Aryvandaar The Golden Empire by Phasai-D3htti6
Aryvandaar The Golden Empire by Phasai-D3htti6
Aryvandaar The Golden Empire by Phasai-D3htti6
Contents
Maps of Aryvandaar
Description of the Golden Empire
Brief history of the Shining Realm
Rulers of the Empire
Cities & Settlements
Temples & Citadels of the Light
Geographical Highlights of Aryvandaar
Spells & Rituals of the Sun Light
Magical Items of Aryvandaar
Notables of the Empire
Classes & Kits of the Empire
Resource s Used
page 3
page 5
page 8
page 72
page 73
page 133
page 146
page 159
page 188
page 208
page 223
page 231
crystal, stonework so fine and intricate it resembled lace, and perfectly smooth, seamless
construction.
In the early days of the realm, before the great cataclysm that created Evermeet, the coastal
realms of western Faerun were filled with great and wondrous cities. The graceful
architecture of these forgotten Elven cities was made up of countless delicate spires,
beautiful towers, and ancient temples. On the day of the Raising hundreds of Elven
communities were lost in the chaos and destruction of the Sundering; others were changed
forever. The forest community of Sharlarion, however, was one of the few that survived
nearly complete. These fortunate elves increased their number and spread into the
surrounding forests and hills and lowlands, in time creating a kingdom which was known as
Aryvandaar. It was an age of powerful magic, and throughout Aryvandaar the towers of the
High Magi dotted the land like buttercups upon a summer meadow. Many were the great
works of magic that these mighty Circles created: weapons of war, statues of the gods that
sang to greet the dawn or that danced in the starlight, gems that stored mighty spells.
Under the rule of the Vyshaan the ruling elite of Aryvandaar truly believed they were the
Seldarine's power on Faerun to keep Elven-kind from going astray or becoming corrupted by
the dark teachings of the Dark Seldarine. They saw it as their job to bring enlightenment to
the less fortunate TelQuessir; as part of this they undertook the teaching of magic to lesser
races, including the Dark Elves of Miyeritar. To them the passing on of the ancient traditions
was a pathway to Elven purity and cultural unity under their benign guidance.
The problem is that elves did not create their own downfall, moon elves created
the elves downfall. At the conclusion of the fourth Crown War, Aryvandaar had
won. For the first time in centuries peace reigned.
Also for the first time, the elves were united. That is, except for one enclave,
the Elven Court. The moon elves of the Elven Court, in their thirst for revenge,
used that cities reputation as a holy place of the Seldarine to twist and plot
stories about the corruption of the Vyshaan. They declared that Corellon had
found the Vyshaan at fault for the Crown Wars and must pay.
Their twisted stories spread to the corners of the globe, and once again elves
began fighting elves. The Vyshaan, tired of fighting, saw the trap the moon
elves had finally laid. If they continued to fight and kill elves the false
prophecy the moon elves had spun would become more and more recognized. On
the other hand if they gave themselves up for trial, the moon elves would
certainly have them annihilated. So the Vyshaan decided to fight a (relatively)
minor skirmish while they prepared to depart Aryvandaar, and the dream of a
united Elven empire.
Their last Coronal, Giilvas the Brave, and his Vyshantyr Dragon Knights gave
their lives so that most of the house and allies could escape.
6
Next the moon elves sought to befriend humans, and teach them not only our
ways of war, but our ways of the art. Instead of keeping the Aryvandaar
fortresses guarded and off limits, they allowed humans to explore them, and
acquire the Nether Scrolls. The naive moon elves, did not realize that power of
this kind is best kept from the hands of lesser beings.
In their foolishness they armed humans with both magic, and arms. From that
point on the human onslaught had begun. Since those times humans have
pushed elves back, because not only are moon elves naive, they have no stomach
for true war. This is evident in how they give ground to everyone who fights
them.
Next they created moon blades, once again under the supposed auspices of
Corellon, and made it so that no Sun Elf may wield them, thereby excluding
Sun elves from ever again ruling Evermeet, a realm they rightfully should
command. Since the moonflowers took over Evermeet has suffered its first
invasion. It was through the bravery of the Sun elves on the Island that the
horde was driven back.
No, it is not the elves which are to blame for our downfall, but rather, one elf
kind in particular. Moon Elves!
- Vyshaan by Jeiroth C.K. Scribe... 14 Apr 2008
26000 DR to 25000 DR
27000 DR
Continuing their work to undermine dragon
rule, the Fey open new gates allowing the first
elves to immigrate to Toril. These primitive
green elves worship the Faerie gods (not the
Seldarine, which were unknown at this time).
Although most green elves are content to
remain in small scattered tribes, one group
known as the Ilythiiri negotiates with the
dragons and begins to carve out a small
kingdom in the south. The great Ilythiiri capital
not just the goblin & giant kin, but also the
defending elves and the rich verdant forests as
well. Slain also were the giants and their
draconic foes. The few giantess survivors fled
back north and never troubled the elves of the
western high forest again. The Green Elves of
Tirutelardon were free from their masters and
fled back to the city to take stock of what they
had done. Before them lay the blasted ruin of
their once glorious forest home of evergreens,
shadowtops, and duskwoods trees.
25400 DR
-25359 DR
Sharlario Moonflower marries Amnadonna
Duskmere, the eldest daughter of Lady
Bonnalurie Amarillis and a priestess of Sehanine
Moonbow. Over the centuries the long lived
couple are blessed with more than 30 children,
10
-25089 DR
25100 DR
Sharlario Moonflower and his son Cornaith visit
the dark elf city of Atorrnash in the south.
Prince Hamaran Durothil, leader of the
Tintageeran Elven colony of Flame Drakes Peak
takes a silver dragon mount and becomes the
first dragon rider.
-25090 DR
It is a time when dragons are bringing the
entire continent of Faern under their rule an
elf mage named Rhespen Ash, Royal Councillor
and Magician serves the colossal gold dragon
King Orchtrien. The capital of Orchtriens
kingdom is a beautiful city called Dawnfire, the
Bright City, and the majority of the kings
subjects are humans and elves. The different
realms ruled by dragons are often in conflict
with one another, and Orchtrien is at war with
the neighbouring green dragons and has plans
for the red dragons.
Three noble elf housesVilirith, Starfall, and
Duskmeretake part in a rebellion against
Orchtriens rule. As a result, Orchtrien
commands hostages from the rebel houses be
brought to Dawnfire and treated as guests so as
to win their fealty. Lady Winterflower
Duskmere, daughter of the Count of Duskmere,
is one such hostage sent to the royal city of
Dawnfire. Rhespen and Winterflower soon fall
in love, but the lady catches the eye of
Orchtrien. Unbeknownst to either Rhespen or
the king, Winterflower is in fact working as a
spy for the rebels. She eventually serves as
mistress to Orchtrien.
-25080 DR
As part of a ritual sacrifice to the Dark Bringer,
Prince Durothil is slain in battle with the red
wyrm Mahatnartorian, known to the Green
Elves as Master of the Mountains. Later Lord
Sharlarion Moonflower, the former merchant
and privateer, is chosen by the colonys elders
to lead the refugees in their war against the
dragon lords. During this period of devastating
warfare among the dragons of Faern, isolated
pockets of formerly dragon-ruled territory fell
under giant control. Over time, such giant-ruled
kingdoms came to threaten the hegemony of
11
-25077 DR
25000 DR
Lady Vyshandria Amarillis-Moonflower, the high
sorceress of Drakes Peak, stumbles across the
ruins of an ancient city of alien design whilst
exploring the lightly wooded plains to the west.
Her divinations reveal it to be Oremethe capital
of the Sarrukh empire of Isstosseffifil, a city of
artisans ruled by sarrukh wizards and sorcerers.
It is during her exploration that she stumbles
upon one of the lore libraries of this archaic
realm.
-24583 DR
-24446 DR
24500 DR
Both sun and moon elf communities build great
cities that rival the magnificence of ancient
Atorrnash. The sun elf city of Occidian is
heralded as the centre of Elven music and
dance, while the moon elf city of Sharlarion, led
by its founder, the aging coronal Lord
Moonflower, is unrivalled as the crossroads of
trade and commerce.
24400 DR
On the night of the first full moon of summer,
the former corsair and dragon rider, takes one
last flight upon his ancient mount, the Silver
Wyrm Pefrenaalishtar. Flying high into the
moonlit heavens, the two pass onto Arvanaith
as a shooting silver star.
14
23900 DR
Fleeing from the shattered remnants of their
twin cities the people of Sharlarion, Drakes
peak and Occidian, begin spreading out into the
forest, this migration mainly by gold elves from
their ravaged metropolis leads to the
establishment of the first gold elf settlements
of Aryvandaar. Tired of the constant bickering
and infighting, Princess Amarillis abdicates in
favour of, Prince Bordarom Durothil, and leads
several hundred Moon, Green, and Sun Elves
south to found the community of Teutelalu.
-23768 DR
-23690 DR
The Conclave of Houses elects Hamaranth
Othreier as the first Coronal of the newly
established Moon and Gold Elf city of
Yrchionmanthaar The City of Peaceful Reverie.
Within two centuries the borders of Shantel
Othreier are established and the new realm in
proclaimed.
23600 DR
15
-23150 DR
-22650 DR
16
22500 DR
-21790 DR
Barely into the third century of her reign, the
Princess Amnestrillya dies suddenly in child
birth, despite the best efforts of all the high
priests of the realm. Seen as a punishment by
the Seldarine for her perceived usurpation of
the throne, Lady Amnestrillya is interred with
full family honours in an unmarked tomb deep
beneath the Lost Peaks in western Aryvandaar.
After 100 days of deliberations, the Council of
Electors selects, the current Laranlor of
Teutelalu, Gathorn Durothil Moonflower as
the next Iyilitar of the Great Forest Realm.
-22300 DR
Despite the objections of Lord Durnhelm,
Green, Moon and Ghost Elf Selutaar establish a
High Magic circle north of Illefarns border,
joining a Dark and Green Elf community already
living there, they lay down a mythal renaming
the place in honour of the Dark Elven Laranlas
who established the colony, Illyanna Melarn,
Myth Iliyannar is born. The principality of
Iliyanbruen is created.
The selutaar of
Sharlarion immediately begin working to
undermine the works of this perceived threat to
their dominance of all things arcane.
-21548 DR
Driven south and west by an army of Sun and
Moon Elven knights from Tirutelardon, (after
ravaging Aryvandaars north western frontier
settlements), a horde of orcs and gnolls lead by
a fiendish frost giant named Hrothgar Ullaefson
pours out of the Sword Mountains and lays
siege to Aluvindaar, Tellaran Moonglaemer
leads the forces of Illefarn, along with Moon Elf
knights of Ardeep led by Laranlor Arytha
Taurntyrith. The climactic battle at Aluvs Ford
sees the horde of nearly 90000 beings driven
into the raging waters of the Dessarin River,
and drowned by the druid summoned water
elementals.
-22051 DR
Dabbling in ancient
forbidden magics
discovered in fey mound tombs deep within the
western woods, Gaerondyll Durothil, the
youngest sister of the Iyilitar, unwittingly
unleashes a Nightstalker within the lower halls
of Durothil Keep. The violent battle that
ensues, shakes the castle to its very
foundations, and when the flaming rubble of
17
21400 DR
-21156 DR
Shyraeia Kilvarin Ghost/Green Elf leads Green,
Ghost and Moon Elf clans migrating from
Aryvandaar north of the Sword Mountains,
establishing the settlement of Sharandar.
Amongst the first acts of the Clan Selutaar is to
raise a theur-crystal and granite, many spired
fortress to protect the fledgling settlement
against the roving bands of orcs, goblins, gnolls
and trolls.
-21327 DR
Seeking an end to the pious hypocrisy of house
Othreier, the Conclave of House Lords elects
the leader of the rebel forces, Kylandor Durothil
as the Coronal to restore order to a restive
empire. He immediately sets about putting his
stamp upon things by granting pardons to those
who opposed him and immediately ordering
the arrests and executions of the Aryvandaaran
mercenaries who fought for them. Kylandors
second act is to close off Shantel Othreier from
the outside world. He then sets in place a rigid
class based social structure that locks people
into their current roles and social status for
millennia.
-21003 DR
A born warrior, Ulthyrr Moonglaemer begins a
crusade to clean out the trolls of the northern
Sword Mountains. After all but eradicating the
mountain trolls of the region Ulthyr is killed in
single combat with the troll king Kargulstuth on
the slopes of Mount Gaelgard. In turn the troll
king is immolated in the fire magic of
Corselutaar Aghera Moonglaemer, who then
claims the Coronet and title of Iyilitar of Illefarn.
21000 DR
Establishment of the green elf settlements of
Eiellr. Several dozen trade caravans from
Aryvandaar go missing on their way south to
these newly established communities. Arcane
Trackers from Illefarn and Orishaar fail to find
any trace within their realms and efforts to
enlist the Green Elves in the search come to
nothing. On the 15th of Nightall, a haggard
Sister of the Heavenly Choir stumbles into
18
-20762 DR
-20561 DR
A trade delegation from Ilythiir arrives in
Sarthandor, attempting to establish a monopoly
in the Spice and rare timbers trade with the
merchants of Illefarn and Aryvandaar. A scuffle
breaks out between them and the trade
representatives of Orishaar and several Ilythiiri
are killed. Seeking to avoid a diplomatic disaster
Illefarn promises to honour equal trade terms
with both realms, but the ambassador from
Ilythiir Korliytil Dourden, leaves swearing
revenge for the insults his people have
suffered. On his way back to his quarters the
trade ambassador is approached by agents
from Aryvandaar who make an offer to him and
his ruler that they find very difficult to refuse.
-20505 DR
Lord Allachness Nierde announces his
intentions to make his final journey to
Arvanaith along with his wife and brother on
the night of the summer solstice. At the
gathering of the Flaming Suns, hundreds of
invited nobles witness the final moments of the
19
-20285 DR
Whilst at a trade conference in Quentallis on
Orlumbor, Iyilitar Vaeldath is slain along with
ambassadors from Ilythiir and Orishaar in a
magical explosion that rips apart the Laranlors
palace that is being used for the negotiations.
The Ilythiiri blame dissidents from Orishaar but
the reality is much darker as the assassins
sponsored by a little known Gold Elf house in
Sharlarion, get clean away.
-20279 DR
Caravans from Orishaar and Ilythiir begin to
vanish enroute to Aryvandaar and the other
northern realms. Investigations by Arcane
Trackers and Scouts from both realms find
evidence that points to each realm being to
blame for the others mercantile troubles.
Agents provocateur from House Niedre
continue this campaign of sabotage in order to
allow Aryvandaar to gain greater trade and
military concessions from both realms as an
arms race begins.
-20214 DR
-20081 DR
20000 DR
The port city of Ardmantor is founded at the
mouth of the Dessarin River, 5 miles west south
west of where Deepwater Bay now stands. This
new port quickly establishes itself as a safe
haven where customs are light and the heavy
hand of Sharlarions ruler is yet to be fully felt.
-19600 DR
After a violent and at times vicious holy-war
involving worshippers of Eilistraee and
Angharradh against demon worshipping zealots
led by Lord Kanarlist Hune. The surviving
followers of the dark dancer flee north to
escape the clutches of the cannibalistic scions
of the clan. After decades of wandering the
several thousand survivors find refuge within
the southern forests of Aryvandaar. They first
appear in the Grayvale in the year -19526 DR.
19999 DR
A plague of incurable black-lung disease sweeps
through the High Forest and its sister realms
striking down the very young, and the very old
without discrimination. Many members of
ruling noble families are lost as Sharlarion,
Moonwater and Occidian are hardest hit by this
ravenous plague.
Lady Amluriel Nierdres
husband, Harangond Neidre is taken along with
the heads of most of the 12 ruling clans. This
opens the way for the more ambitious clans to
gain sway in the great games of the council.
Amongst those to gain from this sudden
calamity are the Vyshaan and Dlardrageth
clans. Interestingly enough, Iyilitar Amluriel
-19480 DR
After settling in south western Aryvandaar,
many dark and Green Elf clans begin to intermarry with many of the less bigoted Sun Elf
clans. This causes much friction amongst the
ruling classes within Sharlarion who call for
tighter restrictions on the movements and
rights of their southern kin. This in turn leads
to a decree from Lady Amluriel Niedre that all
southern immigrants (and their kin) must
register with the local authorities.
This
21
-19464 DR
An adventurous group of Green, Moon and
Dark Elf clans migrate to the far northern
woods and begin the colony of Khalarvael (head
waters of the Shining Creek in Lurkwood).
Within a decade the city and principality of the
same name is proclaimed, making Khalarvael
the northern most province of the Empire.
-19200 DR
A defiant group of Ghost, Green and Dark Elves
refusing to bow to the demands of an
increasingly xenophobic regime begin openly
defying the registration laws. Hundreds are
rounded up in a series of purges all across the
southern and eastern forests. Those elves and
any found to be linked with them are then
taken into the catacombs beneath Durothil
Keep, never to be heard from again. Years later
a small number are recorded as being galley
slaves in Orishaaran Biremes and Dragon ships,
but none ever sets foot beneath the whisper
boughs of their homeland ever again. Almost
un-noticed in this age of bloody strife is the
passing of the aged and little loved dowager
Iyilitar, Lady Amluriel Niedre. Her passing is
mourned by few, as her vicious and hedonistic
son, the Duke Koahloff Niedre of Occidian, has
his mother murdered and quickly assumes the
throne after having spent centuries filling the
council of electors with his supporters.
-19116 DR
The realms relative peace is shattered by a
massive orc horde that lumbers down from the
Spine of the World. Tirutelardon is over run
and Occidian threatened, but the combined
might of Aryvandaars armies drives the horde
west in to Illefarns waiting arms which in the
end is saved by the timely arrival of the Dragons
of Sarthandor and their riders.
-19003 DR
The winds of change begin to blow through the
corridors of power as many of the elders of the
more established clans make their final
journeys to Arvanaith. With the coming into
power of younger and more inquisitive house
members to positions of power it is not long
before Clan Neidres perfidy is brought into the
light. Arcane Trackers, and inquisitors from the
Temples of Corellon discover that most of the
Neidre nobles secretly worship the Darkness
Bringer. In an act of swift justice the Neidres
and their closest supporters, clans Vyshaan,
Dlardrageth, Craulnober and Le'Quelle are
stripped of their lands and titles and exiled to
the ruins of Tirutelardon. The Laranlas of
Moonwater,
the
Duchess
Disyrentia
Moonflower, arrests and has executed the
entire Neidre clan and most of their followers.
-19178 DR
Aryvandaaran miners and crystalomancers
discover a previously unknown mineral that
revolutionises the creation of magical towers.
Chardalyn: These rare black stones naturally
absorb and release magic, with larger stones
able to hold more potent spells. Found only in
the northern Sword Coast, they require no
magical preparation to function and yet are
able to be grown into the most potent beacons
of arcane might yet established by the selutaar
22
-18860 DR
-18700 DR
Relations between Ilythiir and Orishaar
continue to deteriorate. Things are not helped
by covert interference from Aryvandaar. Iyilitar
Synnoria attempts to bring both parties to the
peace table without much success. Tensions
increase within Aryvandaar as well as civil
unrest amongst the low-caste Green and Dark
Elven populations leads to a general exodus
from the empire to Illefarn, Ardeep, Shantel
Othreier and Keltormir.
18800 DR
After centuries of friction and discrimination
the southern clans led by the High Mage Filraen
Olrythii (the son of Duke Velkanar Olrythii who
led the rebels against clan Hune), head south
into the previously lightly inhabited Miyeratma
Plateau. This leads to the establishment of the
first Elvish settlements of Miyeritar, by green
and dark elves due to political differences with
the gold elves of Aryvandaar. Despite protests
from Iyilitar Leumynn and the rulers of
Aryvandaar, High Magi from Miyeritar (The
Great Sapphire Forest), Illefarn, Shantel
Othreier and Ardeep use high magic and raise a
city on the eastern shores of the Evendim. They
go further establishing a series of watch towers
and the Grand Fortress of Durnever at the head
of the Highstar Falls.
