Introduction
Shaundakul, the Rider of the Winds and Helping Hand, governs travel, exploration, portals, miners, and caravans. His faith flourished in old Myth Drannor, declined after the city’s fall, and returned as explorers and traders sought divine protection on dangerous roads.
Rangers, caravaneers, miners, and portal-walkers call on him before entering uncharted country. His priests seek old gateways, record their destinations, and clear routes that connect isolated communities.
The avatar visits lost or injured travelers at their campfires and sometimes recruits followers in person. He opposes Beshaba, who has used his name and signs to mislead travelers in Anauroch.
Physical Appearance
The avatar appears as a tall, white-haired man with a regal bearing, plain ranger leathers, and a dark cloak. His boots hover just above the ground, and no sound follows his steps.
He carries the Sword of Shadows, an immense greatsword with a cold blue edge. A keening wind announces his presence even when the surrounding air appears still.
Roleplaying the Avatar
Shaundakul is stern, kind, observant, and economical with words. He leads by moving first and expects others to decide whether they will follow.
- Answer a request for directions by pointing or beginning to walk.
- Give practical aid before asking what brought the traveler so far from safety.
- Use dry humor around a campfire, then return to watchful silence.
- Treat walls, tolls, and borders as temporary inconveniences.
- Show open contempt for anyone who deliberately sends travelers toward danger.
Use in a Campaign
The Road That Vanished
A trade route disappears from maps and memory. Shaundakul asks the party to walk it from end to end before the last surviving milestone fades.
Portal Census
The avatar recruits the party to identify a chain of ancient gates before a rival power turns them into an invasion route.
False Helping Hand
Travelers follow silver signs into Anauroch and do not return. The signs belong to Beshaba, not Shaundakul.
Last Guard of the Caravan
Shaundakul stands beside an overwhelmed caravan, but he will not leave the route unguarded to pursue the force that attacked it.
Lairs
Shaundakul claims open, remote places crossed by old roads or permanent portals. His lairs alter distance, expose false paths, and give moving creatures tactical choices that stationary defenders lack.
Shaundakul’s Throne
His ruined temple in Myth Drannor surrounds an open-air dais linked to sealed chambers and forgotten crossings.
Wind-Whistling Peaks
Pierced stone pillars turn mountain winds into distinct tones that reveal approaching creatures and active portals.
The Uncharted Horizon
A rough stone seat stands in a valley absent from every map. Each departure opens onto a different wilderness.
Portal Nexus
Several permanent gateways meet in a buried station whose passages change destination whenever a traveler turns back.
Gates of the Moon
His divine refuge holds roads to distant lands beneath a sky that always suggests the hour before departure.
Shared References
Open a reference for its canonical description and related entries.
