Initiate of Horus-Re

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


At a Glance

A feat.


Sources

Primary Sources
  • Champions of Valor [88292] page 30

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Rezim

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

At a Glance

The Vizier of Mulhorand, appointed in 1311 DR by Pharaoh Rehorusteb II.

He’s a mulan human priest of Horus-Re.

The Xaeyruudh Campaign

The year is 1365 DR; Rezim is approaching 80 years of age, but looks to be about 40. He’s of slightly above average height, below average weight, with an austere face and cold black eyes. He wears the robes of his office at all times.

Rezim has access to all known spells and magic items… if he can’t cast it or craft it himself, he can compel someone else to do so for him. His arsenal is truly impressive. He never eats or sleeps; he is never surprised or caught in an vulnerable situation.

He is vain, arrogant, dispassionate, vindictive, compulsively greedy, utterly corrupt, and far too intelligent to be caught in simple lies or schemes. He delegates nearly all dirty or boring tasks to “the loyal subjects of the Pharaoh” …a phrase with which he can compel any citizen of Mulhorand to perform any desired task, regardless of the cost to them or their families. To disobey the Vizier is to disobey the Pharaoh, and thus the God-Kings, and there is no greater sin in Mulhorand.

He very rarely deigns to make eye contact with anyone; he considers it debasing himself to be the equal of whomever he’s addressing. Thus, he speaks to the empty portion of the room, or over everyone’s head when he’s compelled to face people. He refers to everyone in the third person, or as “the loyal subjects of the Pharaoh.” When speaking directly to the Pharaoh, he addresses him as Our Exalted Pharaoh and lowers his gaze… still avoiding eye contact when possible.

Rezim’s agenda includes increasing the power of his church… when it also boosts his own power. He is interested in Mulhorand… but only as a population of lackeys and worshipers. He is a priest of Horus-Re because it makes sense to be; the other God-Kings and their churches bow to the will of Horus-Re. Rezim feels that his destiny was to be Pharaoh, and Fate stole it from him… but he has seized most of it back. Being Vizier is certainly better than being an obedient little priest.

He has never (to his knowledge) seen any of the manifestations, and he suspects that they’re dead… if they ever actually existed at all. The Pharaoh, as far as he’s concerned, is the ultimate power in Mulhorand… and if the Pharaoh were to die without an heir, the Vizier —the second most powerful servant of Horus-Re— must naturally take up the crown.

With these things in mind, it should be easy to deduce the hidden motivator behind the assassination of Pharaoh Akonhorus II.

Source

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Imthalos

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

At a Glance

Precept (governor) of Ganath, in Mulhorand.

He’s a mulan human priest of Horus-Re.

Source

Disclaimer

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Ethnestus

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

At a Glance

Precept (governor) of Rauthil, in Mulhorand.

He’s a mulan human priest of Horus-Re.

Rezim dislikes him… which says something good about him.

Source

Disclaimer

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Ceianre

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

At a Glance

Precept (governor) of Skuld, in Mulhorand.

He’s a mulan human priest of Horus-Re.

Source

Disclaimer

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Horustep III

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

At a Glance

The Pharaoh of Mulhorand and the incarnation of Horus–Re.

Source

Disclaimer

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The Ancient Might of Horus-Re

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

The Xaeyruudh Campaign

The Ancient Might is a sect within the church of Horus-Re which seeks to shape Mulhorand into an empire with a closer resemblance to Imaskar.

To this end, they seek artifacts of Imaskar (to remind all of the God-Kings of their past glory) and anything which will help them gain the upper hand against the “enemies of Mulhorand” – which includes, in their mind, anyone who doesn’t agree with the entirety of their agenda.

In spite of their frustration with the conservative regime, they have not assassinated any Pharaohs… which is more than the mainstream church can say.

Of all the sects in the church of Horus-Re, the Ancient Might is most focused on Re. From their perspective, the empire started sliding into decline as soon as Horus succeeded and became Horus-Re.

Source

  • The Ancient Might was created for the Xaeyruudh campaign

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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.

The Mulhorandi Pantheon

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


Divergence from Canon

The official history of the Mulhorandi pantheon (as I understand it, anyway) goes back to Imaskar and giant portals through which the Imaskari grabbed huge numbers of people from ancient Earth.  These newcomers were enslaved by the Imaskari and became known as the Mulan, but most importantly they brought their culture and religion with them.  This is apparently the rationale behind bringing Egyptian mythology into the Realms.

I realize it probably makes me a spoilsport, but I don’t like that story.  Elminster talking to Ed: cool/fun/interesting.  Thousands of Egyptians yanked into the Realms and then rescued by shards of the gods they worshiped on Earth?  Then these gods led the Egyptians to establish Mulhorand, where the gods ruled for a long time and then abruptly returned to their essences in the Outer Planes, which was their home the whole time, even though they had been worshiped on Earth?  Hokey.  Lame.