-18551 DR
Shocked and dismayed that a Moon Elven
house should be ruling in their stead,
disaffected members of the Durothil clan begin
plotting to discredit and bring down the current
ruler Lady Disyrentia Moonflower and her
entire family.
-18550 DR
Noble unrest grows against the Iyilitar of
Illefarn as he continues to spend more and
more time in Sharlarion, becoming a ruler in
name only. Upon his return to Illefarn he seems
manic and out of control. The Iyilitar of Illefarn
begins to issue increasingly paranoid and
outrageous decrees against those he perceives
as his enemies. His irrational fears focus upon
the Ghost Elf clans whom he accuses of being
the cause of much of the trouble Illefarn has
been having. The persecution of the Ghost
-18521 DR
-18341 DR
Whilst touring around his realm with his wife
and entourage Iyilitar Leumynn stops in a Ghost
Elf village near Everanshee, to oversee its
destruction. Having rounded up all of the
adults, Leumynn is about to order their
executions when confronted by a child of about
8 who accuses him of being a tyrant and
butcher. Just as the royal guards are about to
grab the young girl, she and all about her are
consumed as she releases a Dark Sphere hidden
within the folds of the dress. Even before his
ashes are cold, Leumynns daughter Aestar
LeQuella seizes power, ordering the
extermination of all Ghost Elves within the
empire. Whilst here decrees are carried out
there is little enthusiasm for the task. Aestar
hires in mercenaries from Aryvandaar as her
personal guard and security force.
-18499 DR
Civil war breaks out amongst the different
principalities of Illefarn. Mercenaries from
Aryvandaar pour into the capital, Sarthandor to
protect the Iyilitar and her family. and
Khalarvael gather their forces preparing to
march upon the capital. Volunteers from
Ardeep, Aryvandaar and Miyeritar flock to both
banners preparing for war.
-17900 DR
-18498 DR
-17888 DR
The War of the Waxing Moon
& Setting Sun
17800 DR
Establishment of the great elf settlements of
Keltormir by moon and green elves, seeking
peace and simple lives away from the strife of
the other elf realms.
17600 DR
The Sundering
Hundreds of High Mages assemble in the
heartland of Faern at the Gathering Place.
Gold and Silver and Green, set aside their
constant rivalries to seek a combined
deliverance from their dark Elven foes. They
gathered in the very heartland of Faerun by the
hundreds, the High Magi of the Elven people. All
the fair races of elvesexcept for the sea folk,
whose magic had long ago dwindled almost to
nothingsent the best and most powerful of
their mages to the Gathering Place. Upon a
broad plain, a place set aside long ago for this
use, the Elven mages met to prepare for the
greatest spell casting any of them had ever
known. On the land surrounding this place, farm
villages and a trading community had grown
with the sole purpose of preparing for and
supporting this event.
-17865 DR
Disgruntled survivors from the Siege of
Fhaorhaven, manage to sneak into Sharlarion
and unleash a stolen key stone and war mythal
upon Durothil Keep. The resultant detonation
levels most of the old keep killing not just the
Coronal but also 9000 innocent bystanders as
well. The only surviving member of the
Moonflowers of Sharlarion is the child protg,
Princess Oluvaera Moonflower. The precocious
12 year is a talented high mage with awesome
mind powers besides; said to be born of an
assignation between her mother, Princess
Dallandyra Moonflower and an avatar of Lord
Corellon himself. The child, seen as a blessed
disciple of the Moon Lord himself is chosen as
the next Coronal of a shocked and grieving
nation.
-17853 DR
Acting on a vision from her father, the child
Coronal, calls for a Grand Court of Sun and
Stars, summoning all of the nobles from the
25
-17208 DR
Leading a grand conclave of high magi from all
across the realms, Coronal Puavaal Durothil and
many other elders gather upon Evermeet to
raise the new capital of their collective realms.
It is Puavaal Durothils dream that one of his
descendents will one day become High King of
all the peoples of Faerun, just as it once was in
Tintageer.
-17234 DR
The Lore Lords of Aryvandaar, shocked and
saddened by the disastrous losses inflicted by
the Sundering create their own record keeping
device by summoning and sacrificing an Eldar
Treant. Hidden in the dense woods of Unicorn
Run, this small copse of magic oaks was planted
by the elves of Aryvandaar to bare mute
witness to the triumphs and follies of the
people. The leaves of these trees change colour
like those of normal oaks but never fall from
the branches. They simply turn from summer
green to autumn shades of red and gold to
winter brown, then back again to green in the
spring. The Sorrow Wood serves as a living
recorder of Elven history. These trees, whose
roots are said to touch the roots of every other
tree in the High Forest. The elves name this
grove the Sorrow Wood because the history it
relates is full of sadness, death, and war.
-17195 DR
Having secured his peoples and families place
upon mainland Faerun, Duke Puavaal journeys
to Deepwater Bay and hence to Evermeet,
-17217 DR
28
-16997 DR
Encouraged by a secret agreement with
Aryvandaar, and backed by Moon and Dark
Elven sell swords from the High Forest,
Orishaaran marines, heavy infantry and eagle
riders invade Thearyntaar coasts, quickly taking
the cities of Calaevum and Inpriath. Before long
the entire realm is within Orishaaran hands.
The Moon Elven nobles welcome their southern
cousins with open arms, whilst those of Dark
and Green Elven descent are chased from their
positions of power. Before long, Thearyntaar
becomes the first jewel in Orishaars imperial
crown.
-17100 DR
The War of Three Leaves
-16875 DR
Under Teuivaes patronage the practice of Spell
Singers, Bards and Magi linking portals to lore
gains great favour and begins to rival the
networks established by Aryvandaar for scope,
but not purpose. The Song Knights over sea
their creation and use, establishing trade posts
and chapter houses wherever the portals
emerge. Coronal Romlynnda Durothil forbids
the use of Illefarn portal networks by
Aryvandaaran commoners, restricting portal
use to military, nobles and merchants. This
creates a lot of friction amongst the lower
classes as travel between realms is suddenly
restricted to the rich and influential only.
-16800 DR
End of the War of Three Leaves
-17008 DR
-16614 DR
Admiral Hethrass Shyr leads the Coronals fleet
in a running battle with the pirates of Orishaar
and Ilythiir. After several years of costly sea
warfare, the fleet tracks down and traps the
pirates of the Shining Sea in their hidden base
just 50 miles north of the city of New
Attornash. Joined by a mighty fleet of Swan and
Dragon Ships from Deepwater Bay, the
combined forces lay siege for 100 days, when
High Magi from Ketallass unleash a tsunami
that wipes out the remnant pirate fleet and
their nigh impregnable fortress. In response
Ilythiiri slavers increase their raids across the
border into the eastern reaches of Shantel
Othreier. There they gather thousands of fresh
slaves for the markets and mines of the empire.
Playing off both sides, Aryvandaaran slavers
purchase many thousands of these slaves to
work in the Graypeak Mines. The mine owners
grow frighteningly rich and powerful supplying
weapons, mercenaries and magical devices to
both side of the war whilst using their profits to
purchase more slaves so they can create more
weapons and armour to perpetuate their wars.
-16400 DR
Whilst out hunting Great White Titanothera in
the Moondark Vale the Coronal and her party
are crushed beneath the rampaging horns and
hooves of herd of the giant rhino like beasts.
Shocked at this senseless waste of life, the
people of Sharlarion go into 100 days of
mourning before the Council of Electors
(dominated by Vyshaan sympathisers) chooses
the popular but politically weak Prince Elpellen
Durothil, the former coronals youngest son as
the 20th ruler of Aryvandaar.
-16536 DR
-16237 DR
-15615 DR
In his early researches on forbidden arcane and
daemonic texts, he stumbles upon mention of
an unholy text known to a few planar sages as
The Book of Keeping. After centuries of
research and perfecting his methods, Lord
Ivosaar feels confident that he can summon a
Daemon Lord and bind it to his will. The
summoning works better that the ambitious
mage could ever have hoped for and after a
violent struggle the elf finds himself the master
of an insipid Arcanoloth named Pexattorix.
-16177 DR
The Burning Heart
After an unusually long drought large areas of
the plateaus central conifer forests are ravaged
by wild fires that open up a large swathe of
calcrete based grass lands in the very heart of
the realm. These pastures become an integral
part of Miyeritars Moonhorse and Auroch
breeding programs.
-15602 DR
Armed with the mightiest arcane weapons and
protections he can beg, borrow, buy or steal,
Ivosaar Vyshaan ventures forth to a scorched
and blasted rubble strewn valley deep in the
heart of the Barrens of Doom and Despair.
Intrigued by the brazen temerity of this intruder
Malkizid allows him access to the Tower
Screaming, and there is forged a relationship
where by each gains what they most desire;
power, knowledge and most importantly revenge.
-15944 DR
A young Lord Ivosaar joins the Hidden Society
of the Sacred Sun, an order of nobles dedicated
to the overthrow of the Durothils and the
misguided followers of Corellon, Ivosaar quickly
finds his way into positions of influence and
power.
15302 DR
-15632 DR
After 3 centuries away and armed with his own
copy of the Book of Keeping, Ivosaar Vyshaan
emerges from the Tower Screaming a
drastically altered being. Gone is the waif thin
elf with the straggly white hair and pallid
complexion. In his place is a towering being of
awesome might and power, a mating of elf
blood with daemon the first Daemon Fey.
15300 DR
The Bloody Suns Ascension
After a bloodless coup the Sun Elf Vyshaan clan
rises to power in Aryvandaar under Coronal
Ivsaar Vyshaan. Exiled from the realm, the
Durothils and Moonflowers along with
thousands of their followers begin migrating
west and south into Illefarn and Miyeritar. The
31
-15100 DR
Led to a previously unknown high mountain
valley well to the south of Sharlarion by
servants of the Branded King, Lord Ivsaar
establishes the last redoubt of clan Vyshaan,
the hidden fortress city of Veldaoresk, as their
own private playground. Situated upon three
granite tors at the centre of a vast and ancient
caldera the citadel with its 12 soaring spires and
imposing battlements is surrounded by mist
covered woodlands, open fields, orchards,
gardens, and vineyards upon the lower slopes
of the surrounding mountains. Accessed only
via a hidden road and carefully guarded portals
the city is a direct reflection of the one found in
the realm of Malkizid.
-15064 DR
To avoid questions about his uncommon
longevity and apparent agelessness Ivsaar
stages his own death, paid Dark Elf assassins
storm his summer palace, a cathedral like series
of spires in the southern Starmounts. The
citadels central tower is destroyed and along
with it Lord Ivsaars body. After 100 days of
mourning and the hunting down and slaying of
the Ilythiiri culprits, the little known youngest
son of the late Coronal, Prince Riilvas Vyshaan
is crowned the second Arcoronal of the realm.
Ruling from the shadows, Lord Ivsaar
continues to be the power behind the throne
acting as Sharlarions Grand High Mage,
Helvaasth Tragoran. The relationship between
Malkizid and his chief lieutenant continues to
evolve and it is not long before Lord Ivsaar
introduces his 12 most loyal followers to the
possibilities of working with the Branded King.
-15243 DR
Whilst flying to a secret meeting of Swan Sisters
in the Star Peaks of Aryvandaar, Coronal
Ruashay is hunted down and slain by a
polymorphed, bronze dragon riding Kellathil
Vyshaan, (Ivsaars son). Her death goes unremarked for several days until her sorority
sisters come to Sarthandor looking for their
queen. Eventually divinations reveal her fate,
but not who the dragon, or rider actually were.
The Aradoness of Illefarn, Karendil Ildacer is
elected Coronal as a bulwark against Vyshaan
aggression in these increasingly uncertain
times.
Lord Ivsaar sends his condolences to the new
Coronal with many gifts of friendship. His
overtures of peace are met with caution. In
response, Coronal Karendil sends a delegation
of his own, including Amraphael Moonflower,
and the High Knight Satherntyr Amarillis to
oversee the peace and trade negotiations
between the two rival powers.
-15004 DR
Finally unhinged by his dreams of impending
doom, Lord Isylmyth abdicates in favour of his
daughter, the High Priestess of Eilistraee,
Filfaere Olrythii. Her first act is to marry Prince
Allaghon Moonflower of Ardeep, much to the
vehement protestations of Lord Riilvas
Vyshaan. Looking for a suitable bride for his
32
-14799 DR
The rulers of the realms bordering Aryvandaar
become increasingly alarmed at the apparent
build-up of arms and magical might going on
within the Great Forests boundaries.
Merchants and travellers report strange arcane
happenings in the lands around Sharlarion, and
in particular where the ancient caldera and
granite plugs of long dormant volcanoes poke
their stony heads through the forests leafy
floor.
-14899 DR
Laranlas Arafel Mrhulaedir is found murdered
in her bedroom along with her husband and
their four youngest children. A visiting
ambassador from Ilythiir is blamed for the
assassination and promptly executed for the
crime. Askkalyll Mrhulaedir, her conniving and
scheming younger brother, ascends to the
throne and promptly marries Riilvas Vyshaans
second daughter Farashraea, cementing
Ardeeps ties to Aryvandaar. The Coronal and
Lords of Shantel Othreier immediately order
their troops to cross the Chionthar River and
occupy southern Ardeep below the Delimbyr,
and garrison Orlumbar Island. In response
Riilvas Vyshaan orders his own troops to begin
building watchtowers along the northern bank
of the Delimbyr.
-14800 DR
A clan moot of religious leaders decides to
rededicate the original temple to Corellon at
the Gathering Place within the Misty Vale on
the outskirts of Auglathla. With a gathering of
high magi, high priests, clan leaders and many
common folk. The place where Corellon first
appeared to the Green Elves and lead them out
of slavery and ignorance is rededicated to all
the people and the mighty 11 columned
thuercrystal cathedral with its interwoven tree
branch dome of faceted multihued windows is
regrown for the spiritual glory of all the people
of the Sun, Moon and Stars. Arcoronal Riilvas
immediately sends a delegation of the highest
ranking and most troublesome priests in
Aryvandaar south to begin a new religious
community far away from the political intrigues
of Sharlarion. In their place the high priests and
followers of Labelas, (and secretly members of
the Order of Branded Knights) are appointed to
fill the religious power vacuum created by this
religious exodus.
-14798 DR
The stand-off between the two Empires ends
abruptly when Askkalyll Mrhulaedir and his
bride die by dragon fire when a red dragon
controlled by a Vyshaan Selutaar, breaks loose
and kills the Laranlor whilst on a state visit to
Sharlarion in Aryvandaar. A rebellion amongst
the common folk of Ardeep unseats the
Vyshaan sympathisers and a commoner and
leader of the rebellion, Eshcalon Moondark
from northern Iliyanbruen is elected Laranlor by
the populace of Deepening Moon. Whilst
mourning the loss of his daughter, and the loss
of his new colony, Coronal Riilvas Vyshaan
backs away from all-out war when Keltormir,
Shantel Othreier and Miyeritar recognise
Eshcalon's selection and right to rule.
33
-14702 DR
-14700 DR
Coronal
Riilvas
begins
attempts
to
diplomatically and peacefully annex Miyeritar
brining this renegade duchy back into his realm,
and under his personal control. Acting upon the
directions of Lord Ivosaar, Aryvandaaran
historians discover a link between the family
and the Olrythii, the ruling house of Miyeritar.
Always ambitious, the members of House
Vyshaan see this connection as the perfect
excuse to claim rulership over Miyeritar.
With their constitutional monarchy with real
power residing with the 12 Laranlors/Laranlars,
the Lords and Ladies laughingly reject the
Vyshaan claims, heaping scorn upon their
overly ambitious neighbours. . Coronal Karendil
Ildacer of Illefarn steps in to guarantee the
sovereignty and independence of Miyeritar,
backing his cousin, the Dark/Moon Elf Coronal
Sethmor Olriith.
-14628 DR
The personal tower of the Coronal situated high
in the Coral Palace of Sarthandor explodes
killing the Coronal and his wife. The murderers
are tracked down to Occidian in the High Forest
where they are trapped before killing
themselves in a terrible misuse of High Magic
that consumes every living thing within a 1 mile
radius. (What is not known is that most of the
assassins escape using the citys well hidden
portal network, back to Sharlarion and the
palace of the Vyshaan Coronal.) Outraged at
this blatant misuse of his gifts, Lord Ivosaar
immediately orders the arrest and execution of
all those involved in the plot. The resultant
purge sees the deaths of hundreds of younger
nobles and their supporters. Most are simply
put to death, whilst those held responsible are
sent to the Barrens of Doom and Despair for
much greater torments.
-14778 DR
Coronal Filfaere is ruthlessly assassinated by
Vyshaan agents posing as religious pilgrims
from Caelpiir. The assassins are all killed but not
before one points the finger it dissident Sun
Elves unhappy with Miyeritaran rule. In her
place, her brother, Elendar Olrythii, the high
priest of Corellon in Auglathla is crowned the
9th ruler of Miyeritar. Miyeritarran Dusk
Knights send a stern warning by sending back to
Sharlarion the heads of every member of the
34
-14480 DR
-14285 DR
The War of Burning Leaves
In a growing secessionist movement, and upon
the orders of Arcoronal Riilvas, the clan
holdings of Miyeritaran nobles in Caelpiir and
Leurethil are attacked and burnt to the ground,
the occupants slaughtered or enslaved. Citing
peace keeping needs, Aryvandaar sends troops
into restore order. Despite the protests of the
clan elders, the rulers council cannot agree to a
unified response. In a sign of tacit support
Coronal Jalynfein allows the two cities to
secede to Aryvandaaran rule.
Almost
immediately those elves who openly oppose
Vyshaan rule are rounded up, shipped off to the
Gray Vale mines and their estates and property
seized by officials of the crown and
redistributed to those families loyal to the
state.
-14462 DR
In direct defiance of the grasping desires of
Aryvandaars Coronal, Mhaomiir Ildacer of
Illefarn marries Alanael Nasadra a noble of
Miyeritar, further cementing the ties between
the two nations. Much intermarriage and trade
flows between the two nations using the portal
network maintained and established by
Illefarns and Miyeritars Spell Singers and Song
Knights.
-14164 DR
-14399 DR
A series of royal ambassadors from Aryvandaar
begin lobbying the Rulers Council, arguing the
Vyshaan right to Miyeritars throne. When it is
explained to them that the coronals position is
largely ceremonial, the ambassadors are dumbfounded. In the end, despite years of fruitless
diplomatic efforts they always leave empty
handed. An enraged Prince Riilvas begins
making preparations for a more direct approach
to gaining control over the rebellious former
duchy and its resources. His first move is to
begin a campaign of disinformation about his
intentions. Games are announced and a Full
Court of the Sun and Stars is summoned to the
Gathering Place to thrash out the political
differences emerging between the different
Elven realms.
All leaders attend, even
individual city state heads from Ilythiir. After
78 days of pointless arguments a breakthrough
is made when Aryvandaar agrees to dismantle
its southern fortifications and agrees to allow
Miyeritaran merchants to once again use its
seas ports and portal networks for travel and
-14161 DR
Coronal Everlain establishes a series of border
forts and watch towers all along the northern
and eastern scarps. The greatest of these are
Raelins Tor and Tor Irador, two multi-towered
and mighty walled citadels dedicated to war,
defence and the creation and wielding of
magics dedicated to war and defence. Each is
surrounded by a mighty mythal enabling it to
withstand the ravages of demons, giants
goblinoids and wyrms. In response Regent
Golvath Vyshaan orders his crystalomancers
and geomancers to start rebuilding the watch
towers and citadels guarding all of its southern
holdings.
-14009 DR
With the Ascension of her mother to Arvandor,
Haryinthryll Moonflower becomes the next
Coronal of Shantel Othreier. In a political move
designed to secure the empires long term
security, Haryinthryll almost immediately
enters into a political marriage with her long
term love, Aiatavaar Olryth, the third son of the
ruling house of Miyeritar. This marriage raises
the ire of Illsaar Vyshaan of Aryvandaar, who
has been attempting to win Haryins hand in
marriage himself.
