The Lonely Lake

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


At a Glance

A lake/oasis at the western edge of the Raurin Desert, at the base of the Dragonsword Mountains.


Visiting

Neighboring Features

Source


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.

Nezras

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


At a Glance

Nezras is a community in the Raurin Desert on the eastern slopes of the Dragonsword Mountains near the Lonely Lake oasis.

It was founded by the Nezramites (descendants of Nezram) upon the destruction of his tower in 681 DR. Circa 1357, they still abide in Nezras.


Sources

Primary Sources
Passing Mention
Maps
Other Resources
  • Search for Nezras 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.

Road to the Dawn

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

At a Glance

This is a road leading from Skuld to Zindalankh.

The Xaeyruudh Campaign

The Dawn is a reference to the genesis of the God-Kings of Mulhorand and Unther. The road is the path trod by the God-Kings and their followers, circa -2500 DR, as they left the burning wasteland of Raurin and tamed the hinterlands that became Mulhorand and Unther.

The civilized part of the road (the part that wasn’t turning to sand or being prowled by fearsome warped beasts) later became the basis of a trade road between Mulhorand and the then-revitalized eastern city of Zindalankh.

Today, the road is well-marked, guarded, and maintained between Skuld and Maerlar. At that point the trade road (commonly referred to as the Road to the Dawn) continues east to Zindalankh through the increasingly desolate southern reaches of Murghôm while the original (and now forgotten by most) road turns south and quickly becomes lost under the silt of the Plains of Purple Dust.

With divine guidance and plenty of protection, various hierarchs and adventurers over Mulhorand’s history have retraced the ancient path as far as the kingdom of Raurin’s historic northern border. Once into the wasteland, however… perhaps only the manifestations themselves could find the path back to their origin.

Source

  • Old Empires [FR10/9274] map
  • Xaeyruudh — the specifics were written for this campaign

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 Raurin Desert

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


At a Glance

The Raurin is a desert east of Faerûn, west of Kara-Tur, and north of Zakhara. It is widely considered, among sages, to be the birthplace of the first human empire in the Forgotten Realms: Imaskar, still remembered in crumbling history books as a cruel land of wizardry and dark lore. The Great Kingdom of Raurin once thrived here, before its destruction more than 3500 years ago.


Visiting

Communities
Neighboring Nations and Features

Sources

Primary Sources
  • Old Empires [FR10/9274] pages 7, 8, 9, 26, 31, 66, 89
  • Forgotten Realms [1085] (2e) A Grand Tour of the Realms page 128
  • Forgotten Realms [1031] (1e) Cyclopedia of the Realms page 73
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.

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