So, in the Xaeyruudh campaign, things happened differently.  The God-Kings venerated today as the Mulhorandi pantheon were once Imaskari adventurers and scholars, who crafted and executed a plan to ascend (partway at least) to godly power.  They were born in Imaskar, and they (with the exception of Ptah) have never dwelled in the Outer Planes, and they know nothing about Earth.  The Anhur in the Realms has nothing to do with the Anhur in Egypt, and probably has no connection to any Anhur which might be worshiped in other campaign worlds.

I also added a few more powers to the mix, balancing the Mulhorandi and Untheric pantheons at 18 powers apiece.


At a Glance

The Pantheon consists of twelve God-Kings: Anhur, Horus–Re, Isis, Nephthys, Osiris, Thoth, Bast, Geb, Hathor, Nut, Shu, and Tefnut.

The first six have huge churches which think of themselves as The Churches, while the others are referred to somewhat condescendingly as cults. Note that this term does not have all the same connotations in Mulhorand (or in the rest of the Realms) as it does on Earth; in Mulhorand a cult is merely a smaller and/or less influential church.


DM’s Notes

There are six other God-Kings as well, three of which nobody likes to talk about (Apophis, Sebek, and Set) and three that most folks honestly don’t know about (Anubis, Ptah, and Re).

Making things a little more complicated, some of the God-Kings died long ago… or for whatever other reason are not who they appear to be.

Anubis

Anubis is a God-King. He was declared dead, but he still exists, and he has a thriving cult… elsewhere. Anubis may answer prayers directed to him, but only if the supplicant is outside Mulhorand.

Apophis

Apophis is not a God-King. He’s an aspect of Shar; she may answer prayers directed to Apophis.

Ptah

Ptah is a God-King, but he parted ways with the others before they left Imaskar and he was never acknowledged as part of the pantheon. His cult, however, did come to Mulhorand and persists to the present day. All of the God-Kings hear prayers directed to Ptah within Mulhorand, and any may answer… but they usually do not.

Re

Re is a God-King. He was declared to have merged with Horus, but he still exists as a separate entity. He has no cult. Horus-Re answers prayers directed to Re, but Re hears them too and hypothetically could respond as well.

Nut

Nut was a God-King, and is believed to be alive, but is actually replaced by Selûne, who answers prayers directed to Nut.

Sebek

Sebek is not a God-King. He’s an interloper power of indeterminate origin (not an aspect of a Faerunian power). The God-Kings know he’s not one of them, but they don’t know who/what he is. He may answer prayers directed to him.

Set

Set was declared dead, but is believed to still exist (probably as an undead God-King if such a thing is possible), but his cult is exiled from Mulhorand on pain of death. Set may answer prayers directed to him, but only if the supplicant is outside Mulhorand.

Shu

Shu was a God-King, and is believed to be alive, but is actually replaced by Shaundakul, who answers prayers directed to Shu.

Tefnut

Tefnut was a God-King, and is believed to be alive, but is actually replaced by Eldath, who answers prayers directed to Tefnut.


Sources

  • Forgotten Realms Campaign Setting [11836] (3e) — page 236 mentions Anhur, Geb, Hathor, Horus-Re, Isis, Nephthys, Osiris, Sebek, Set, and Thoth; page 234 mentions Sharess (linked elsewhere with Bast); the Web Enhancement describes Anhur, Geb, Hathor, Horus-Re, Isis, Nephthys, Osiris, Sebek, Set, Sharess, and Thoth
  • Old Empires [FR10/9274] pages 23-29 describe Anhur, Horus-Re, Isis, Nephthys, Osiris, Set, and Thoth; Geb, Hathor, and Sebek are mentioned in passing — Some notes on the Time of Troubles (which will be disregarded in the Xaeyruudh campaign) appear on page 29
  • Xaeyruudh — Anubis, Apophis, Nut, Ptah, Re, Shu, and Tefnut were given a presence in the Realms for the Xaeyruudh campaign, and are not official; the connections with Faerûnian deities, other than Bast, are also unofficial

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.

Divine Minions

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

At a Glance

A native outsider.

This is the term given by lay persons to the servants of the God-Kings… not in the sense that “we are all servants of the God-Kings!” but specifically to the individuals who directly attend the manifestations and guard the incarnations. Each God-King has his/her own minions, and they are quite diverse.

DM’s Notes

Divine minions are the messengers and agents of the God-Kings and therefore may be found anywhere in the Old Empires, occasionally in other places around the Realms where a God-King has interests, and rarely in other Primes or other planes. In other words, they can be anywhere.

Source

  • Old Empires [FR10/9274] page 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.