-14058 DR
Second Siege of Morynath
-14000 DR
-13872 DR
Having just reached his majority, Illsaar
provokes an argument with his council of
advisors when the idealistic young Prince
suggests that they open peace talks with the 12
Lords and give up their claims to the Sapphire
Throne. Fearing a loss of power and position,
Lord Ivosaar has the Arcoronal arrested and
tried for high treason. In his place the twelve
clan heads on the Council of Electors crown, the
ruthless and venal high mage, Prince Iyillvaas
Vyshaan as the 24th ruler of the High Forest
realm.
-13752 DR
The Grand High Mage of Occidian, Travaran
Mythrantiades, is one of the few residents of
Aryvandaar to speak against the aggressive
Vyshaantar policies, as they begin their rise to
power. Because Travaran is one of the leaders
of Aryvandaars Tower of Selutaar, he has a
broad audience. The wizard soon learns of a
plot instigated by Prince Iyillvaas to have him
silenced, forever, and decides to exile himself
from Aryvandaar. Working with students he
trusts, Travaran fakes his own death, and
secretly flees.
-13861 DR
-13727 DR
-13800 DR
Frustrated by the Coronals constant refusal to
hand the throne over to the Vyshaan, Prince
Iyillvaas sends his assassins to remove this
obstacle. In a vicious fight, the assassins
manage to blow up the Coronals summer
residence in Myth Evaliir killing him and most of
his family, along with themselves. This is the
first use of an early war mythal. The test is
considered an outstanding success even with
the deaths of all involved with the casting.
Angered at this open display of aggression the
Council of Lords ejects all Sun Elves with any
-13700 DR
Whilst the Lords are debating the merits of
Meneleths right to rule, he is brutally
assassinated by his nephew, the cruel and
greedy Manarith Snowdark, in a coup in which
he claims that Meneleth murdered his mother,
the late Infaeril Snowdark. The insane Lord
Manarith,
(whos
grandmother
is
a
Dlardrageth), begins filling important court and
37
-13672 DR
After a short and hate filled reign, the life of
Manarith the Bloody is cut mercifully short by
his equally ambitious son, Menelauth
Snowdark. Menelauth begins a building
programme within the capital that threatens to
bankrupt his noble supporters. In fear of an
uprising from amongst his peers, Coronal
Menelauth hires Gold Elf Mercenaries from
Aryvandaar to help enforce his edicts. Mean
while out in the provinces, the Conclave of
Lords, who have been running the realm from
outside the capital, make a decision that they
hope will restore peace to the Empire.
-13499 DR
After a lengthy siege in which thousands of
Green and Moon Elves are slain by magic
supplied by Lord Malkizid and his minions from
Sharlarion, Berkaddynn finally surrenders. At
the command of the Dusk Knight General, Lady
Arnwynn Auglamyr the mercenaries put all of
the defending troops to the sword before Lord
Fedorn can regain control. He then declares the
ruined city his new capital, thus beginning
nearly 200 years of civil unrest and war.
-13699 DR
-13461 DR
For the first time in its history, the Conclave of
Lords calls upon the Corselutaar, and the
combined High Magic Circles to arrest the
Coronal on charges of High Treason against the
people of Illefarn. After his trial, Menelauth is
immediately executed, and his remains
dropped into Mount Hotenow. The commander
of the Aryvandaaran mercenaries is given two
options. Lady Arnwynn Auglamyr chooses to
leave the realm peacefully under escort.
-13578 DR
Lord Fedorn proves to be a poor choice of ruler
often away for years at a time pursuing his love
of music in distant Sharlarion as a guest of the
Coronal there. The final straw comes when Lord
Fedorn declares his fealty to Iyillvaas Vyshaan.
The Arcoronal grants Fedorn, the title of Lord
Protector of the Realm, and Grand Duke of
Keltormir, even though the title is not
recognised in that realm, or by its people.
-13456 DR
After 40 years of stalemate Lord Fedorn leads
his army of mercenaries and newly converted
loyalists north to lay siege to Ketallass. The fleet
of privateers, reinforced by disguised swanships
from Deepwater Bay manage to blockade the
harbour and raze much of the fleet based in
Ketallass to the waterline. In the capital
-13500 DR
Lord Fedorn lands in southern Keltormir with a
force of mercenaries from Aryvandaar and
38
-13452 DR
Lord Feldorns troops take Ketallass in a bloody
victory that leave much if the city and harbour a
smouldering ruin. Whilst this happening
Vyshaan privateers attack and sink a fleet from
Illefarn attempting to relieve the besieged
forces of Keltormir. The Council of Regents
forces retreat to Damarhynn to regroup after
this disastrous defeat.
-13449 DR
Commanded by Lady Arnwynn Auglamyr, Lord
Feldorns forces launch a series of surprise
attacks on the lands and communities around
Dryrathon. Rather than risk a fate similar to
Berkaddynn and Ketallass the Lords of the city
surrender without drawing a single bow or
blade. With this victory Lord Feldorn manages
to persuade enough clan lords that he is their
rightful lord. Meanwhile pursued by forces from
Aryvandaar, the rebel clans lead by Senorra
Berilan retreat north into the Tethir Highlands
from which they continue to wage a guerrilla
war.
-13439 DR
With backing from Ilythiir, the principality of
Mir declares its independence from Keltormir.
With continued warfare in the north and
constant attacks by privateers operating under
Illefarns banner, Lord Feldorn is in no position
to do anything about Mirs rebellious moves.
With Lord Feldorn having run out of gold, and
with their slave coffles over flowing with
captives, General Arnwynn Auglamyr orders the
bulk of her troops back home. Left in place is a
39
-13231 DR
The Moon Wars
-13331 DR
-13229 DR
Battle of Glen Elythell
An invading force of Orishaaran heavy infantry
and Vyshaan knights, supported by mercenaries
from Ilythiir is decimated as it attempts to cross
the fords of Gildalaer. A combination of Green
Elf archery and Druidic elemental magic kills
hundreds of the invaders as they make two
attempts to cross the river at two different
points. The very river waters rise up to prevent
the invading forces from crossing into the
deeper forest. Back in Olothinthel, the High
Council enters a dangerous period of political
infighting and manoeuvring as it becomes clear
that some noble House are secretly supporting
Aryvandaar whilst others are actively opposed
to their interference in southern affairs.
-13254 DR
After 200 years of relative peace, Coronal
Feldorn is killed in a riding accident whilst riding
along cliff tops near the newly re-built Ketallass.
Before the Council of Clan Lords can meet to
select a new ruler, Senorra Berilan marches into
the capital Damarhynn, and with support of the
Princess of Mir, Galladaria Melarn and the King
of Orishaar, and Coronal of Illefarn, she
declares herself Coronal and has all of the clan
lords arrested and imprisoned for their
treasonous acts. The Aryvandaaran Honour
Guards, so long the neutral force in
Keltormirran politics are rounded up, disarmed
and sent packing via a series portal back to
Occidian with strict orders never to set foot
upon Keltor soil upon pain of death(or
worse).
-13221 DR
In an act of retaliation by unknown forces,
Arcoronal Iyillvaas Vyshaan and much of the
royal household are slain when a meteor slams
into the royal swanship as it is flying north to
40
-13200 DR
The War of Moonlight and Shadows
At Lord Ivsaars instigation skirmishing and
trade interference starts between Aryvandaar
and Miyeritar. Not wanting anything to do with
Aryvandaar or the coming war, several more
Dark and Green elf houses head east, across the
Great Star Sea and into the mists of time. They
are later referred to as the lost ones, those that
Corellon forgot. Despite being warned off by
Shantel Othreier and Ithrathyll of Ardeep, the
Vyshaantar conduct a dirty little trade war on
foreign soil. They often cross the border to
attack Miyeritari caravans and frequently clash
with Ardeeps border patrols and Song Knight
portal guardians. . Lord Brorn sends agents and
mercenaries north to spy upon the Vyshaan and
to assist their peace loving northern cousins in
their growing trade war with the Sun Elves.
-13070 DR
Coronal Menzonberra is killed leading a charge
against Sun and Moon Elf raiders operating out
of bases near Caelpiir. While labelled as mere
bandits by authorities in Sharlarion, suspicious
generals in Myth Olriith manage to question
several of the survivors who quite happily point
the finger at Coronal Verentas Vyshaan. In
retaliation Moon, Green and Dark Elven
mercenaries travel north into Aryvandaar
raiding and pillaging as they go. These raiders
are only stopped by companies of Dusk and Sun
Knights upon the banks of the lower Dessarin
River. The few captives are interrogated then
sent east to the silver mines of the Gray Vale.
-13005 DR
Lord Brorn is slain in a minor skirmish with
Vyshaan raiders whilst on a secret visit north to
attend a war council with his cousins in
Miyeritar. What is not known is that the raiders
are in fact a group of highly motivated assassins
lead by Prince Verentas Vyshaan himself. No
longer considered a foppish dandy, the
Arcoronal has proven himself to be as ruthless
a ruler as he was a merchant. Ever the
41
-13000 DR
-12727 DR
After a long, and at times tumultuous reign,
Laranlas Ithrathyll Moondark succumbs to the
rare draconic disease, white scale rot. A minor
annoyance in wyrms, always fatal in the halfbreed offspring. Elected and approved by the
Conclave to replace her is Ardeeps next
Laranlas, Ithrathyll Moondarks daughter, the
renowned warrior-poet Rebekante Moondark.
On the night after Laranlas Ithrathylls
internment the barrow is raided and after a
ferocious battle with the ladies honour guard,
the great horde is whisked away by a band of
Dark Elven mercenaries. In later months many
of the lesser trinkets are found within the flea
markets of Teuvaelthaar, Moonwater and
Tirutelardon. Of the priceless trinkets most do
not resurface until after the end of the 5th
Crown War.
-12722 DR
Coronal Valas marries Duchess Geldara Hune of
Ilythiir, thus establishing a military as well as
political connection between the two realms.
Immediately there is a marked increase in
traffic and trade between the two nations, a
development that the scheming Vyshaantar are
quick to take advantage of.
-12588 DR
-12890 DR
-12585 DR
At Prince Ivsaars behest, Malkizid arranges an
assassination of a menacing rival as a result
Coronal Ileleste Felmiir is found torn apart in
her private study high in the Rulers Tower in
Sarthandor Palace. Witnesses report a huge
demonic being with bat like wings emerging
from the balcony of the study. Further
investigations reveal the creature to be a
Nycaloth, but who sent it and why is not
discovered until much later. Ilelestes youngest
brother passes the election trials and becomes
the next Coronal of Illefarn. Despite the
growing tensions between Aryvandaar and
Miyeritar, and the simmering trade war
between Ilythiir and Orishaar, Coronal Iriador
Felmiir is determined to preserve the Peace of
Kelytha at all costs.
-12436 DR
The Paladin-Laranlas Rebekante Moondark dies
whilst battling Moon and Gold Elf Vyshaantar
mercenaries blocking the Trade Way caravan
route to Shantel Othreier, at the Third Battle for
Trollclaw Ford. The mercenaries are routed but
at great cost. Rebekantes son Orlothil
Moondark assumes command of the Ardeep
forces in the field as Araegisses, and is later
confirmed as the next Laranlor of Ardeep.
-12472 DR
Wars of the Lunar Eclipse
-12360 DR
Seeking to further his claim to the throne of
Orishaar, Prince Haldondyr Vyshaan sends a
fleet of ships hired in Illefarn, and full of heavy
shock troops and mercenaries to invade the
port city of Aelaviir. The fleet is met at the
mouth of the Gorolan Strait by corsairs and
marines from Aelaviir and Harnost. The running
battles sees more than 300 ships sunk and
thousands of elves burned or drowned. The
Vyshaan mercenary fleet retires in disarray but
the surviving corsair ships are in no state to
pursue them.
-12455 DR
Still thirsting for revenge after his fleets
disastrous rout at the first Battle of Gorolan
Strait,
Aryvandaars
Arcoronal
Prince
Haldondyr Vyshaan, leads a second larger fleet
south from Deepwater. Whilst laid up at
43
-12323 DR
The Vyshaan dream of a pure, unblemished
homeland continues as emigrating clans of
Green, Dark and Ghost elves continue to poor
across the border into Illefarn and Ardeep. In
response Vyshaan troopers disguised as bandits
attack the fleeing refugees spreading terror as
they do. The Araegisses of Illefarn commands
the Song Knights to guard those seeking refuge
across the border and to escort them through
the portal networks to their kin across the seas.
Whole communities of Dark, Green and Ghost
Elves are driven out of the southern and
western reaches of the High Forest, it is only
within the Starmounts that any effective
resistance continues as clans of wild Green and
Dark Elves harry Aryvandaaran settlements and
caravans.
-12,000 DR
The Crown Wars Begin/Rise of the
Vyshaantar
The rulers of Aryvandaar marshal the troops of
the Great Forest and marches on Miyeritar,
heralding the start of the heinous crimes known
to most as the Crown Wars.
-12200 DR
In preparation for the invasions of Miyeritar,
Shantel Othreier, Orishaar and Illefarn,
Aryvandaaran magi and geomancers begin
construction on a series of watch towers, each
sited over a portal nexus. This portal highway is
linked to a vast cavern network beneath the
citadel of Arkerym on the slopes on Mount
Evendim. Further the network links to most of
the others already created by the Vyshaan and
their forebears. It soon becomes apparent that
such a vast network will need a way of being
monitored, organised and defended. The task
for solving this problem falls to the young
protge Daalaveir Moonbow a young high
mage of precocious talent and the arrogance to
match.
-11996 DR
Whilst out patrolling the border near Red Larch
Hill, with a brigade of Armathors and
Spellblades, Coronal Iriador Felmiir comes
across a flood of Green and Dark Elf refugees
being attacked by wyvern riding raiders from
the High Forest. In the ensuing battle most of
the refugees are saved, and all the raiders slain
but at the cost of Coronal Iriador and 25 of his
best knights. Needing a strong leader in this
time of conflict the Conclave of Lords elects the
current Araegisses, Gyrlass Aleth to be the war
Time Coronal and charge him with keeping
Kelythas Peace at all costs whilst protecting the
lives of all who seek Illefarns protection.
45
-11992 DR
-11950 DR
The War of the Horse Lords
-11985 DR
The Mist Lords War
After consolidating their hold on the northern
provinces, the Vyshaantar are surprised and
shocked when their garrison at Auglathla is
slaughtered to the last Elf by a dozen clans of
Dark and Green Elves who boil up from under
the city via an underground river system. In the
west, Ilythiiri reinforcements begin a concerted
campaign to disrupt Vyshaan supply lines by
attacking military caravans and remote
garrisons.
-11980 DR
The first serious clash between soldiers from
Aryvandaar and Keltormirran forces fighting
under Miyeritaran colours occurs in the woods
east of the gathering place. A legion of heavy
infantry and archers is attacked by Keltormirran
eagle riders and spellblades resulting in a
woodland massacre of the disguised Vyshaan
regulars. This set back sees a host of Vyshaan
dragon and griffon riders swoop down from the
western plateau unleashing a fire storm that
ravages the woods more miles around the
ancient holy city. When the conflagration ends
the woods surrounding the city are a ruin of
charred trunks and fallen logs. Of the Green
and Moon Elven defenders only ashen bones
-11864 DR
After 40 years of continuous siege Myth Evaliir
finally surrenders. Somewhat suspicious at this
sudden capitulation, Vyshaan troops enter a
city garrisoned by just a few hundred troops (all
volunteers). The vast majority of the citys
population manages to escape via a vast
network of tunnels and portals established by
the far seeing Coronal Menzonberra so many
46
-11823 DR
After more than 170 years of vicious guerrilla
warfare, the Miyeritari are forced back to their
last major stronghold by daemon tainted sons
of Vyshaan using high magic with a distinctive
daemonic taint. The Vyshaan arts are brutally
subtle, often transforming entire villages and
companies of elves into stones, trees or minor
animals of the forests and plains. The use of
wyrms and daemons to deal with the more
recalcitrant Miyeritaran sees many massacres
go unrecorded as entire communities and their
warriors are wiped off of the map. Retaliatory
Ilythiiri tactics and Miyeritaran desperation has
seen them alienate many of their allies in
Illefarn and Shantel Othreier. All the time that
the Ilythiiri are acting to reinforce their
northern cousins, certain elements within
Aryvandaar continue to supply them with
weapons and supplies in exchange for slaves for
use in the construction of Aryvandaaran War
Golems and other monstrosities of Vyshaan
creation.
-11817 DR
The Daemons Bane War
-11791 DR
A victim of his own arrogance, Arcoronal
Kellorm Vyshaan is killed whilst out flying alone
upon his Silver Wyrm, Arrondyteraxith. The
pair are ambushed by a flight of blue dragons
hunting from the eastern plains. The Prince
and his mount put up a fierce and spirited
defence, slaying seven blues before are great
Royal Blue Wyrm of immense size swoops
down and swallows the pair whole. With the
Arcoronals disappearance, the Dark and Green
Elves of Miyeritar rally around the Dusk Knight
Kiira
Meklarran
and
begin
attacking
occupational forts and supply caravans in the
east of the country. After weeks of chaos Lord
Ivosaar returns and appoints, his grandson, the
Sun Knight selutaar, Prince Avossar Vyshaan,
Marshall of the eastern armies, as the newest
Arcoronal of the empire.
-11700 DR
The Second Crown War
Secretly summoned by Vyshaan mages (to
teach the recalcitrant Othreien a lesson) and
controlled using forbidden Dragon Orbs, a clan
of Red Dragons set the southern expanse of
Shantel Othreier aflame, separating the soonto-be-called Wyrmwood from its greater body,
the mighty arcane archer, Tethir Hawkmoon,
kin of Keltormir Aerselynn (soon to be called
"the Dragon slayer"), single-handedly slays two
of Aryvandaars ancient red wyrms at Keltors
Wall and saves many elves of his own Keltormir
and Shantel Othreier. Tethir's stand earns the
elves the respect of the dragons, who have
previously dismissed them as ignorant, two-
-11690 DR
11500 DR
-11490 DR
The Second Wyrms Teeth War
-11557 DR
Volunteers continue to pour into the Dragons
Teeth and hidden redoubts within the Misty
vale. Many are sent by Clan Hune to help
reorganise the shattered resistance. A split
develops between the eastern and western
forces. In the Misty Vale Coronal Anshalee leads
a concerted resistance from the last remaining
independent city. Backed up by Ardeep and
troops from Shantel Othreier, the Vyshaan
adopt a policy of containment and surround the
vale with a string of occupational forts and
watch towers. In the west they concentrate
their efforts to root out the Clan Hune
sponsored rebels led by Laranlor Darathlyn
Aelryth from the Fortress of Raelins Tor.
-11450 DR
-11353 DR
A secret army of demons and yugoloth emerges
from hidden portals supporting the eastern
Miyeritaran resistance forces in their assault
upon the occupied citadel of Vaelnath. The
savagery of their attack leaves the forces under
lady Anshalee outraged. A mini civil war erupts
in the hills around Lake Elloran as the Olrythii
Elves battle to drive of the Ilythiiri forces of
House Aelryth. In the bloody chaos that follows,
Lady Anshalee is slain by Darathlyn Aelryth and
all effective resistance in the east collapses.
Auglathla and the Mist Vale are ceded to
Ardeep in return for a cessation of hostilities
along Aryvandaars south-western borders.
Lady Kiarra Olrythii Coronal Anshalees
daughter and heir continues to lead a token
resistance from the caverns beneath
Kraanfhaor, as the Vyshaantar, led by Coronal
Avossar make eliminating her their top priority.
-11300 DR
The End of the First Crown War
After the capture and execution of Miyeritars
last Coronal, Lady Kiarra, all organised
resistance collapses. Isolated pockets continue
to trouble the Vyshaan troops but are seen as
little more than flees on the back of a dragon.
50
-11299 DR
-11172 DR
-11125 DR
Rebels led by Darathlyn Aelryth advance into
southern Aryvandaar and begin raiding and
burning smaller steadings and tree villages.
