Ambilya Shan

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

At a Glance

Ambilya Shan, or the Sacred Mountain of Amber, is the location of the Yellow Mountain Monastery, which is the center of the Yellow Mountain Sect.  Jumpa Muren (and a very old wood-and-rope bridge) separate it from Rubilya Shan.

Source

  • Blood Charge [FRA3/9304] page 18

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.

Rubilya Shan

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

At a Glance

Rubilya Shan, or the Sacred Mountain of Ruby, is the location of the Red Mountain Monastery, which is the center of the Red Mountain Sect.  Jumpa Muren (and a very old wood-and-rope bridge) separate it from Ambilya Shan.

Source

  • Blood Charge [FRA3/9304] makes several mentions

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.

Shan

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

At a Glance

Shan is a word, in at least one eastern language, which translates to “mountain” in the western common tongue.  Many mountains and mountain ranges in Shou Lung feature the word shan in place of mountain or mountains; examples include Ambilya Shan and Rubilya Shan, A-Ling Shan, Hagga Shan, Teyla Shan, Ulhai Shan, …

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.

Jumpa Muren

At a Glance

Jumpa Muren, called the Jumpa River on western maps, is born from glacial meltwater in the north of Khazari.  It flows south and west for hundreds of miles through the Jumpa River Gorge, before emptying into the Golden Water.  The channel cut by the Jumpa’s final waterfall, which separates Durpar and Ulgarth, has at least a couple of names; the Durpari call it the Narrow Sea, while the Ulgarthi know it as Xontuil Bay.

Source

      Blood Charge [FRA3/9304] page 17 mentions Jumpa Muren

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.