Forceward

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


At a Glance

A spell.


Variations


Sources

Primary Sources
Passing Mention

Disclaimer

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Dumal Erard

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

At a Glance

A paladin of Helm. Once a member of The Company of Crazed Venturers and The Northern Four. More recently, he founded Helm’s Hold.

Source

  • Who’s Who in Waterdeep [1109b] page 66

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.

Helm’s Hold

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

At a Glance

An isolated monastery, southeast of Neverwinter, founded by Dumal Erard.

Source

  • Waterdeep and the North [FR1/9213] page 6

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.

Helmlands

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


At a Glance

The Helmlands, also called the Pits of Mystra, is a local name —following the Time of Troubles— for the foothills of the eastern Storm Horns near Gnoll Pass and Castle Crag.


Sources

Primary Sources
  • Cormyr [9410] page 6
  • A Grand Tour of the Realms [1085a] page 50
Maps
  • Cormyr [9410] inside cover
  • Forgotten Realms Interactive Atlas
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.

Helm (God)

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

Helm, 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

A power of the Faerûnian Pantheon.

Symbol of Helm, 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

Notable Followers

Sources

  • Faiths and Pantheons [88643] page 28
  • Forgotten Realms Campaign Setting [11836] page 242
  • Faiths and Avatars [9516] page 68
  • Cormyr [9410] pages 6, 21, 24, 25; inside cover
  • Running the Realms [1085b] page 51
  • Forgotten Realms Adventures [2106] pages 20-21
  • Cyclopedia of the Realms [1031a] page 11
  • Dragon 54 page 52: Down-to-Earth Divinity, by Ed Greenwood
Other Resources
  • Search for Helm on the FR Wiki

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 Faerunian Pantheon

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

At a Glance

The Faerunian Pantheon is a loose collection of powers, unlike the tighter-knit racial pantheons. Some of them have very large followings, others very small, but they’re united by their interest in the deeds and devotion of the humans of Faerûn… except in the Old Empires, where the Mulhorandi and Untheric pantheons reign. Other races — including dwarves, elves, gnomes, hin, drow, giants, goblins, and orcs — each have their own pantheons.

The Xaeyruudh Campaign

The Xaeyruudh campaign begins in 1365 DR. A few key changes affect the pantheon in this campaign.

  • The pantheon is returned to its roots in Down-to-Earth Divinity, an article written by Ed Greenwood and published in Dragon 54. The biggest change this point introduces is a few new beast cults that 3e players won’t be familiar with, such as Besparr, Hlyyaak, Lolth, and Sneel.
  • Mystra is the same entity in all times, though her face and apparent attitudes occasionally shift in response to events both on Faerûn and among the gods. One dramatic shift occurred with the fall of Netheril, bringing about the revision of rules governing mortal access to the Weave.
  • The Time of Troubles didn’t happen. Thus, Cyric and Kelemvor are not deities, and Bane, Bhaal, Leira, Ibrandul, Mask, and Myrkul are still active at their pre-ToT power levels.
  • A few events associated with the ToT will occur, even though the bigger event does not. Ramman cedes his power to Anhur. Gilgeam is slain by Tiamat. Red Knight was supposedly elevated at the end of the ToT, but I like her, so I’ve declared that she ascended for some other reason.
  • Alignments have been changed for Akadi, Grumbar, Istishia, Kossuth, Mask, and Mystra. Some of these changes may affect Domain availability. Some suggested domains have been added to Bhaal, Earthmother, Entropy, Ibrandul, Iyachtu Xvim, Leira, Moander, Myrkul, and Tchazzar. Some of these powers still need more domains.

Adventurers’ Powers

These powers are the most supportive of adventurers, and therefore the most appropriate choices for patron powers. That doesn’t mean they’re the only choices… just the most obvious ones. These churches are also the most friendly to adventurers who come seeking protection, healing, or paying work.