With the final defeat of Miyeritar and the
appalling
losses
suffered
by
Ilythiirs
expeditionary forces, angry nobles attack &
sacrifice Lord Geirildin Sethomiirs lieutenant in
the Arcoronals absence. Finding himself cut off
and exiled, the former emperor, maintains his
holdings in Arathmault expanding his worship
of Ghaunadaur in an attempt to gain the Slime
Lords favour and more power in the process.
General, Olorae Aelryth, the High Priestess of
Lolth in Orrbvanaal, seizes power with the full
backing of the other high priestesses of the
empire. Eventually many of the raiders are
-11200 DR
Prompted to move against skirmishing attacks
by Aryvandaaran Dusk Knights disguised as
Orishaaran sell swords, the forces of Ilythiir
begin raiding and skirmishing along Keltormirs
southern borders in a series of probing attacks.
Coronal Fynn leads his troops from Myth Liirae
and a company from Citadel Bellave clash
51
-11050 DR
Ynloeth Othreier is chosen as the new Coronal
of Shantel Othreier. His first act is to repudiate
all Vyshaan claims to the thrones of both
Shantel Othreier and Miyeritar. In the annals of
Elven history he becomes known as Ynloeth the
Indomitable and Ynloeth the Great.
-10997 DR
-11087 DR
-10906 DR
In response to continual nuisance raids by Dark,
Moon and Green Elves from within the Dragons
Teeth, troops from Aryvandaar sweep through
the hills using cannoloths to flush out and
massacre hidden enclaves of rebels and
refugees. Many others are taken prisoner.
When the highland clearings are finished, over
25000 refugees are rounded up, and either
murdered or enslaved. The surviving rebels flee
into the wild, orc infested Pellindfaar Forest.
52
-10900 DR
-10837 DR
Battle of the Bloody Swords
Using its own extensive portal network
underneath the capital Sharlarion, the rulers of
Aryvandaar send troops and High Magi south to
destroy enemy troop concentrations alongside
the Delimbyr where it crosses their western
border with Ardeep. An army of 20000 Gold
Elves emerges from previously hidden portal
doors within the Sword Hills. Killed in the battle
(really a massacre) besides the 34000 Dark,
Star, Moon, Gold and Green Elf troops, are
many Laranlyrr (Lords & Ladies) of the
resistance as well as several experienced
generals and Caerta Silverspear who had simply
come along trying to arrange a truce between
the different warring parties.
-10600 DR
-10700 DR
54
-10560 DR
-10527 DR
The Night of 21 Bloody Candles
-10555 DR
-10504 DR
Faced by a war on two fronts and an out of
control rebellion within its southern provinces,
the rulers of Aryvandaar decide to take decisive
action to end the insurgency and bring about
the defeat of their supporters once and for all.
Research begins on a way to remove the
combatants from the province whilst reserving
the southern forests as a hunting preserve for
their rightful owners, the 12 noble houses loyal
to house Vyshaan.
55
-10500 DR
Killer Storm
By Mark Rain (CCL) http://www.azrainman.com
-10499 DR
-10474 DR
Stricken with grief and shame over the great
evil her kin had inflicted upon the innocent
Elves of Miyeritar, having discovered the
perfidy and duplicity of the priests and High
Magi from Aryvandaar and Shantel Othreier,
Coronal Triel Silverspear takes her own life in
Sharlarions main public forum. She declares
before the gathered crowd that the TelQuessir
will know no peace on Faerun as long as the
rank and evil stain of the Dark Disaster rests
upon their collective Elven souls. With that she
plunges a dagger into her heart which in turn
triggers the consuming magics that remove her
body too from the realm.
57
-10464 DR
-10450 DR
Tarospur and a band of Song Knights are slain
defending the Hall of Long Silences from a
Vyshaan raiding party. Having doggedly resisted
Aryvandaar occupation for more than 100
years, the leaders of Aryvandaar decide that
drastic action must be taken. Prince Ivsaar
Vyshaan II and the Corselutaar of Sharlarion
once again summon their Nycaloth assassins to
remove an obstacle from the Vyshaantis path.
With the death of Tarospur Moondark the
armies of Aryvandaar sack and burn the capital
-10440 DR
Ilythiiri forces besiege the city of Dryrathon,
after 6 months of fruitless battles high magi of
clan Hune unleash a war mythal that wipes the
city and most of its remaining inhabitants from
the face of Faerun. The citys destruction brings
a pause to the war as the Coronal stops to
rethink her strategy. Before long, Lord Wuleth
orders the evacuation of all his remaining cities
so as to minimise future loss of life. This
evacuation sees thousands of elves rounded up
and enslaved by Ilythiiri slaving bands. Those
not sent south or sacrificed to the Mad God are
trafficked northwards to work in the Grayvale
silver and adamantine mines. Many more end
up as the spiritual components for Vyshaan and
Ilythiiri war machines.
-10415 DR
-10300 DR
-10261 DR
Aryvandaars plans are set back apace with the
death in battle of Arcoronal, Prince Ivsaar
Vyshaan II. Caught in open battle with an army
of stone and mountain giants driven onto the
open plains by Ilythiiri demon-wyrms, the
vanguard of Aryvandaars eastern army is
caught in column formation by the advancing
giants. Eventually the behemoths are turned
but not before more than 2000 Vyshaan
warriors, including the Arcoronal are slain. A
hasty gathering of the Electors Council sees
Prince Manaloash Vyshaan handed the rulers
Axe and Sceptre. (The rulers blade having been
lost a century before.)
-10268 DR
10110 DR
-10220 DR
Ardeeps Aradoness-Laranlor Elarfindan Floshin
is assassinated by Moon Elf freedom fighters
operating in the Trollbark Forest. He is replaced
by his more cautious and conciliatory brother
Callondell Floshin. Despite pleas from the new
Governor for clemency, the rebels responsible
are publicly executed within the market
clearing of ruined Deepening Moon. Further
punishment is meted out when fresh levies for
the war are raised and hostages are taken to
serve as labour and domestics within Sharlarion
and Tirutelardons many noble villas.
-10100 DR to -10050 DR
The War of Ash and Dust
-10176 DR
-10110 DR
At the secret behest of Lord Malkizid and the
Vyshaan Arcoronal, priests of Corellon working
in opposition to the corrupt dark elves of Ilythiir
and their continued destruction of the forested
eleven homelands by fire (an eleven enemy of
long-standing), over 1,000 priests and High
61
-10090 DR
The Second Battle of Three Rivers
-10070 DR
-10085 DR
The Fall of Myth Ruavae
(The City of Starlight)
-10063 DR
The Erasure of Yrchionmanthaar
(The City of Placid Reverie)
-10075 DR
The Slaughter of Greenheart Vale
After consolidating their hold over southern
Shantel Othreier, the Hune armies push
forward again through the Green Woods and
into the very centre of the realm, the
Greenheart Vale. The dragons and the demonic
horde that followed, spear headed by brigades
62
-10050 DR
-10049 DR
Alarmed and horrified at the wanton
destruction unleashed by clan Hune, the
Vyshaantar dispatched 100 000 troops led by
the puppet Coronal Peraphus Othreier.
Confident of victory Peraphus sends his eagle
and dragon riders ahead to counter the aerial
forces of Ilythiir. Forming up on the Plains of
Sama, (south of modern day Elturel) the army
of Aryvandaar, a shining mass of mithral clad
warriors, is smashed to charred cinders by the
treacherous magic of the Selutaar of clan Hune.
10,000 DR
Always a champion of the free will of his people
and bowing to their collective prayers the
Seldarine respond to the arcane and divine high
magic of the elves by smiting the Ilythiiri and
their allies.
Descent of the Drow
Araushnees Revenge
&
The Great Betrayal of the Seldarine
Corellon's magic, as channelled through his
priests and High Mages, is redirected through
the Crystalline Key Stone hidden deep beneath
the Cathedral in the Heart of the Gathering
Place.
Whilst the magic is directed at
transforming just the Ilythiiri and their Green
and Moon Elf allies, the Dark Lady herself,
-9990 DR
-9979 DR
-9930 DR
-9975 DR
The High Magi of Aryvandaar begin tracking
down and disabling the Illefarn portal network,
there by slowly strangling off Sarthandors
supply and communication lines. Refugees
continue to pour out of the city and into places
like Sharandar and south to Keltormir via ships
from the port settlement of New Ardmantor.
Many of these ships run afoul of corsairs and
slavers operating from the Dragon Isles. The
many ships lost to these reavers yield up an
huge bounty of magical items, trade goods and
slaves. With such a bounty flowing into
Sharlarions coffers and mines the empire
experiences a brief resurgence in wealth and
power.
-9950 DR
-9923 DR
Just seven years into his reign, and with
Vyshaan fortunes quickly sliding as Prince
Avalashkaar spends all his time in court
entertaining his sycophantic and feckless
followers, The Arcoronals reign comes to a
violent and sudden end on the end of his
cousins sword. Retaking control of Vyshaan
forces and fortunes is the sociopathic Dusk
Knight Seneschal Prince Giilvas Vyshaan. He
and his brothers along with their many sons
rest back control from the Durothil-Vyshaan
branch of the family restoring the line of Lord
Ivosaar Vyshaan to the throne of the empire
that bears his name.
-9914 DR
Battle of Larchford
Believing that they are there to secretly meet
Coronal Elladyr and plan a general uprising, the
leaders of the rebellion, led by the Song knight
Adufaer Strongbow are ambushed and slain by
Vyshaantar Magi and Dusk Knights at the village
of Larchford (nearby present day Stonebridge).
The bodies of the slain are strung up along the
bridge crossing the river as a warning to others,
65
-9900 DR
9750 DR
-9376 DR
Hellynthil Ealoeths violent reign of terror
comes to a fiery end when she and the troops
and selutaar she is leading are slain when the
temple they are raiding is reduced to a smoking
ruin by a series of magical traps triggered by
the raiders. Aradonla Hellynthil is immediately
replaced by her brother, the Arselutaar Haldar
Ealoeth an ambitious and narcissistic elf with an
over inflated sense of his own importance.
-9200 DR
The Fifth Crown War
-9199 DR
After nearly a millennia of debate among the
elves of Elven Court, the gold Elven clan of
Vyshaan, rulers of Aryvandaar and the
Vyshaantar Empire, are found to be at the heart
of the problem of all the unrest. They are to be
stripped of their rulership, their nobility, and
their lives are declared forfeit for the
betterment and reunification of the Elven races.
While the Elven Court elves believe themselves
to be free of corruption, the Vyshaan have spies
among them, and with their warning, they
marshalled their forces against the decisions of
Elven Court. The Fifth Crown War began quietly
but recklessly. In desperation, the mad elf king
Giilvas Vyshaan despatches his Dusk and Sun
Knights with orders to slay all the wizards and
High Mages who stand against him, counting on
the support of his High Mage sons and brothers
to protect the clan. Their attacks on Illefarn and
its northern colony of Llewyr succeed, and the
few surviving elves flee for safety south to the
remnants of Shantel Othreier or west to the
then-unsettled Moonshaes.
-9156 DR
-9007 DR
After once again successfully driving the
Vyshaantar from Illefarn the Coronal Elladyr
Moonflower is slain by a stray arrow to the eye
shot by a young child on a practice archery
range outside of Sharandar. The aged Coronal,
refuses priestly aid, and dies quietly in his bed.
In his place his great-great grand daughter
Vaellassra Moonflower, once again takes up the
Rulers Sceptre, restoring the Rule of Kelythas
peace to its rightful place.
-9080 DR
-9000 DR
The luckless Prince Eltabbaer has barely had
enough time to consolidate his hold upon
power when the swan ship he is flying in
crashes into the side of a mountain whilst
returning from Veldaoresk. The ship and its 40
passengers and crew are lost with all hands and
investigation reveal the tooth of a gargantuan
sized blue wyrm embedded in one of the
wrecks shattered wings. Of the crew, only
mangled and bloody remnants remain from a
large dragons most recent meal.
-8726 DR
After a lengthy siege lasting 174 years, the last
bastion of Aryvandaars power falls with the
death of Haldar Ealoeth, and the surrender of
the Vyshaan garrison of Fhaorenhaven. Illefarn
emerges almost intact from the Crown Wars
and after careful consideration by the surviving
house lords, Ardeep signs a mutual cooperation pact and joins itself to Illefarn
8600 DR
Despite all of this, Lord Dlardrageth, a
daemonic feyri prince, his wife Alystria
Vyshaan and a small cadre of his most loyal
followers and family, manage to escape fleeing
east across the grass lands to the unclaimed
forests there. In this place he and his kin bide
their time, plotting and scheming against the
time when the Vyshaan will once again rise up
to reclaim that which is rightfully theirs.
71
Rulers Name
Hamaran Durothil
Sharlario Moonflower
Cornaith Moonflower
Kethryllia Amarillis
Bordarom Durothil
Durnhelm Durothil
Amnestrillya Durothil
Gathorn Durothil
Bellnaera Durothil
Allachness Nierde
Felgarron Nierde
Amluriel Nierde
Koahloff Nierde
Disyrentia Moonflower
Fallongyr Moonflower
Oluvaera Moonflower
Puavaal Durothil
Romlynnda Durothil
Erynvestra Durothil
Elpellen Durothil
Ivsaar Vyshaan
Riilvas Vyshaan
Illsaar Vyshaan
Iyillvaas Vyshaan
Verentas Vyshaan
Haldondyr Vyshaan
Kellorm Vyshaan
AvossarVyshaan
Astragom Vyshaan
Merhandesh Vyshaan
Ivsaar Vyshaan II
Manaloash Vyshaan
Avalashkaar Vyshaan
Giilvas Vyshaan
ElVhoorin Vyshaan
Eltabbaer Vyshaan
ElVagonis Vyshaan
72
Cities &
Settlements of
Aryvandaar
Sharlarion
Population: 128000 (65% Sun Elves, 20% Moon Elves, 10% Green Elves, 3% Dark Elves, 2% others),
within the city confines, another 70000 in surrounding villages, citadels, hamlets & holdings
Products: lore gems & other storage devices, books & scrolls, fine art & sculptures, water clocks &
fountains, music & musical instruments, memory spheres, fruits & vegetables, beers & ales, wines &
spirits, weapons & armour, moon horses, meats & leathers products, metals, gems & jewellery, cloth,
clothing, spider silks, ropes, wood products, crystal wares, tack & harness, herbs & spices, rare fungi,
unusual pets, grown buildings, weapons of warfare, useful magical potions, & items, spells & prayers,
nuts & way breads, caravan supplies, portals.
Who Rules: the Ruling Council headed by the Iyilitar later the suzerainty of the Vyshaan Arcoronal &
council of advisors.
Who Really Rules: The Council of Advisors The Iyilitar is the war leader & council chair but their roles
are mainly ceremonial, later after the Vyshaan princes seized power, the dictatorial Vyshaan Suzerains
declared themselves Arcoronals of a rapidly expanding empire.
73
Notable Temples: Corellon & Sehanine, Labelas (the patron of the Sun Elves of the Durothil clan and its
many branches), all the major Seldarine including many of the now forgotten lesser Seldarine whose
worship faded from the realm over time. Later the Temple of Labelas dominated politics as a front for
the Secret worship of the Vyshaan patron deity The Branded King.
Notable Magi: Early on the Council of the Quessaartelfaer was made up of any one capable of spinning
even the lowliest of enchantments. However as time wore on and the survival of the people looked
more and more likely, the nature of the council changed; at first it was dominated by the sorcerers and
Fey Witches of the Amarillis and Niedre clans. But with the discovery of the Scales of the World
Serpent and the guidance of the previously hidden Green Elven and Avariel Selutaars the
Quessaartelfaer grew to be dominated by Moon and Green Elven battle magi, wizards, spell singers
and eventually High Magi. At the end the Grand Mage and the various schools and circles contained
within the city came to control the meetings and business of the Council of the Quessaartelfaer. In the
last centuries of the Vyshantaar Empire the High Council of magi was completely dominated by Feyri
bred Selutaar from the 12 families whod sworn blood oaths of loyalty to their Vyshaan overlords.
Notable Organisations: Eternal Blades of The Midnight Sun, Pathfinders of the Silver Wolf, The White
Dove Healers, The Brothers & Sisters of H'ei'Yal Drathinmale, The Twilight Knights of the Prince of
Stars, The Hidden Society of the Sacred Sun, Archivists of the Lord of Time, The Branded Brotherhood
Blackguards dedicated to the service and schemes of the Branded King, The Hidden Society of the
Scarlet and the Grey Notable thieves guild famed for its spell filchers, lore lords, infiltrators and
assassins, The Crypt Creators & Keepers Guild, The Mist Runners Scouts, Pathfinders, Hunters &
Guides Society, Portal Runners Caravan Services, Shilvael Crystalomancers Society, Daoinfhaor
Shipwrights Guild, Blue Light Hammers Weapon smithies & Armourers Guilds, Ashtalaer Spider Silk
Spinners & Weavers Society, Chelsorrbriant Jewellers & Gem Shapers, Vyshaantar Dragon Knights
Notable Locations:
Durothil Keep (Home of the Grandmage & later the Vyshaan Arcoronals)
Made up of the palace of the citys rulers and the tower of the citys Grand High Mage, this sparkling,
white granite palace soars high above the surrounding city. Three needle like spires rise up from the
palace walls, one much taller than the others, with spiralling ascents and slender buttresses arching
away from the towers, the entire palace architecture reminiscent of the lost wonders of Tintageer.
Durothil Keep is the seat of government within the city. It is within the halls of this palace that the
Iyilitar/Arcoronal meets with the High Council to decide matters of import the city and the realm
beyond. The fabled audience hall of the Council is guarded by giant twin white marble statues (Giant
Stone Golems) representing Corellon and Sehanine. These immense monuments guard the occupants
of the Palace from harm.
All the hallways and chambers of the palace have beautiful polychromatic marble floors and walls with
beautifully stained theurglass windows depicting scenes from lost Tintageer. Statues of ancient heroes,
many whose identities are now lost to time, occupy specially carved niches. Halls are often used as
romantic backdrops for exquisite balls and fireworks. The courtyard of Durothil Keep is an enclosed
garden of Moon Roses and climbing Rewaran flowers joining the two arms of the palace together by
way of fortified gates to the south and north. The gates themselves are richly carved and filled with
images of heroes and fantastical creatures. Placed within the centre of the garden is a magnificent pink
marble fountain of four rampant, silver dragons spouting cold, crystal clear waters into a pond filled
with exotic fish and water plants.
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Everwatch Spires
Everwatch Spires, home of the Vilnikeryma, members of the Ahkfaern, and the soldiers of the
Akhvelahrn. Made up of four main towers and an imposing marble and granite keep, Everwatch was
built by the Vyshaan Coronals at the height of the third Crown War during Aryvandaars tussle with
Shantel Othreier. The two main towers contain the primary postings and command offices of the
Akhvelahrn and the Ahkfaern. TirutelVilnikeryma uses three of its levels as armouries and many of
its cellars contain a full smithies and cold forges (its smoke and heat magically transported out of the
city), with other levels each for the scouts, the protectors, and garrison quarters for bachelor officers.
The Tirutelfaer is more magically enhanced than any of the other three towers. It became the home of
the citys Grand Mage during the latter half of the Vyshantaar Empire. Its heavy magical shielding, (a
mythal like field built into and around the structure), was strengthened and extended to the rest of the
keep and is what kept much destruction from felling Everwatch during the sack of the city at the end of
the fifth Crown War. The lowest levels are utilitarian offices and quarters for the Ahkfaern officers. The
fifth and sixth levels are the library and study where the military mages exchange information and learn
of new magic or new tactics; these levels further serve as the impromptu school for apprentices whose
legacies have sent them into the Ahkfaern. The uppermost levels of Tirutelfaer are the Spell
Chambers, wherein massive numbers of spells are hurled.
