest of Triboar along the Long Road, south of Longsaddle and east of Neverwinter Wood.


Sources

Passing Mention
  • Waterdeep and the North [FR1/9213] page 3
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.

Sects

Sects is the word I’m using for the “gray area” of churches… something I’m going to be relying on in the Xaeyruudh campaign both to introduce variety and also to keep the players guessing.

The idea is that there can be variations in interpretation of key ideas in each church, and this can result in schisms (like the Protestants splitting from the mainstream church of their day, if you want a real-world example) but it can also be smaller in scale.  It doesn’t have to result in a church splitting into two churches.  Sometimes it can’t go that way, because the mainstream church would hunt you down and exterminate you before you could gather enough support to defend yourself.  So you spread your own ideas, as much as your self-preservation instinct allows for, and keep your heretical ideas under wraps when your superiors are listening.  If your instincts are good enough, and if your ideas are appealing enough, then you have yourself a sect.

To keep things relatively simple, I’m organizing them by alignment.  I recognize the possibility that there could be 14 CG churches of Anhur, but that would be kinda crazy and I don’t want to be crazy.  So all CG “churches” venerating one God-King are considered one sect of that God-King.  CG churches of another God-King are a sect of that God-King.  Each alignment gets its own sect.  Potentially.

The head of each pantheon (Horus-Re and Gilgeam) can theoretically have a sect for each alignment.  In practice, the church of Horus-Re only has six sects and the church of Gilgeam really only has one.  To limit the crazyness of having up to nine churches for each God-King, only the head of each pantheon gets that kind of diversity.

The other central God-Kings – Anhur, Isis, Nephthys, Osiris, and Thoth – get a sect for each alignment within two steps of their own.  Anhur is CG, for instance, so his church can have up to six sects: CG, CN, CE, NG, N, LG.  Once again, this is just a theoretical max; sects tend to combine and ally with each other.

The remaining mainstream God-Kings – Bast, Geb, Hathor, Nut, Shu, and Tefnut – are limited to one alignment “step”.  Hathor is LG; her church has up to three sects… LG, LN, and NG.

The other God-Kings – and churches of foreign deities trying to get established in the Old Empires – don’t get sects, with the exception of Set.  Set is sorta like the head of his own subpantheon (which contains only himself) so he gets a loophole.  But it’s mostly academic because most of Set’s followers join his church because they like what he stands for.

The result of this “graying” is a bewildering array of possibilities… like CE followers of Anhur and CG followers of Set.  This is by design.  It creates a framework for unexpected interactions… roleplaying opportunities!