Name Align Portfolio Domains
Azuth LN Spellcasters Illusion, Knowledge, Law, Magic, Spell
Lathander NG Dawn, spring, birth, youth, vitality, athletics Good, Nobility, Protection, Renewal, Strength, Sun
Mask CN Thieves, thievery, shadows Chaos, Darkness, Luck, Trickery
Red Knight LN Strategy, planning, tactics Law, Nobility, Planning, War
Shaundakul CN Travel, exploration, caravans, portals Air, Chaos, Portal, Protection, Trade, Travel
Torm LG Duty, loyalty, obedience Good, Healing, Law, Protection, Strength
Tymora CG Good fortune, skill, victory, adventurers Chaos, Good, Luck, Protection, Travel

Elemental Powers

Name Align Portfolio Domains
Akadi N/CN Elemental air, flying, speed Air, Illusion, Travel, Trickery
Grumbar N/CN Elemental earth, solidity, changelessness, oaths Cavern, Earth, Metal, Time
Istishia N/CN Elemental water, purification by water Destruction, Ocean, Storm, Travel, Water
Kossuth N/CN Elemental fire, purification by fire Destruction, Fire, Renewal, Suffering

Beast Cults

Name Align Portfolio Domains
Besparr CG Horses Chaos, Good
Hlyyaak CG Camels Chaos, Good
Lolth CE Spiders Chaos, Darkness, Destruction, Drow, Evil, Spider, Trickery
Lurue CG Unicorns Animal, Chaos, Good, Healing
Nobanion LG Lions and other strong beasts Animal, Good, Law, Nobility
Repra CE Snakes Chaos, Evil
Sneel CE Rats Chaos, Evil

Other Powers

Name Align Portfolio Domains
Auril NE Air, Evil, Storm, Water
Bane LE Destruction, Evil, Hatred, Law, Tyranny
Beshaba CE Chaos, Evil, Fate, Luck, Trickery
Bhaal LE Death, Evil, Hatred, Law, Suffering
Chauntea NG Animal, Earth, Good, Plant, Protection, Renewal
Deneir NG Good, Knowledge, Protection, Rune
Earthmother N Animal, Moon, Plant, Protection, Renewal
Eldath NG Family, Good, Plant, Protection, Water
Entropy CE Chaos, Evil
Finder Wyvernspur CN Chaos, Charm, Renewal, Scalykind
Garagos CN Chaos, Destruction, Strength, War
Gargauth LE Charm, Evil, Law, Trickery
Gond N Craft, Earth, Fire, Knowledge, Metal, Planning
Gwaeron Windstrom NG Animal, Good, Knowledge, Plant, Travel
Helm LN Law, Planning, Protection, Strength
Hoar LN Fate, Law, Retribution, Travel
Ibrandul CN Chaos, Darkness
Ilmater LG Good, Healing, Law, Strength, Suffering
Iyachtu Xvim LE Destruction, Evil, Hatred, Law, Tyranny
Leira CN Chaos, Darkness, Illusion, Trickery
Lliira CG Chaos, Charm, Family, Good, Travel
Loviatar LE Evil, Law, Retribution, Strength, Suffering
Malar CE Animal, Chaos, Evil, Moon, Strength
Mielikki NG Animal, Good, Plant, Travel
Milil NG Charm, Good, Knowledge, Nobility
Moander LE Evil, Law
Myrkul NE Death, Evil
Mystra N/LN Illusion, Knowledge, Magic, Rune, Spell
Oghma N Charm, Knowledge, Luck, Travel, Trickery
Savras LN Fate, Knowledge, Law, Magic, Spell
Selune CG Chaos, Good, Moon, Protection, Travel
Shar NE Cavern, Darkness, Evil, Knowledge
Sharess CG Chaos, Charm, Good, Travel, Trickery
Shiallia NG Animal, Good, Plant, Renewal
Siamorphe LN Knowledge, Law, Nobility, Planning
Silvanus N Animal, Plant, Protection, Renewal, Water
Sune CG Chaos, Charm, Good, Protection
Talona CE Chaos, Destruction, Evil, Suffering
Talos or Baelros CE Chaos, Destruction, Evil, Fire, Storm
Tchazzar CE Chaos, Evil, Nobility, Strength
Tempus CN Chaos, Protection, Strength, War
Tiamat LE Evil, Law, Scalykind, Tyranny
Tyr LG Good, Knowledge, Law, Retribution, War
Ubtao N Planning, Plant, Protection, Scalykind
Ulutiu LN Animal, Law, Ocean, Protection, Strength
Umberlee CE Chaos, Destruction, Evil, Ocean, Storm, Water
Uthgar CN Animal, Chaos, Retribution, Strength, War
Valkur CG Air, Chaos, Good, Ocean, Protection
Velsharoon NE Death, Evil, Magic, Undeath
Waukeen N Knowledge, Protection, Trade, Travel

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.