The gate house towers each hold armouries and quarters for 2000 troops. These massive, 400 tall,
crystalline towers are decorated with bas-relief carvings of Corellon, Sehanine, and the rest of the
Seldarine in various life like poses amongst the woods and gardens of Arvanaith. Each tower is topped
by a conical spire of many coloured theur-crystal over which flutter the pennants of the ruling clan and
the personal banner of the highest ranking noble within the city at the time. The large galleries and
chambers and tunnels beneath the main towers contain the major business offices of those services
that keep the defences of the city and its surrounding watch towers operating. The major rooms
beneath the Great Keep are the Blade Lords planning room containing a table map of the entire realm,
the Great Hall and sumptuous quarters for the officers on duty. The Lower towers contain store
houses, guests quarters, the stables, and the mess hall. In all, the Everwatch Spires can collectively
provide shelter for nearly 4500 persons comfortably and up to four times that number in emergencies
with full use of certain magical storage spaces and safe-holds. Its shining towers of theurcrystal, marble
and white granite stand tall as the first line of defence for the Jewel of the Vale.
The Tower of the Dawnstar
This spiralling needle like tower is one of the most prominent features of the city. It is crafted entirely
of smooth, polished blue marble, veined in red ruby and gold. The roof is a pearlescent marble dome
that is highly reflective within is a planetarium used by the first Aryvandaaran astrologers to track the
movements of the King Killer Star in preparation for the Laying of the Dracorage Mythal. Several
windows and balconies are visible along the towers length. The Selutaar Circle of the Dawnstar is
famous for its astrologers and wyrm tamers.
Moondark Towers
This imposing edifice is made up of two 300 high, spiralling, black crystal and granite, needle like
towers topped by glittering silver spires. The two towers twist around each other but never quite
touch. Around the base is surrounding a large marble covered bailey, lined without buildings, is a 30
high wall, cover in moon roses and set with carefully crafted wards that emit faerie fire like glows day
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and night. The windows of these high soaring towers are made from stained theurglass. Curving wing
like buttresses adorn the base of the tower, each topped by snarling life like eagles and griffons. The
tower belongs to the Moondark clan, a reclusive and highly paranoid group of arcane practitioners
whose members seem to find their way into the highest and most powerful positions in the land
outside of those held by members of the 12 inner clans.
Dawns Promise Spires
Built in honour of the first settlers to Evermeet, these four spiralling, white granite towers topped by
glittering mother of pearl domes each represent the four noble scions of the house that travelled to
Evermeet as part of the earliest settlement to that fair land. The windows of the high spires are made
from lead stained theurglass scenes depicting the idyllic life of Evermeets forests and glades. Curving
wing like buttresses adorn the bases of the towers and delicate skyways link all four together at
different levels. Glowing faerie lights hang from silken ropes between the towers, and a seemingly
endless array of silk banners adorn the window ledges and planter boxes about lower levels of the
towers.
Slivers of Moonlight Temple, Tower & Grove
Slivers of Moonlight Temple, Tower & Grove is visited by the people of Sharlarion for solemn
ceremonies, private worship, or simple private meditation. The weir wood trees that surround the
complex magically weave their branches together creating a magical canopy above outdoor alter and
moon mere. Several elder treants entwined with Rewaran and blooming moon roses year round permit
passage to any who approach wishing to worship Corellon and the Seldarine. From the outside, the
southern facade of this grand temple is shod in lapis lazuli and its graceful gold domed spires nestle
amongst the surrounding trees. The high arched roof of the temple is covered in jewels that glitter like
stars in the moonlight. The white marble stairs leading up to the gates are flanked by giant marble
statues of Corellon. All the floors are covered in delicate mosaics of scenes of the Seldarine and
Arvandor. The support pillars that line the central aisle leading to the altar are carved with moonrose
scroll work, the leaves made of brilliant green jade. Gleaming white marble walkways flanked by tall
columns adorned with ivy and roses, like the entrance gates, lead through the heart of the temple and
connect the numerous shrines found within. Magical fountains are scattered throughout the temple,
and their enchanted waters are said to confer one or more effects similar to those of potions of
healing, elixirs of health, potions of heroism, potions of invulnerability, potions of extra-healing, and
potions of vitality.
Shadowspire Citadel
Shadowspire Citadel is an ancient Elven castle. It is a cluster of very tall, very slender cylindrical Smokey
quartz towers topped by domes clear crystal that open in receding halves revealing platforms for
observing the stars above.. The Aloevan elves hold many dark secrets, dabblers in the demonic arts,
many of their mages and sorcerers were followers and worshipper of the Branded King who benefited
greatly from his patronage as they sought to gain further power through association with devils and
demons.
Frostfire Tor
Frostfire Tor is a magnificent and luxurious 19 story tower. Each of its extra-dimensional chambers
sports high ceilings, large stained theurglass windows, marble floors and window seats, and statues of
sprites, nymphs and sirens adorning the halls and rooms everywhere. Every floor of the tor has a
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balcony overlooking the surrounding gardens linked to hanging stairs and fly-ways, that link to the
dozen lesser spires that surround the central tower. Within the tree and flower filled garden is a large
amphitheatre that doubles as an audience chamber with an alfresco a dining lounge, and all weather
guest chambers.
Sylfarael Grove
This grove of ancient chime oaks existed long before the city was raised and is considered sacred by the
green elves and druids who worship the nature deities, Rillifane, Solonor and Aerdrie. Many lay
worshippers often travel here for ceremonies, marriages, funerals, and other important events. Several
spirits are said to guard the grove, druids, rangers and priests often come here to commune and
receive messages from their god. Sylfarael Grove is a collection of huge chime oak trees with platforms
built among the branches and vine bridges connecting them to each other and platforms in adjoining
trees.
White Dove Grove
This towering grove of Ivory Barked Duskwood Trees grows straight and tall reaching almost 500 in
height, high upon their dusky trunks are several Elven tree homes belonging to the elves of the White
Dove healers and the temple of Naralis Analor the healer. The trunks of the trees are dark, smooth
and bare; all of their branches are in the crown of the tree. The grove radiates a continuous aura of
peace and tranquillity. The healing pools at the groves dimly lit heart act as heal spells for all but the
worst afflictions. No weapon may be drawn in anger here without the miscreant being teleported 500
miles from the grove. All healing and abjuration magic works at 5 levels above its casters level and at
maximum effect and duration.
Chelsorrbriant Jewellers & Gem Shapers Halls & Subterranean Galleries
Here can be found a squat, dark red, granite tower complex, complete arrow slits and a portcullis. This
fortress like building was built by the Chelsordaran artisans when the city was open to orc raids. Today
it is home to the Jewellers & Gem Shapers guild. It acts as an artisans workshop, store house, guild hall
and residence. It is used by the gem shapers of the city who bring their wares to this spell-guarded
place. Here gems are graded and jewellery stored for later sale and export. A break away branch of
Crystalomancers reside here forging fine weapons and creating the fine crystal dishes, ornaments and
household items whose creation is deemed unworthy of such an esteemed profession.
Dracos Valorum - Aerie of the Silverwing Spires
Watching over the city from the dizzying heights of the peak of TorMahatnartorian is a trio of solidly
built towers, 200 wide and 500 high set in a triangular pattern about the tip of the mountain. About
the outside of the towers set at 100 intervals are a series of circular landing platforms 60 wide and
supported by finely wrought lattice work buttresses. The blue crystal towers grown from a collection
pure night blue sapphires are home to the citys dragons and their riders and carers. Below the towers
are a series of hot sand basins and sulphur pools used by the wyrms for bathing and sloughing their
scaly hides at moulting time. At any one time there are more than a dozen mature dragons and their
riders in residence. The armourers, smithies, leather workers, medics, dragon wranglers and all the
staff required to run the aerie live within the lower levels of the towers and within the underground
chambers of the mountains peak. Almost every 20 years or so a collective clutch of eggs is raised to
hatching within the incubation cavern complex located beneath the highest peak to the west of the
Aerie. The gathered gold, silver, bronze and copper dragons stay close to the hatching grounds to
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protect the hatchlings from outside attack. (As has happened on more than one occasion). The
gathered parents are there to witness the potential matching of their offspring to young elves that
have been chosen to be presented to the hatchlings as possible companions and riders. Not every
hatchling chooses a companion at this time, some never do. It is considered the greatest honour for a
family to have a member chosen but the wyrms are very demanding and more than one elf chosen at a
hatching ceremony has failed to properly care for their companion until it reaches young adulthood.
The Hidden City
Created during the time of the dragon wars and later utilised during various orc and giant raids when
all other defences had failed the Hidden City links all the towers of the city via tunnels, halls and
galleries that are found deep beneath the streets and spires of Sharlarion. Below the winding streets of
the city is a labyrinth of broad, sweeping stone-lined tunnels that form the sub-ways of the city.
These sub-ways go around the roots of towers, not under or through them.
Doors in the walls of the sub-ways, defended and enspelled in various ways and its rare for such a
door to not have, at the very least, an inner lip that makes it impossible a door can be forced inwards
without destroying the door, and a chime alarm that signals elsewhere whenever a door is opened,
open into the subterranean entrance halls of the city towers, or into storage chambers, cellars,
pantries/larders, warehouses, barracks and armouries.
Deep below the lowest cellars and basements of Durothil Keep a 500 deep spiral staircase winds its
way down to a series of galleries, vaults and corridors that spread out like a many spoked wheel from a
central chamber, used by the Vyshaantar to store their many artefacts and treasures. The greatest of
these are the 21 Meditative Lore Crystals of House Vyshaan, 2 foot tall floating, ovoid crystals of
various vibrant colours that hold the collective lore and history of the Vyshaantar and many of their
Selutaar. Of the locked vaults many are storehouses of magical artefacts defended by bound demon
guardians. Vyshaan high mages wrapped the vaults in magical wards, so as to protect those treasure
(and mistakes) stored within the armouries, galleries, laboratories, libraries, store houses and hidden
vaults. Most of the vaults hold the war machines of the Aryvandaar, 10 tall Elven-plated battle golems,
20 long, scorpion like, siege golems, bronze, hovering battle platforms, wracks of weapons such as
battle staves and communication orbs, diadems of power, beluths of corruption, suits of Abyssal battle
armour, magical bolt hurling ballistae, and explosive hurling trebuchet. But perhaps the greatest
treasure of them all is the network of portals the Vyshaantar used to transport their armies across all
the lands of Faerun, the most powerful of which leads to Fhoeldindurr the Thousand Fold Way.
The Moondark Road Portal Tower
High above the city of Sharlarion is the Moondark Road that wends its way through the Turnstone Pass
to the Moondark Vale. The road climbs into the foothills north of the city, winding between steep hills
covered in thick pine forest. Sometimes the white ribbon of a waterfall slicing from the rocky heights
above appears through the trees. After a few miles, the road rises steadily higher along the shoulders
of the hills, and the trees thin out, offering broad views of the country to the east and south where the
peaks rise bare and brown above the green mantle of forest covering their shoulders.
After a while, the road reaches a place where a small side trail zigzags up toward a lonely watchtower
overlooking the pass. Here, a doorway of stone with a lintel carved in the shape of a flowering vine
stands incongruously in the steep hillside. Like portals beneath Sharlarion, the activation words carved
by the builders are hidden in the decorative carvings around its edges. The blank stone in the centre of
the archway takes on a shimmering, liquid appearance when the portal is awake.
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Local Lore: The original city was without walls. Much like its sister city, Occidian, the city of Drakes
Peak, later renamed Sharlarion in honour of its founder, was a place of breath taking beauty sitting
high upon Fire Drakes Peak, the former home of several Avariel clans before the coming of the Red
Wyrm, Mahatnartorian, Master of the Mountains. With the dragons death the people were able to
settle and expand freely throughout the place they called Vaelteldelimbyr, the Shining Vale.
Sharlarion sits near the confluence of the River Aulantrar (Deepingstream) and the River Starsilver. Set
high in the Evenglim Hills, at the feet of the Nether Mountains Sharlarion is a gleaming garden city of
ornate citadels, towers and climbing tree covered terraces, the city guards the northern and eastern
approaches of the realm. The city itself rises from the conifer covered slopes of (Fire Drake Peak), Tor
Mahatnartorian, alongside roaring cataracts of the Silver Falls , overlooking the Delimbyr Vale to the
south, with the snow capped Nether Peaks to the north. The view from the highest towers of the city
allows one to see the signal beacons of Teutelalu, The Far Forest, and Turn Stone Pass.
Visitors pass along tree lined boulevards lined with tall many balconied towers and spire topped homes
that rise 10 stories or more and are covered with spectacular theurglass windows and life like exterior
relief carvings. Most of the citys structures are built using Elven magic to literally grow buildings from
the ground, transforming natural materials into stone, wood, or organic material magically seamless,
incredibly strong constructs subdivided into rooms, hallways, and courtyards. Wooden buildings are
roofed with magically grown bark or leaves. Stone structures are picturesque and graceful. The tree
dwellings of the elves are quite often artificially constructed tree houses resting on platforms amongst
the branches or against the tree trunks. Some tree dwellings are magically created and are actually
living trees arcanely hollowed and shaped to create the dwelling. In either case, the dwellings are never
closer to the ground than 20 feet, and some have their lowest levels hundreds of feet further up into
the trees canopies. Built around the first tower to be erected, the central citadel came to be known as
Durothil Keep, the original home of Prince Durothil and his descendants. By the time of Lady Kethryllia
Amarillis, the central tower had become home the Grand Mage of the city, and the sprawling outer
castle with its many round, slender, crystalline, towers had become, firstly the home of the first settlers
and later the seat of government and home of the Coronals, but still it retained the name of Durothils
Keep.
The city stood firm against all comers throughout the eons prior to the Crown Wars. Only three times
during its long life did the city teeter on the brink of destruction. The first time was when the demon
Haeshkarr led a horde of goblin-kin and giants against the elves, the Sun Elven city of Occidian was
sacked and Sharlarion nearly over-run. After this the high magi gradually raised a many layered mythal
over the ever expanding settlement. The next time Sharlarion faced destruction was during the first
Rage of Dragons, when the Green Wyrms of the forest gathered to claim the territories of the fallen
Mahatnartorian. The third and final time that the greatest city of the elves avoided destruction came
about when the lesser houses turned against those great houses rabidly loyal to the Vyshaan fanatics
who had led the empire to ruin. Put down, the leaders of the rebellion were sacrificed by the feyri
priests of the Branded King whose worship had come to dominate the upper echelons of Vyshantaar
Society. The increasingly paranoid Vyshantaar elite began to question their rulers motives.
The edicts from the Elven Court rattled many a noble and saw the first schisms appear between the
ruling Vyshaan and the leaders of the other 11 Great Houses. Even as the armies of Arcorar laid siege
to Sharlarion, the feyri lords of the 11 ruling houses turned upon their Vyshaan masters when
Arcoronal Lord ElVagonis Vyshaan gated in the Devil Lord, Malkizid, the Branded King to the great
summoning chamber of the Hidden City. Beset on all sides by rebellious feyri lords, Malkizid and his
Vyshaan minions laid low the best and brightest of the 11 great families. Lacking the leadership of the
ruling princes, the forces of Sharlarion resorted to summoning help from far off Evermeet. However
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before the high magi of Evermeet could send help they and much of the city was laid to waste by the
combined might of their former empires surviving selutaar. The mythal was collapsed through the use
of the Gate Keepers Crystal, and Elven warriors and battle magi stormed into the city via the portals of
the Waymeet. Even as high magic consumed much of Durothil Keeps upper levels, the Vyshaan were
fleeing through the many rat-runs leading out of the Hidden City.
Tirutelardon
Population: 18500 (Sun Elf 50%, Moon Elf 30%, Green Elf 15%, Dark Elf 3%, Other 2%)
Products: Moon Horses, Horses, Aurachs, Forest Bison, grains & legumes, tack & harness gear, leather
goods, meat products, mithral, iron, steel, coal, rare herbs, timber goods, gems, vegetables, malachite
carvings & household items, horse weapons & armour, potions & elixirs, music & musical instruments.
Who Rules: The hereditary Laranlas/Laranlor, and advised by a council of elders from the various major
noble families, guild heads, high magi, temple elders, and wealthy merchants, in times of war an
Araegisses is elected to lead the citys forces and to advise the council and ruler of the best course of
action.
Who Really Rules: The horse lords families from which the ruling Lord/Lady must choose a partner to
rule as unofficial co-regent. The Horse Lords are loyal firstly to their own clans, then to the city and
finally to the state. War is rarely an option as it is bad for business, but the best cavalry armour,
weapons and mounts come from the studs and workshops of this rural city.
Notable Temples: Tilayfonaer The Moon-mount of Corellon. The patron deity of city is an obscure
member of the Seldarine whose worship was introduced by the only cavalry master (after all the elves
then were largely a sea going people) to survive the trip to Faerun from Tintageer. There is a small
temple dedicated to the Seldarine and several open air shrines devoted to the worship of the Seelie
Court and other nature spirits.
Notable Magi: Ascadoran Lore Masters, Disciples of Bahamuntanaar, Edlaorio Life Shapers, Witches of
the Emerald Sun, Gavaldian Scriers & Soothsayers.
Notable Organisations: Everdael Horse Breeders & Stud Masters Cabal, Eternal Blades of The Midnight
Sun, Silverwood Carpenters & Tree Shapers Guild, The White Dove Sisterhood - Crypt Creators &
Keepers, The Brotherhood of FhaorYal Drathinmale, Malachite Green Carvers & Artisans Guild,
Archivists of the Lord of Time, The Mist Runners Scouts, Pathfinders, Hunters & Guides Society, Portal
Runners Caravan Services, Kerryndath Crystalomancers Society, Dorshintyr Farmers Co-operative,
Flaming Ironspear Troll & Giant Hunters Society, Farragaldaar Miners Guild.
Notable Locations: Aegiirathtora The Marshals Towers, Fhaorvian Hall Martial Academy,
Glaurashtor Great Library & Hall of Scribes & Lore Lords, Teuvaelbryn Riding Academy & Bloodstock
Breeders Guild Hall, TeutelKelythaar Meadows Home-lands of the Moonhorse herds, Shalanilessa
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Smithies Cavalry blacksmiths, leather workers, farriers, weapon smiths & armourers (also the
headquarters of a company of mercenary cavalry using the same name, Tiruadonaer Towers of the
Peaceful Moon a temple to Angharradh/Sehanine, Vandorvessaaril The Vanishing Woods,
Ahkerymkiir The Warriors of the Crystal Blade, barracks, & sentinels tower.
Local Lore: The rural city of Tirutelardon began its life as a dragon lords settlement that commanded
the approaches to the Everwood, a vast primordial forest separated from the High Forest by the
Dessaar Valley. During the height of the Thousand Years War, and army of giants and their goblin-kin
slaves descended from the north razing many draconic settlements to the ground before the enormous
army was finally stopped within the heavily forested hills of the Everwood. The dragons were kept
largely at bay by the weapons of the giants designed specifically for war against the wyrms, so the
Elvish servitors of the Great Gold Wyrm, Garantorophylayr The Golden Scourge, had to stand firm
against the encroaching horde of goblins, orcs, trolls. and lesser giant-kin. The greatest of the Green
Elven and half-gold dragon sorcerers, magi, and witches stood firm against the growing darkness in a
star shaped citadel in the north-eastern reaches of the Everwood. From the high towers of this mighty
fortress the gathered casters began weaving a spell utilising the combination of Elvish and draconic
magic in a way not seen before as they sought to scour the invaders from the lands with a cleansing
and renewing fire. The inferno swept across the woods to the west of Startop Citadel. Upon the verge
of victory the, an unknown corruption, tore apart the joining of the two magics causing the roiling
flames to consume not just the goblin & giant kin, but also the defending elves and the rich verdant
forests as well. Slain also were the giants and their draconic foes. The few giantish survivors fled back
north and never troubled the elves of the western high forest again. The Green Elves of Tirutelardon
were free from their masters and fled back to the city to take stock of what they had done. Before
them lay the blasted ruin of their once glorious forest home of evergreens, shadowtops, and
duskwoods trees. In time the green elves, ashamed at their own destructive folly, abandoned the
malachite coloured towers and ramparts of the Emerald Fortress, choosing to live amongst the trees.
For centuries the cursed citadel of Startop was abandoned, gradually falling into ruin, engulfed by
encroaching moorland, sparse troll infested pine forest and weeds.
Long after the Green Folk had abandoned their former home, explorers from Sharlarion stumbled upon
the overgrown, tree shrouded ruins of Tirutelardon. Recognising the Elvish influence upon its largely
alien architecture and despite being filled with ancient trees that had grown in amongst the largely
intact towers and outbuildings the elves chose to settle within is crumbling walls. In time the citys
more damaged buildings and defences were repaired, the elves discovered that the city was grown
from the great malachite deposits and strengthened to the toughness of diamond. The elves delved
further discovering large deposits of fine iron shot through with veins of mithral. The elves re-occupied
Startop Tor, recognising it as a place of fell power connected by portals to the Fey Wilds adjacent to the
realm of the Dark Queen. The watch-tower was always garrisoned by a hundred knights and battle
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magi and was often a place sort by hard-pressed travellers eager to reach the shelter of the
watchtower before nightfall.
The only river of note to survive the scouring of the Everwoods was a fey touched waterway known to
the elves as The Laughingflow. With its headwaters bordering the realm of the dark Queen, the river
and its valley were always full of fey beings and happenings. A clear, fast-flowing river with a series of
waterfalls leading down to a gravel bottomed gorge and with steep banks lined with felsul, laspar and a
few blue-leaf trees. Its waters were drinkable but had a sharp metallic taste rich with traces of iron. The
river was home to many sylphs, nixies, and other fey water spirits.
The Forest of the ravaged land was sparse and pitiful, the landscape being filled mainly with scrub pines
and became known as the Evermoors. A road was constructed that ran from Tirutelardon to Illefarn
and was known to all as the Evermoor Way, a dangerous caravan road that ran between the
Silverwood and the High Forest. The city was finally laid waste during the last Crown War, when a
horde of goblin-kin led by a demon touched dragon and an army of Miyeritaran dark elves who boiled
up from the realm beneath seeking vengeance for their unjust exile. Every elf found within the citys
bound was slaughtered and much of the city razed to its foundations.
Occidian
Population: 25000 in city & another 30000 in surrounding farms, villas, hamlets & steadings. (Sun Elf
50%, Moon Elf 30%. Green Elf 15%, Dark Elf 3%, Other 2%)
Products: lore gems & other storage devices, books & scrolls, fine art & sculptures, music & musical
instruments, memory spheres, fruits & vegetables, wines & spirits, weapons & armour, meats &
leathers products, metals, gems & jewellery, cloth, clothing, spider silks, ropes, wood products, crystal
wares, paints & supplies, steel wares, ironmongery, mithral, unusual spell components, herbs & spices,
rare fungi, unusual pets, grown buildings, weapons of warfare, useful magical potions, & items, rods,
staves, wands, scrying & communication devices, spells & prayers, nuts & way breads, caravan supplies,
portals, made to order spells & charms, dragon eggs, dragon hide goods, heraldry & family lore, crystal
ships & river boats.
Who Rules: Hereditary Laranlas/Laranlor & Council of community elders.
Who Really Rules: The citys clan elders & high magi with the local lord as a figure head.
Notable Temples: All the Seldarine are represented here, but the greatest temple is that built tom the
glory of Labelas, a hidden shrine to the Branded king exists at the deepest levels of the city regularly
attended by members of the elite who sees its decadent ceremonies as a seductive and secret
pleasure.
Notable Magi: The Starsingers of the Ruby Sun, FaerYal Tintagmale Bladesingers of old Tintageer,
SelutaartelEverfaer,
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Notable Organisations: Eternal Blades of The Midnight Sun, Patherfinders of the Silver Wolf, The
White Dove Healers, The Brothers & Sisters of H'ei'Yal Drathinmale, The Twilight Knights of the Prince
of Stars, The Hidden Society of the Sacred Sun, Archivists of the Lord of Time, The Branded
Brotherhood Blackguards dedicated to the service and schemes of the Branded King, The Hidden
Society of the Scarlet and the Grey Notable thieves guild famed for its spellfilchers, lore lords,
infiltrators and assassins, The Crypt Creators & Keepers Guild, The Mist Runners Scouts, Pathfinders,
Hunters & Guides Society, Portal Runners Caravan Services, Shilvael Crystalomancers Society,
Daoinfhaor Shipwrights Guild, Blue Light Hammers Weapon smithies & Armourers Guilds, Ashtalaer
Spider Silk Spinners & Weavers Society, Chelsorrbriant Jewellers & Gem Shapers, Vyshaantar Dragon
Knights, Everdael Horse Breeders & Stud Masters Cabal, Eternal Blades of The Midnight Sun,
Silverwood Carpenters & Tree Shapers Guild, The White Dove Sisterhood - Crypt Creators & Keepers,
The Brotherhood of FhaorYal Drathinmale, Malachite Green Carvers & Artisans Guild, Archivists of
the Lord of Time, Portal Runners Caravan Services, Kerryndath Crystalomancers Society, Dorshintyr
Farmers Co-operative, Flaming Ironspear Troll & Giant Hunters Society, Farragaldaar Miners Guild.
Notable Locations: This magnificent city of silver stone was named Occidian Flower of the Sun.
Before its sacking by the Haeshkarr Horde, Occidian was home to the majority of Sun Elves and a trade rival
for Sharlarion with its arms academies, schools of various kinds, libraries, theological and art schools and was a
centre of Elven music and dance its wondrous festhalls, open air dance gardens, bardic, spellsinger & blade
singer colleges. The rampaging horde led by the demon, Haeshkarr put an end to all that, and whilst
the city was re-occupied for a time, it never again reached the heights of its former splendour and
magical might. The architecture of Occidian, like its sister city favoured long, graceful towers and spires
of weave wrought stone and brightly coloured crystal. Magnificent manors arched gracefully over
winding tree and garden lined paths that wound their way through the abundant undergrowth street,
and nearly every path ended in a park where artisans came to create works of art from stone, wood
and magic. Built on twin hills overlooking the river Dessarin, Occidians buildings were known for their
beauty and grandeur as the Sun Elves of the city attempted to recapture all that was lost with the fall of
Tintageer.
Outer Defences
The city itself was without walls the defenders relying upon the citys defensive wards, and might of
arms and magic. In the lands around the city were a series of 36 watch towers, each 20 miles outside
of the city proper, yet linked to it via carefully hidden portals. Each silvery white, granite, cylindrical,
buttressed tower was 400 feet high with a diameter of 60 feet and each was topped by a retractable
clear, theurglass dome. This dome was designed to let in natural light into the open space of the top
level and held a brazier for the signal fire that is always filled with oil covered logs that are ready to be
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lit at a moments notice in times of trouble and invasion. The floors of each tower were lit by stained
magically hardened theurglass, rectangular windows interspersed with arrow slits. The ground floor of
each tower was entered via intricately carved adamantine doors set into the hillock upon which each
tower sits. These doors could be barred by thick beams of the same material. A granite staircase
spiralled in a clockwise direction around the inner wall to each level of the tower. Each tower had
tunnels into main cellars for food and goods storage. There were deeper, more secret tunnels within
the foundations that hid the secret exits from the towers. Hidden on the ground floor several hundred
metres from the base of each tower was a sally port. Each port was magically protected so as to make
it indistinguishable from the landscape surrounding each tower. The walls of the towers and their
tunnels were warded against disintegration, passwall, rock to mud, dimension door, phase shifting,
teleportation, and gating. Those inside the tunnels & towers themselves were further protected from
scrying magic and psionics.
TirutelEverfaer
This 1000 foot tall tower was a tall spiralling construction with slender lace work buttresses. The tower
was made of sparkling silver gilded marble and was topped by an octagonal chamber set with a
burnished silver pinnacle. In the centre of this chamber was a brazier kept full of oil that was to be lit
during times of trouble or when the fires of one of the other beacon towers was seen. Its flame can be
seen across the western realm. Every level of this tower was illuminated providing a comforting beacon
of light to the citizens of the city. At night its lambent light provided a starlight glow to the city below.
The interior walls, floors and doors were also made of theurglass set on a foundation of black granite.
This imposing edifice served as the central hub for the studies of magic in all its forms. A copy of the
Scales of the World Serpent was kept here as a series of 500 glittering lore crystals, forming the basis of
all arcane knowledge studied here. As the city fell, the tower was all but destroyed when the demon
Haeshkarr, used demonic artefacts to cause the Selutaars high magic to feed back upon itself resulting
in a cataclysmic explosion, thus destroying not only TirutelEverfaer, but most of Occidians taller
buildings, its upper portal network, and the high mages tower in Sharlarion as well.
Searching Spires of the Moon Sisters
An intricately woven nest of seven impossibly delicate spires of the brightest diamond like crystal,
these needle like towers were one of the most prominent features of the city. The swirling,
intertwining towers were made entirely of sparkling white quartz, shot through with mithral veins. The
secretive Sisters of Sehanine dwell within served by apprentices and servants loyal to these mysterious
selutaar/priestesses. The nobles ignored the sisters mystical warnings about the eventual fall of the
city. On the eve of Occidians fall the sisters and their entire retinue, along with more than 3000 loyal
followers and believers of Sehanine and Labelas, left the city for the Temple Woods, to establish a new
community far from the political infighting and growing shadows being cast by the demon tainted
followers ensconced within the oldest and most powerful of the great Sun Elf houses.
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Yrtamauruil Grove
This towering grove of Flamewood Trees was a wistful reminder of the vast Flamewood forests that
once graced the uplands of Tintageers many soaring peaks. These trees were cloned from a single
specimen grown from a seed taken as the island realm was literally washed away. The scarlet trunked
trees grew straight and tall reaching almost 1200 in height, high upon their shimmering flame coloured
trunks were several Elven tree homes belonging to the gold elves of the Durothil and Niedre clans.
Nestled amongst the very top branches were several aeries belonging to the clans silver and gold
dragons. Each tree had been grown so as to form one or more natural hollows within its trunk at
various elevations, and vine rope bridges are threaded through each tightly packed grove to connect
the chambers in the heart of each tree. At ground level, roots, rocks, earth, plants were woven into
near impregnable defensive redoubts. Earthen storage chambers were hewn from the stone beneath
the grove nestled amongst the tightly woven root structures.
Local Lore: This sparkling collection of ornate towers, manor farms and tree homes sat atop a broad
hilltop in deep primordial forest, a cluster of tall, thin towers with flaring bases topped with conical
theurcrystal roofs and banner poles. Only a few of these towers had external doors above ground level,
rather access was gained via underground galleries, halls, laneways, tunnels and chambers. Some of
the more security conscious houses even used portals to keep their entrances under control. The
average tower was accessed by the fortified doors and gates that were protected by stone, crystal or
mithral doors. Flanking almost every entrance portal was a pair of magical guardians attuned to the
dwellers within and infused with the spirits of elemental servants, fey beings or familiars. Occidian was
famous as a centre of music, dancing and the arts. Its many bardic schools, spellsinger colleges,
Starsingers covens, and blade singer schools meant that the arts of magic and song had a perfect home
here. The bi-annual eisteddfod brought artists and musicians from all across Aryvandaar, its many
musical recitals and displays of music & magic users were legendary. Many musical instruments of rare
and wonderous power were created here by the mages and crafters working in concert to create
instruments of renown.
Towards the end of the citys life, a quiet rot began to set in, taking hold within the very foundations of
the city. A corrupt and ambitious high mage, Adravala the Starburst, famed as a master of invocation
and summoning magic began worshipping a secretive being known only as the Branded King. After
several decades of venal appeals, the King appeared before his supplicant in the form of an angel with
flaming black wings. He promised a paradise and desires fulfilled in return for an increase in
worshippers. Before too long a small cabal of bored like minded nobles, joined Lady Adra in her
debauched revels. Soon they were joined by invited guests, strange, aloof elves from far-away lands
with strange, harsh accents and tattoos. The city was laid low however by one of Lolths pawns, The
fiend Haeshkarr, summoned by Kanarlist to punish Occidian for taking the side of Sharlarion during a
dispute between the Moon Elven and Dark Elven nations, gathered an Orc horde in the proto- Galena
mountains, and laid siege to Occidian. The Sun Elf city was destroyed, the and Orc Horde moved on to
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Sharlarion. The city itself was guarded by a ward that combines illusions with repulsion, spatial
distortion and slumber spells to keep intruders away. Embedded within this field were several
offensive dweomers that allowed the citys high magi to hurl bolts of fire, lightning, ice and plasma at
encroaching enemies. The greatest power of the ward was the ability to encase the entire city in a
giant dome of force. It was this power and the unleashing of every offensive power all at once whilst
the fields powers resonated in increasing violence until the entire upper structure of the city was razed
to its foundations.
Moonwater
Population: 12000 (Moon Elf 30%, Sun Elf 20%, Green Elf, 10%, Dark Elf 10%, Dwarves 10%, Fey Folk
10%, Dragon-kin 5%, Others 5%)
Products: River boats & barges, leaf boats, skiffs & small sloops, fishing gear nets, traps etc,
chandlery, range of traditional building products, cloth & sails, silken ropes, wagons & caravan goods &
supplies, trail goods & clothing, hospitality & entertainment for merchants & travellers, river pilots,
guards & guides, mercenaries, weapons & armour, bulk food stuffs, dry goods, meat & leather
products, wood products, imported wares & rarities, warehouse suppliers, rare herb & spice
merchants, unusual pets, musical instruments, exotic plants & artworks, gem merchants, money
changers & lenders, merchant brokers & trade underwriters, information houses,
Who Rules: A council made up of the rulers of a conglomerate of rich merchant houses.
Who Really Rules: The Lady Teualu A Silver Wyrm of indeterminate age and size, but said to be at
least 5000 years of age.
Notable Temples: There are shrines to all the Seldarine, and to the Elven aspects of Eldath, Mystryl,
Millil and Selune. There is also a small shrine dedicated to the veneration of Lord Sharlario
Moonflower, the original Elven merchant.
Notable Magi: The Moonflower Portal Builders & Guides, Gwynarfuth Water Elementalists, Cerwynaar
Crystal-ship Growers & Shapers, Sylkohlaer Web Weavers & Mythal Creators, Moonwater College
Selutaar, The Circle of Silver Draconic High Magi.
Notable Organisations: Moonwater Shipwrights, Aberwynn Chandlers & Caravan Suppliers, Azure
Kingfisher Pilots & Guides Society, The Skywater Merchants Council, The White Dove Healers, The
Society of Teualu'Yal Drathinmale, The Society of the Sacred Waters, Archivists of the Lord of Time,
The Hidden Society of the Scarlet and the Grey Notable thieves guild famed for its spellfilchers, lore
lords, infiltrators and assassins, Portal Runners Caravan Services, Sailors Run Sail & Rope Makers Guild,
Chelsorrnabyrr Gem Shapers, Eternal Blades of The Midnight Sun, Edarkiaara Dragon Riders &
Attendants Lodge, Delymbira River Runners Guild.
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Notable Locations: Skywater Palace, The Shining Towers home of the Teualu clan, Everfaer Ship
Yards, White Dove Hospice & Healers Hall, The Moonbarrows, Sylfaer Woods, Green Briar Festhall,
Shalaron Concert Hall & Amphitheatre, Citadel of the Onyx Sun, Chaulcen Grove, The Brightwaters
Market & Caravanserai, The Crystal Cradles ship growing yards, Gaffing Harbour & Slipways, Green
Sentinel Spire, Griffons Run bowyers & fletchers park & archery green, Yrtaleer Deep.
Local Lore: Moonwater is a famous trading hub at the heart of the Aryvan Vale. Moonwater occupies a
100 high hill that rises out of the Vale less 30 miles from Sharlarion, and handles almost all of the
valleys river traffic and trade. The smooth hillock forms a 2500 long tor, which is just over 500 across
at its widest point. A network of well maintained, cobbled roads connects the town with most of
Aryvandaars major population centres. The town is surrounded by a low white wall and a ring of
silvery chime oaks in which have been grown large tree flets that act as the towns watch towers. The
trees with their pearlescent bark sparkle in the summer sunlight. River boats, barges and wagon trains
of Moon and Green Elven merchants ply the various trade ways up and down the valley, whilst horse
based caravans of Elven traders move up and down the roads that connect Moonwater to the wider
world.
A bustling river town of some 12000 souls ruled by a conglomerate of rich merchant houses, it thrives
on the trade brought from across the empire. The town is a trade hub and nexus for all that is vibrant
and interesting across the Aryvan Vale. The High Forest to the east and the Graypeak Mountains to the
west act as a back drop to this picturesque community of Sun Elves, Dragons, Green Elves, Moon Elves,
Dwarves, Fey Folk and the occasional human trader. Merchants, caravan guards, local crafters,
stevedores, fisher folk, traders and the curious all call Moonwater home. The river boatmen ply their
trade from Sharlarion in the north, all the way to Illefarn in the south. The many crystalline leaf boats
and barges plying the river makes Moonwater a thriving town full of life and optimism.
The Barrier Ward
Moonwater is an old city; its founders trace their origins back to the arrival of the first TelQuessir and
rise of the Dragon Empires. The city itself sprang up soon after the death of the red wyrm
Mahatnartorian and the adoption of Silverwing by Prince Durothil. The Silver Dragon clan and their
riders families wanted a place where they could live and work in peace away from the politics of
Sharlarion and Occidian. Over time as merchants and crafters gathered to supply the wyrm-kin all that
they needed, a trading post soon grew into a small town, and eventually a small city. The dragon riders
came and went, but the Teualu Silver Dragon clan, and their riders the Moon-dragon elves lead by the
dragon-knight Connabaer Estelda came to rule the city from the shadows. The problems that it has
faced over its considerable existence have barely changed. Surrounding the city is a spherical ward
3000 in diameter that prevents rotting, rust, fire, extremes of weather & temperature, regulates wind
& water flows, prevents outsiders, undead & evil dragons from entering and provides the inhabitants,
with rude good health and long life. This also applies to the citys buildings, plants and animals as well.
When floods have raged, fires have ravaged and storms have ripped apart the valley, Moonwater has
stood firm against all such disasters. Only earthquakes and the odd goblin or giant army have posed
any real threat to the city. However with a city ruled by a clan of Silver Wyrm Selutaar, and protected
by a King Killer Shield, the city has only been sacked twice and flattened by earth quake once.
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Arkiiralu
Population: 15000 (Moon Elves 60%, Sun Elves 20%, Green Elves 10%, Dark Elves 5%, Others 5%)
Products: Fish & shellfish, crustaceans, pearls, alluvial gold, river washed gems, river boats, fishing gear
& nets, sails, barges & canoes, timber products, livestock, leather goods, bows, arrows, weapons, maps,
unusual pets, fruits & vegetables, wines & spirits, garden plants & trees, rare herbs, trained giant otters
& ghost hawks, giant osprey & hippogriff eggs.
Who Rules: The Lords & Ladies of the Water (council of prominent family heads)
Who Really Rules: The Starwater Clan Laranlars & the Sorority of Water Witches
Notable Temples: A major temples exist in this busy river town to Deep Sashelas, Rillifane Rallathil,
Sehanine Moonbow, Naralis Analor, Vandria Gilmadrith & Solonor Thelandira.
Notable Magi: Hfarshantyrr Water Elementalists, Mythcaliir Crystal Ship Shapers, Moonrose Life
Shapers, Vanshree Water Witches, Srincanalaa High Mage Circle, Portal Creators & Shapers Guild.
Notable Organisations: Blue Sun Knights, Aprafaer Stevedores Guild, Baelfaar River Runners, Shilvael
Kiicaerfhaor barge-wrights Guild, Borleaa spear & crossbow makers, Epelthaas Sail makers & cloth
merchants collective, Weavers, Pearlamon Mussel farmers & pearlers association, Golden Sun
Knights, Galavaordans Hippogriff & Osprey Breeders Cabal, Storm Dancers Travelling Entertainers Guild
, The White Dove Sisterhood Healers & Crypt Keepers, The Sisterhood of TiiraluYal Drathinmale.
Notable Locations: The Dragons Neck stone cause-way leading to the shore, The Wanderers Eye
light house, The Watchers Eye sentinel spire, The Water Barrows & Lakeside Crypts, Coldfire Hall
rulers palace & council meeting hall, Pearlamon mussel farms & pearl beds, Yrkiiralu Dragonship
Yards, The Briar Rose The Floating Market, Star Lotus festival & concert hall, Skygate Open water
Theatre, The Wyrms Bones fishers wharf & village,
Local Lore: Located upon the shores of a large inland lake of clear, blue glacial melt water known as the
Sarrukh Sea, Great Star Waters, Arkiiralu, was a thriving fishing and trading town. The town was built
upon stone piles at the end of a mile long stone causeway out in the middle of Starwater Bay. Ships
from Sharlarions eastern port town would sail here to collect the rare pearls, bows, arrows, and
leather goods. The citys large fleet of fishing smacks was a regular sight upon the sea named after the
ancient saurial race whose lands the elves now occupied. The original sea began to dry out and its
shores moved further north in the waning years of the fourth Crown War. The citys many stone and
wooden buildings were garishly decorated and able to be seen from many miles both night and day as
the many magical displays lit up individual temples, spires & manor homes with the clan or religious or
house colours. Competition for the boldest and most intricate lighting display was fierce, and annual
harvest tide lighting display competitions would see individuals and families spend months or even
years preparing for the special events. On the still summer nights, the shimmering lights of the water
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bound city would shimmer and twinkle like stars in the core of the bright night sky. The city survived
several attacks by giants, dragons, phaerimm , raids by Dark Elves, and even a water born orc hoard,
with little loss or damage. What laid the city low was climatic change. As the land cooled and dried,
the northern ice retreated and the narrow Sarrukh Sea went with it. When the citys surrounding
waters became marshlands, then ephemeral wetlands, the people stayed, but once the waters had
dried up completely and the rivers ceased to flow, the last die hard fisher folk and mussel farmers
migrated south to the quiet waters of the Deepening Stream, and the scenic wooded cliff tops south of
Deepwater Bay.
Evaliirdon
Population:17500 (Sun Elf 30%, Moon Elf 30%, Green Elf 20%, Dark Elf 10%, Others 10%)
Products: music, songs, plays, musical productions, poetry, musical instruments, music using magical
items, education, blade-singing, spell-singing, star-singing, wyrm-singing, elemental-singing, lifesinging, seer-singing, unusual spells & enchantments, singing & dancing weapons, musical portal paths,
paintings, sculptures, elemental art works, tasked elemental being powered devices, living art works,
finely cut gems & jewellery, gold, silver, platinum and mithral artworks, finely crafted musical arrow
heads, singing bows, fruits, vegetables, herbs, clothing, leather goods,
Who Rules: Council of College Masters
Who Really Rules: The High Caelie of Seven Grandmasters
Notable Temples: Temples & shrines to all the major musical gods of races attendant here, plus small
working shrines dedicated to Hanali Celanil, Erevan Illesere, Kirith Sotheril, Melira Taralen, Naralis
Analor, Tethrin Verald, Ye'Cind. Each shrine is staffed by priests & others who teach of provide
specific services to the residents of the city.
Notable Magi: The Mist Sisters, Tarasrinalla Spellsingers, Korendraca Wyrm-Singers, Ellanora Minstrels,
Aarvynsaer Gem Master Enchanters, Yrsaallon Star-Singers, Gordanfyr Elemental-Singers, Brothers of
the Shattered Moon Seer-Singers, The Sisters of the White Wings Life-Singers, New Moon Blade
Dancers, Kellerahsellee Fey Masters.
Notable Organisations: The Seven Schools of Music & Magic : Tarasrinalla, Korendraca, Ellanora,
Yrsaallon, Gordanfyr, Aarvynsaer & Kellerahsellee, presided over by the seven grand masters who rule
the city, AkhruaYalDrathinmale, Ye'Cindalahl Weapon smiths, TalynAnalor Guides of Arvanaith,
Mythtaralentaer Musical instrument makers, Starsong Knights Portal Guardians, Patherfinders of the
Silver Wolf, The Twilight Knights of the Prince of Stars, Archivists of the Lord of Time.
Notable Locations: The Seven Spires of Music & Magic, Waerontyr Woods, Baerens Amphi-theatre, The
Golden Hart Festhall, Quellavahl Gardens, Shadowsil Academy of Light & Sound, Whitewings Hospice,
Greenstar Gem Masters Halls & Caverns, The Faie Glades, The Seelie Courts Garden, The Life Singers
Chapter House, Song Knight Hall, Akhkildaer Fields, Beremforth Caravanserai Portal Nexus.
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Local Lore: Situated in the heart of the High Forest perched proudly atop a great fey mound known as
The Hill of Song, Evaliirdon is home to the single greatest meeting of musical minds and lore in the
north. Built around an ancient temple to Taralen the Songstress, the city boasts several bardic
colleges, a university of arts and music, and shrines to the bardic gods of all the races present within
the city. Here students from all across the empire come to learn from the true masters of music,
poetry, story, history, lore and song. Here can be found a large grove of Gold Leaf Trees, that are said
to shed leaves covered in the words and music performed beneath their boughs, each autumn. Almost
every resident here has some talent in the performing arts, and many a travelling minstrel has found a
place here teaching for a season or two before moving on. The city is seated in a deep dell at the heart
of a tangle of Rubywood, Chime Oak, Blue Leaf and Weirwood trees. The impenetrable animated
undergrowth and warding mists surrounding the hill means that finding the city is impossible unless
one knows the hidden paths and passwords. A mythal of sorts protects the city from intruders both
magical and mundane.
The city was the first place where the elves established a community devoted completely to the arts.
Its mist shrouded spires barely reach the crowns of the tallest trees that surround this small city of
artisans and crafters. Most trees form a natural roof over much of the city, allowing year round living
outdoors. The climate is cool in winter, mild and dry and summer. The towers, and manor halls, (all of
which are grown from the surrounding stone) barely reach more than 200 feet above the forest floor.
There muted tones of grey, ochre red, chalk white and brown, blend in beautifully with the surrounding
trees and shaped and sculpted stones. It is said that several doorways to the Seelie Court exist within
the citys boundaries. The high number of fey creatures living within and around the city would seem
to confirm this. The towers are covered in climbing ivy, moonrose and wychwood vines, their heady
scents combining with the gentle faerie lights that dance continuously amongst the boughs, skyways
and balconies of this fey city.
At its heart are the many colleges, schools, and conservatoria dedicated to the different schools of
music and the arts. The rivalry between the different schools is fierce though well natured, and is
demonstrated every two years when the city holds its Craft Masters choosing day, art show and
eisteddfod. At this time the citys population more than trebles as aspirant hopefuls and lovers of the
arts are drawn to the fields around the city for its great festival The Caerfynfhaor. At the height of the
festival apprentices and new entrants to the many schools are chosen, new journey men & women are
appointed to distant houses, clans towns and courts, old ones return after 50 years to become masters
or to gain a charter to establish their own schools in distant lands. The festival is chosen by many elder
elves as a time to gather and make the journey to Arvanaith together. At such joyously sad occasions,
as many as 200 elders may make the journey accompanied by Blessed Minions, Spirits from Arvandor
and other fey folk from the Eldar Realm.
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Aethelinn
Population:16500 (Sun Elves 70%, Moon Elves 15%, Green Elves 5%, Dark Elves 5%, Others 5%)
Products: ancient Sarrukh relics, statuary, art works, gems, mithral, silver, adamantine ingots, grown
stone artefacts & buildings, meat products, skins & furs, worked leather goods, trade goods, caravan
products, tents, tack & harness, dry goods, trail rations, weapons & armour.
Who Rules: The Amber Lord of the Eastern March Araegisses of Aethelinn
Who Really Rules: The Amber Lords rule is absolute out on the frontier, but he does have a cadre of
advisors, and is in constant contact with the High Council in Sharlarion
Notable Temples: The rule of law is such that the Sun Elves tend to dominate the faiths here. The
temples to Labelas and Corellon are the most influential, with priests of both orders accompanying or
leading patrols into the eastern grasslands. Priests of Naralis Analor run the house of healing and care
for the fallen, Araleth Letheranils followers work to map the stars from the citadels observatory,
scribes of Alathrien Druanna attempt to decipher the ancient Sarrukh texts found within Oreme, the
sword masters of Tethrin Verald train the soldiers stationed here in the warfare of the open plains,
the rangers of Solonor scour the wilderness for dangers and the priests of Sehanine guard the many
tombs of the ancient dead to prevent the many nameless horrors buried there from rising again.
Notable Magi: Portal Lords of Ruanonoth, Eiltyriatha High Magi Circle, Wood Shapers of Tijaabrahl,
Notable Organisations: Kethatrian Bladesingers, Shatahlatria Duskblade Lodge, Eternal Blades of The
Midnight Sun, Patherfinders of the Korlyaas, The White Dove Healers, The Brothers & Sisters of Luatril
Drathinmale, , The Hidden Society of Koraliar, Archivists of the Lord of Time, The Branded
Brotherhood Blackguards dedicated to the service and schemes of the Branded King, The Hidden
Society of the Scarlet and the Grey Notable thieves guild famed for its spellfilchers, lore lords,
infiltrators and assassins, The Crypt Creators & Keepers Guild, Gianniyan Caravan Services, Tyarath
Crystalomancers Society, Cycaeribra Weapon smithies & Armourers Guilds, Arisaeibara Carpenters &
Tree Shapers Guild,
Notable Locations:
The Spire of Justice Prison tower & hall dedicated to the patron Vandria Gilmadrith, goddess of War,
Guardianship, Justice, Grief, Vigilance, and Decision, where those awaiting judgement are kept until
their fate is decided.
The Dragons Eyes Sentinel Spire & home of the Dragon Knights and their mounts.
Tiruahkfaer Tower of Magic & home to the citadels battle magi & selutaar of the Amber Sun Circle.
The Amber Citadel many levelled keep of sparkling rainbow hued stone, covered with creeping vines
& briars, lit by glittering gouts of faerie fire that can be seen for miles day and night. This formidable
castle is home to the lord and many of the citizens of the city. It is here the garrison lives with their
many followers and family members in and extended, military, archaeological and trading community.
The Traders Market An open plain of lush grass surrounded by permanent stalls that are open every
10 days for trade during the autumn and spring and open 24/7 during the short summer trading
season.
Dembarynn Caravanserai located to the east of the Traders Market, this series of open fields
stockyards, campsites, watering holes, inns, taverns, warehouses, crafters sheds smithies and
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outbuildings was built to cope with the influx of people for the summer trade. The entire complex is
managed by Moon Elves of the Golden Eagle Trade Consortium, and a garrison is stationed in a local
stockade to keep the peace during the hectic summer months when up to 10000 extra beings come to
trade with each other and the elves.
Local Lore: The sarrukh built the first significant civilizations of Toril, their empires rising and falling
between 35,000 DR and 33,500 DR. They met short-lived and disorganized resistance from the
savages that inhabited the lands; furthermore, the sarrukh had already learned to smelt iron for steel
weapons and armour, which made them virtually invincible. As sarrukh civilization expanded, they
discovered that the shamans of the primitive races living in certain wilderness areas held magical lore
that they had not yet encountered. The sarrukh studied these primitive forms of magic and consolidated
their discoveries into a series of tomes. Upon completion, these books, which contained both easily
researched magical knowledge and obscure information, were brought to Oreme, the capitol of
Isstosseffifil, for study, where the most magically gifted among the sarrukh and their servitor races pored
over them. The sarrukh empires did not last long enough to gather the full fruits of their work, but this
collection of minds grew into its own secret organizationthe Ba'etith. This group's members
consolidated and extrapolated the bounds of their newly found knowledge, penning the Golden Skins of
the World Serpent (discovered by the Netherese centuries later and renamed the Nether Scrolls) many
thousands of years after the fall of their empires. The first of their empires to fall was Okoth, collapsing
circa 34,100 DR after a century of civil strife that caused many sarrukh to emigrate to different planes
of existence. Isstosseffifil followed suit around 33,800 DR during a war with the mysterious magical
creatures known as phaerimm. During this war, the leaders of Isstosseffifil rerouted the Narrow Sea,
causing it to flood the Underdark (where the phaerimm resided) but also precipitating major
climatological changes that doomed their own realm. Mhairshaulk was the last of the sarrukh empires to
fall, its inhabitants sliding into deep hibernations circa 33,500 DR. Many sarrukh died in the collapses
of their great empires, but likewise, many also survived. The sarrukh of Isstosseffifil retreated into
lichdom in the depths of Oreme, where they were protected by the asabis that they had once created and
where they still sleep to this day.
When the Lady Amarillis and her companions stumbled upon the half buried ruins of old Oreme , little
did they realise what they were about to discover or unleash. When she and the two fellow survivors
stumbled back into Sharlarion, carrying the looted works from the old city, the nature of use by the
elves was changed forever. Following in their wakes were waves of Asabis, and other undead reptilian
horrors, sent to retrieve the stolen scroll. After years of conflict, the minions of the Sarrukh were finally
driven back, but not before many an elf had been slain. The Elves realised the continuing threat posed
by the Liches and their servants, so they erected the citadel city of Aethelinn to watch over the ruins of
Oreme, and its ancient Sarrukh barrows located in the blasted wastes known to the Elves as the
Blighted Hills. A central keep with five conical towers, surrounded by a circular double curtain wall,
with an outer bailey over looked by menacing watch towers of grown granite, topped by shimmering
silver, conical roofs stood at the centre of the fortress. The walls surrounding the keep stood 50 high
and 30 thick, pierced by four gates, guarded by forbidding gate houses and tunnels blocked by heavy
iron portcullises and doors of hardened oak. The inner bailey was a mile across and filled with lesser
towers linked together by skyways and swing bridges that could be easily collapsed in times of invasion.
Many towers had no inner stairways, rely instead upon portals and teleportation pads to allow people
to move around. Outside the citadel the thickly wooded hills were inhabited by villages and steadings
of stout hearted farmers and herders who supplied much of Aryvandaars grain, cloth, meat and
leather goods. Miners and treasure hunters also used the citadel as a base for exploring the ancient
lands to the east and south.
Regular patrols of scouts, knights and dragon riders did much to keep the goblin-kin, reptilians, giants,
and occasional human raiding band in check. The citadel marked the realms eastern boundary and
soon an occasional trade moot between the elves and the barbarian tribes to the east was transformed
into a regular seasonal market place and caravanserai inhabited for 3 months of the year. The elves
would bring the worst of their goods to trade for trinkets, amber, rare gems & woods, tribal artefacts,
spell components, animal parts and items found by the barbarians amongst the many ruins that
studded the eastern grasslands. Tribes of Wemics, Firbolgs, Humans, Green Elves, Centaurs, Voadkyn,
and even the occasional Stone or Storm Giant would wander in to trade with Elves. Guarded by the
might and magic of the TelQuessir, the Aethelinn Market thrived, bringing much wealth to the Elves of
the region. However, the threat of the Sarrukh and their minions was never far away and every few
centuries when a new lich king stirred, the asabis and their ilk would boil forth from the hills and
swamps to threaten the citadel and its outlying communities once again.
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Cathcaerlon
Population:17900 (Green Elf 50%, Moon Elf 30%, Sun Elf 10%, Dark Elf 5%, Other 5%)
Products: Fish & eels, crustaceans, water weeds & plants, shell fish, fresh water pearls, river boats &
supplies, furs & skins, leather goods, wooden articles & weapons, alluvial gold, water crystal & gems,
ropes, spider silk garments & bolts of cloth, wicker work, fruits & seeds of the forest, wild game, bows,
arrow shafts, fletching feathers, arrow heads, bow strings, musical instruments, memory orbs, crystals
& geodes, statues, pottery & artworks, unusual pets & plants, fungi, beers & ales, companion animals.
Who Rules: Council of Clan Chieftains & representatives of the Coronal and various merchant families.
Who Really Rules: High Chiefs of the Hawksong & Hawkmoon Green Elf Clans & the Council of Clan
Mothers and their spokeswomen.
Notable Temples: Rillifane Rallathil, Angharradh, Eldath, Aerdrie Faenya, Fenmarel Mestarine, Solonor
Thelandira,
Notable Magi: The Greenheart Servants of Mythrien Sarath, Kellferryn Brotherhood of Gadhelyn the
Arcane Archer, Elemental Sisters of Tarsellis Meunniduin, Life Shapers of Yrelebrinteliothiel
Notable Organisations: Athriendruan Lore Keepers & Star Seekers, The Klorbrin Gardeners &
Orchardists, The Lords & Ladies of the High Huntress, Leafstar River Runners & Guides, Marakyrn
bow makers guild, Song Knights of Stars & The Cross, Harath Shield Bearers, Yarethmor Trappers Lodge,
Vestentayr Brewers, Lodge Mothers Council, Miyeratmaara Wyrm Hunters, Greenheart Knights &
Myrmidons, Maunalaeth Trail Runners & Border Guards,
Notable Locations: The Velvet Cross Citadel of the Starcross Knights, The Pearl Farms, High Huntress
Lodge & Hostelry, Abwerfyl Festhall, Vaeltrynn Concert & Fest Green, Paralynn Woods, Annarath
Market Glenn, Silverheart Deep Riverside harbour & flet village, Cwmcraer Tower Sentinel Tower &
portal nexus, Letherfall Lodge River Runners & Stevedores Guild Hall.
Local Lore: A rustic collection of river side lodges, flets, and tree steadings built amongst the weeping
willows and evergreen willow-alders, Cathcaerlon is an ancient Green Elven village first encountered by
Sharlarion and his son in their explorations of the Delimbyr Vale. The clan chiefs of the two largest
clans, the Hawksong and Hawkmoons have ruled here for millennia. Whilst they acknowledge the
suzerainty of Sharlarions Coronal it is a ceremonial gesture only. The people of the Greenheart have
been here long before the Sun Elves came, and they plan of being here well after history has swept
them away. The oldest stories of the clans tell of a time before the war of the giants & wyrms, when
the Sarrukh ruled the lands and hunted the Green Elves like vermin or deer, for sport and meat. In
time their own hubris laid them low, as did the pride of the giants and the great clans of wyrms. The
Sytelquessar believe perhaps rightly, that they have always been here and always will be. The
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settlement of Cathcaerlon has been rebuilt, abandoned, re-settled and expanded and contracted
hundreds of times over the last 15 or so millennia.
At the centre of the village is an imposing watch tower surrounded by several solid stone structures.
Cwmcraer tower is home to the Vyshaan garrison and the local battle magi and spell-blades who are
the Coronals representatives here. The Sun Elves here join the regular Green Elven patrols and hunting
parties that venture out into the southern mountains and eastern plains searching for the great herds
of bison, antelope, caribou, and horses. The clan chieftains bridle under foreign rule but also realise
that having the Sun Elves is to their advantage as an inordinate number of selutaar and sorcerers come
from this place and its surrounding settlements, farms and steadings. The Greenheart Knights are the
martial arm of the local nobility and many a blade & star singer, along with arcane archers and a few
wood magi can be found amongst their secretive ranks. Unbeknownst to most outsiders, at 1/3 of the
population have Lythari ancestry, and every generation at least 1 child of the wolves is born. This is
seen as a great blessing upon the family yet also a mark of sadness as the Wolf Folk of the forest come
to claim one of their own.
Farsilver
Letteferynn, The White Dove Healers, The Brothers & Sisters of H'ei'Yal Drathinmale, The Branded
Brotherhood Blackguards dedicated to the service and schemes of the Branded King, Society of
Firuanae Notable guild of spellfilchers, infiltrators and assassins, Portal Runners Caravan Services,
Vyshtatahl Dragon Knights.
Notable Locations: Farseer Spire, Gallows Glenn, Hetthan Deep, Farsilver Citadel, Taraneska The
Watchers Haven, Berenth market green & caravanserai, Deepdene Lake, Starfire Lake Portal.
Local Lore: Dating back to the earliest days of Aryvandaar and built at the time of the laying of the
Dracorage Mythal, the ancient fortress of Farsilver is an ivy-clad stone tower in the south-eastern
portion of the High Forest. This forbidding edifice is a southerly outpost of the realm, a trade &
communication hub, a portal nexus and a projection of Sharlarions ever expanding power. The mighty
castle is a city unto itself surrounded by radiating forest tracks and trails. The central keep topped by
five soaring spires, the tallest of which acts as the towers sentinel spire. The rest of the citadel is made
up of smaller towers, functional buildings and sheds all made from grown stone and carefully grown
and tended living wood. The citadels outer curtain wall is a vine covered black granite affair 50 high
and topped with crenulated battlements interspersed with watch towers armed with heavy catapults
and ballistae. The citys main connection to the outside world is through the gigantic outdoor gates in
the form of very tall adamantine pillars 70 apart and covered in runes of power. These twin gates and
the many smaller portals found beneath the castle. The outer bailey, nearly a mile across is used to
house gathering armies who would then be transported to the point of battle by the citadels high magi
who could control the gates final destinations, even if there was no gate at the other end. The citadel
is shrouded in its own defensive mythal, the magical wards inside Farsilver dim any light sources and
prevent magical darkness from functioning. Each of the gemstone windows in the towers top floor
function like a crystal ball with ESP, except that the users scrying is limited to the direction the
particular window is facing. Farsilver is one of seven such citadels, the other being located about the
greater High Forest. Each houses its own High Magic Circle, each working towards its own goals and
agendas. The Seven Citadels each not only contain the scrying rooms, that are used to watch all corners
of the Vyshaan Empire, but also a great silver and crystal orb used to communicate with each of the
other 6 towers. The well guarded and carefully hidden underground vaults of the towers contain
storage vaults, a library, labs, living quarters for many souls, armouries, and its own portal nexus.
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Aludelym
Population:27000 (Moon Elf 40%, Sun Elf 30%, Green Elf 20%, Dark Elf 5%, Other 5%)
Products: Fish & eels, crustaceans, water weeds & plants, shell fish, fresh water pearls, river boats &
supplies, furs & skins, leather goods, wooden articles & weapons, alluvial gold, water crystal & gems,
ropes, spider silk garments & bolts of cloth, wicker work, fruits & seeds of the forest, wild game, bows,
arrow shafts, fletching feathers, arrow heads, bow strings, musical instruments, memory orbs, crystals
& geodes, religious statues, pottery & artworks, herbal medicines, healing balms, trail rations &
supplies, tents, Elven Cloaks, Spider Silk Ropes, Elven Boots, Elven Robes.
Who Rules: Council of Clan Chieftains & representatives of the Coronal and various religious families.
Who Really Rules: The Council of Matrons leading women of the clans who control the large clan
holdings and make the decisions concerning whole clan issues.
Notable Temples: The people here are deeply religious and priests & druids are common amongst the
everyday folk. Located in the wilderness surrounding the village are natural shrines dedicated to the
following deities & powers. Each shrine is tended to by a resident representative of the power who is
not necessarily a priest but still holds rank within the social hierarchy of Aludelym; Rillifane Rallathil,
Angharradh, Eldath, Aerdrie Faenya, Fenmarel Mestarine, Solonor Thelandira, Melira Taralen, Naralis
Analor, Erevan Ilesere, Elebrin Liothiel & Naralis Analor, Lurue.
Notable Magi: The Sisters of the Greenheart Moon, Afralkyrch Beast Masters, Society of Starfire Falls,
Fethrentaar Life shapers & Starsingers, Witches of the White Waters, Black Kite Battle Dancers.
Notable Organisations: Golden Kite Scouts, Patherfinders & Guides, The Order of the Golden Kite
Assembly of Knights loyal to the twin cities, Giant Red Kite Riders Society, Varanthaelles Rapid
Runners & Porters Guild, Silverhart Bowyers & Fletchers, Lythtaleel Fur trappers & leather workers
collective, Lillilium Herbalists & Healers, Merentath Brewers & Vintners, Zaquella Potters Guild, Song
Knights of the Stars & Cross,
Notable Locations: The Kite Eyes Sentinel Spire & home of the Giant Red Kite Riders Society and their
mounts. The Great Glenn, The Pearl Fishers Wharf, Etaniothel Tree Hall, Ten Moons Oaken Circle
druids grove, Anaranwen Fields.
Local Lore: This quiet tree town sits at the confluence of the Starfire and Delimbyr Rivers. Perched high
with carefully crafted chime oaks, giant swamp alders, glow-willows, and a few carefully tended
weirwoods is the community of Aludelym. The sister village of Cathcaerlon, and located at the end of
the portage road that skirts around the Shining Falls, this quiet and tranquil backwater is often
considered by visitors to have been pulled straight from the realm of Faerie. Its otherworldly feel and
the fey nature of its inhabitants have led many to speculate that a doorway to the Fey Realms exists
nearby, (which it does). The village is made up of 5 clans of Green Elves who welcomed the Moon, Sun
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and Dark Elf immigrants into their midst because they share a similar outlook on life and nature. There
are only two stone structures within the village; the watch tower created by the selutaar of Sharlarion,
and the docks built by the Green Elves with their own hands. All other temples, shrines, halls,
dwellings, exist within the canopy and trunks of the ponderous giants that provide the people with
shelter and an identity. The clans chieftains run the day to day affairs, but it is the matrons of the
clans who make the big decisions. It is they who decide with whom they will align with and it was they
who allowed the Sun & Moon Elves to build their cities within the Great Green Heart. Aludelym is
considered the unofficial Green Elf capital; it is where the clan moots are held and where the Coronals
representatives come to hear the edicts of the matrons. Whilst the Sun Elves of the Vyshantaar
though they controlled the empire and all of its resources, a second more fluid realm of ever present
Green Elves existed beneath the shadowy boughs of the Great Green Woods. They the Clans of the
Green Heart were here long before the invaders arrived from Tintageer, and remained long after their
hubris had consumed them and driven them away.
Leurethil
Population:21000 (Green Elf 35%, Dark Elf 30%, Moon Elf 20%, Sun Elf 10%, Other 5%)
Products: Horses, Moon Horses, Hunting Raptors, Hunting & War Cooshee, forest herbs & fungi, wines,
spirits & ales, meat & animals products, skins, furs & leather goods, leather armour & shields, gold,
silver & platinum jewellery, herbal & fungal medicines, potions & unguents, wooden products, grown &
shaped tree halls & flets, tack & harness, bows, spears, arrows, spider silk bolts of cloth, sails, clothing,
tents, rope, cloaks, art objects, lore storage devices utilising living crystals & wood, fruits & vegetables,
unusual pets, music, poetry, songs, dances, artworks, ivory carvings, pottery, enamel ware.
Who Rules: The Council of Nine The heads of the 9 most influential families meeting once every 30
days. The day to day running of the community is left to the individual family & guild heads.
Who Really Rules: The Lady of the Red Heart hereditary Aradoness who commands the watch of
rangers, scouts & guides whose word is law within the confines of the Red Heart Woods.
Notable Temples: There are major temples to Eilistraee, Sehanine, Rillifane & Hanali, with shrines
dedicated to Eldath, Aerdrie Faenya, Fenmarel Mestarine, Solonor Thelandira, Melira Taralen, Erevan
Ilesere, Elebrin Liothiel & Naralis Analor, Lurue.
Notable Magi: Lords & Ladies of the Silent Moon High Magi Circle, The Wind Dancers Eagle Riding
battle magi, Sisters of Starlight Priest/Magi of Eilistraee, The Sons of the Dark Maiden Spell
Singer/Crusaders of Eilistraee, Witches of Ellabethran, Grantysh Life Shapers.
Notable Organisations: Bluesong Minstrels, Ellynfash Tree Tenders, Grayfeather Fletchers, Arrondaer
Silk Spinners & Weavers, Bellafontaen Hunters League, Pathfinders of the Red Hart, Darhtyr Potters,
Hwlynn Knights, Witches of the High Wood, Crystal-Singers of Fyrwynntor, White-Moon Healers.
Notable Locations: The Tree Lords Meeting Hall gigantic flet set amongst the carefully woven
branches of 21 giant chime oaks, Stars on Fire The Great Elder Treant around who the city was
established and about whom a subtly powerful mythal is woven. The Peoples Glenn gathering place
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beneath the spreading branches of Stars on Fire and his many offspring, Faellarynn Hall Home of the
Melarn Clan, hereditary home of the Aradoness of Leurethil, The Avenue of Archers archery green,
yew & birch grove, and homes of the bowyers & fletchers of the city.
Local Lore: A great tree city not unlike mighty Tall Trees of latter-day Eaerlann, Leurethil was founded
by the first migrants from the hot & humid south lands and settled by Dark, Green & Moon Elves
fleeing religious and cultural persecution Leurethils first inhabitants found themselves hard against the
Red Heart Cliffs with no where left to go. In a heavily shaded clearing the encamped elves unknowingly
awakened a sleeping giant of truly ancient origins. The third child of Chauntea, the Elder Treant Stars
of Fire (her name is much, much longer) greeted the travellers, asking after their names, race and
origins. Moved by the refugees plight she invited the wanderers to settle in peace beneath her mighty
boughs. In return for her boon she asked that in turn the people protect her own offspring. This
partnership lasted for millennia as the great Treants seedlings found a safe and nurturing home
amongst the various clans of the elves of Red Hearts Wood. In time Leurethil became the gateway for
the settlement of the Great Sapphire Woods, but that is another story. Leurethil changed hands several
times over the course of the Crown Wars, in the beginning it was the first settlement of Miyeritar, and
later became its northern trading outpost with Aryvandaar. When the Vyshaan started interfering with
Miyeritars trade, Leurethil was firstly raided several times, burnt to the ground twice, then (after it had
been re-built with stronger defences), finally occupied by Sun Elf troops from Aryvandaar. Because of
its strategic location it was one of only two Miyeritari settlements to survive the Dark Disaster relatively
unscathed. This was because they were fully occupied and integrated into the Vyshaan defences by the
time the Selutaar of Aryvandaar unleashed their vile spells. The other settlement was The Gathering
Place, located near to the Dawn Temple of Corellon deep, in the northern Misty Forest.
TiruOrindraar
bowels of the citadel is a complex dedicated to the worship of the Branded King. This citadel is one of
the major centres of worship for Malkizid and many of his demon/daemon touched servants can be
found here in positions of influence and power.
Notable Magi: The Eight Dark Selutaar of Orindaer, Fellfire Arcanists & Battle Magi.
Notable Organisations: Eternal Blades of The Midnight Sun, Patherfinders of the Silver Wolf, The
White Dove Healers, The Brothers & Sisters of YrtiruanDrathinmale, The Twilight Knights of the
Prince of Stars, The Hidden Society of the Sacred Sun, Archivists of the Lord of Time, The Branded
Brotherhood Blackguards dedicated to the service and schemes of the Branded King, The Holy Order
of the Rose & Unicorn Paladins & Crusaders, Gelenbrethion weapon smiths & armourers, The Painted
Maidens spies ,scouts & assassins, Giants Reach siege machine engineers.
Notable Locations: Tower of the Winds home of the grand mage and sentinel spire, Five Ways
market clearing, Soaring Halls of the Crimson Blades Knights barracks & stables& martial academy,
The Wyrms Maw underground storage caverns hallways, galleries, armouries, workshops, smithies &
barracks, Fellfire Spire battle magi & Arcanists school and dimensional practise range.
Local Lore: Tiruorindraar was built originally built to protect Aryvandaars southern borders from the
constant goblin, troll and ogre incursions coming from the cave riddle karst plateau of the Sapphire
Woods. Always a military base it was expanded over the years and became a solid bastion against the
incursions by Miyeritari separatists over the long course of the Crown Wars. Originally built to house up
to 20000 troops, the Octagonal Citadel with its many minarets and towers never fell. The mythal
protecting the fortress and the portal nexus beneath it, allowed Tiruorindraar to survive right up until
the end of the Crown Wars when it was finally sacked and demolished by vengeful Dark and Green
Elves who captured the fortress city from within and put every inhabitant they discovered to the
sword. The extensive network of tunnels, armouries, barracks and storage caverns situated around the
spider-web like, inter-city portal network allowed the Dark and Green Elves, along with the forces of
the Elven Court to send vast numbers of troops right into the heart of most of Aryvandaars cities and
major settlements.
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Caelpiir
Population: 37000 (Sun Elf 40%, Moon Elf 40%, Green Elf 10%, Dark Elf 5%, Others 5%)
Products: Trade goods, timber products, skins, leather goods, furs, wagons, aerial chariots, horses &
pegasi, trade portal networks, portal control devices, psionic items, priestly goods & vestments, scrolls
& parchments, alluvial silver & gold, raw gems & crystals, rare insects & spell components, tapestries &
rugs, herbs & medicines, plays & operas, griffon & giant raptor eggs, trail goods & foods, fossils &
scrimshaw carvings, rare plants, feathers/down/quills & inks, blankets & quilts, bolts of cloth.
Who Rules: The Council of Exiles a body made up of the most powerful/influential outcasts from
Aryvandaaran society found living in the community.
Who Really Rules: The coronals appointed Araegisses who keeps this largely exiles settlement in line.
Notable Temples: The largest temple here is an open air market dedicated to the worship of
Lavthaerna the Elvish aspect of the merchants deity, The Sunlife Tree giant buttressed-root chime
oak with shrines to Seldarine shaped into the spaces between its giant roots: Corellon, Labelas,
Angharradh, Erevan, Fenmarel, Tethrin Verald, Mythrien Sarath & Darahl Firecloak.
Notable Magi: The Scions of Aklaquella, The Council of Travar - exiled & unaligned high magi, Society
of the Emerald Griffon, Witches of the Silver Flames, assorted individual spell casters of a variety of
classes and alignments and of at least level 10 or above.
Notable Organisations: The Twilight Knights of the Prince of Stars, The Hidden Society of the Sacred
Sun, Archivists of the Lord of Time, The Branded Brotherhood Blackguards dedicated to the service
and schemes of the Branded King, Ethrfynn Hunters, Colchafhaor Portal Builders, Brotherhood of
Shadows Infiltrators, lore seekers, assassins & guides dedicated to the overthrow of Vyshaan rule.
Notable Locations: Kerrymfth Watch Towers, Faaerse Sentinel Spire, The Annaranshae Open Air
Market, Travaranaar Tree Hall, The Shadows Run Hidden Trade Portal Network, Sunlife Grove &
Firewine Glenn, The Wyrms Maw hidden prison citadel, Lake Sashreeshenfaer.
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Local Lore: Built as a place to house political and religious exiles, the cavern complex of Caelpiir is
heavily warded against both intrusion and escape. Appearing as a community of Sky Bridge linked tree
halls & flets the outer community is home to the lesser exiles, both economical and political and their
families. These dwellings are looked over by a series of watch towers that hose the garrison of knights
& spell-blades. Not allowed to own property or participate in the daily businesses of the other cities,
the citizens of Caelpiir have become astute artisans, money-lenders, musicians and merchants. This
allows them to visit the many different Aryvandaaran communities, but because of the ghetto in which
their families are corralled they never stay long. This has lead them to be the leading builders of secure
trade portal networks separate from those built by the Vyshaan or the Song Knights of Illefarn. Hidden
within the nearby mountains are the tunnels, galleries, halls, and prison that houses one of the empires
great store houses. This little known complex is where the worst opponents of the Vyshaan are kept in
temporal stasis as hostages and for future questioning. The Vyshaan keep no records of the complexes
exact location, but all who leave here know of its existence, and their silence is the only guarantee their
loved ones have of staying alive (sort of).
Located out on the edge of the western Starmounts, the community of Caelpiir bore the brunt of
several vicious attacks during the Crown Wars. Always considered a frontier settlement the Elves of
Caelpiir have always been a fiercely independent lot with an over abundance of witches, mages and
sorcerers who kept the settlement at peace with its neighbours. Caelpiir is a refuge for Elves
unwelcome everywhere else. Life under occupation is relatively relaxed because the city is home to
some very powerful High Mages who advise and support Araegisses. The city is also famed for the fine
jewellery produced here which is sold through the finer markets of the empire. The citys merchants
are canny and avaricious when it comes to spotting and driving a hard bargain. If a Sun Elf merchant is
ever met upon the road, it is a fare bet that they or their ancestors originate from here.
Morynath
Population: 3500/18000 (45000 during invasion) (Sun Elves 30%, Moon Elves 30%, Green Elves 20%,
Dark Elves 15%, others 5%. Later during the occupation: Sun Elves 70%, Moon Elves 20%, Green Elves
10%.)
Products: fishing gear & small boats, fish, crustaceans, shellfish & fresh water weeds & herbs, alluvial
gold & silver, pottery, fine ceramics, tapestries & weavings, living plant sculptures, musical instruments,
fruits & vegetables, herbs & spices, wines & ales, clothing & leather goods, furs & skins, wooden &
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crystal house hold items & furniture. (Later during the occupation: weapons & armour, siege weapons
& devices, war golems & animated constructs, magical weapons & items of war, wands & staves, war
horses, pegasi & hippogriffs, fishing gear & small boats, fish, crustaceans, shellfish & fresh water weeds
& herbs, alluvial gold.
Who Rules: Originally a council of village elders from a variety of families &occupations. Later an
imposed Araegisses whose edicts were absolute and who owed allegiance only to the Arcoronal in
Sharlarion. This lord eradicated the dissident Dark, Green, Moon and Sun Elves opposed to Vyshaan
rule. Their mass grave later became a fey barrow guarded by watchnorn, banshee and a company of
Reverend Ones who were called forth at the end of the fifth Crown War to root out the Vyshaan diehards within the tunnels beneath Tyllathardon citadel.
Who Really Rules: The council elders and later the military overlord appointed by the Vyshaan
Emperors.
Notable Temples: The Amber Ladys Grove a circle of Sun-Yew trees dedicated to the worship of
Aerdanae Ellora (a feminine aspect of Rillifane), The Palace on the Lake of Whispered Tears A glass
and marble temple of at the edge of the lake dedicated to the worship of Sarula Iliene and tended by
the clan of half-nixie priestesses and druids of the Nixie Queen. During the occupation the lake was
drained and the temples stone reused to build barracks for the influx of troops. The circle of Sun-Yews,
the last seedlings snatched from Tintageer, were felled and turned into bows of extraordinary quality
and power (a natural +3 to hit & dg with double normal range). Temples to Corellon, Labelas, Rillifane,
Mythrien and Tethrin Verald are raised up in place of the natural temples of the local TelQuessir.
Notable Magi: The Crystal Star Circle of Selutaar, Greenheart Battle Dancers, Asterionthyr Water & Air
Elementalists. Later during the occupation the Knights of the Blue Sabre Duskblades, The Sable
Sisters Selutaar loyal to the Vyshaan, the High Inquisitors diviners & enchanters charged with
ferreting out guerrillas and rebel sympathisers.
Notable Organisations: Zephyr Runners river boat builders & fishers, The Amber Glenn farmers &
orchardists, The Ilientaar Healers & Peace Makers an group of elves dedicated to keeping the peace
within the village, later they became negotiators between the occupying Vyshaan and the Miyeritaran
rebels. In the end this group of pacifists became the Vyshaan occupiers most violent, vengeful and
implacable foes responsible for hundreds of bloody acts or reprisal even more violent than their
Vyshaan oppressors.
Notable Locations: The Crystal Peers fishers wharfs & fish farms, The Sluice Gates boat building
yards & sail makers, The Gathering Grove of Asterion market green & meeting place of the village.,
The Amber Ladys Grove, The Palace on the Lake of Whispered Tears, The Amber Glenn, Tyllathardon
citadel & outer barracks & city., Blue Sabre Citadel, The Sable Spire high mages tower & sentinel
spire.
Local Lore: For much of its early existence Morynath was a secluded rural backwater with little to
interest the beings of power who dominated Aryvandaar, then with the coming to power of the
Vyshaan clan, Morynaths importance changed almost overnight. Situated as it is at the confluence of
the Unicorn Run and the Crystal Rill, Morynath became a strategically important staging post for
raiders into Miyeritar, Ardeep and Illefarn. Tyllathardon citadel was built and the formerly sleepy
fishing and farming community quickly grew up around it as more and more troops and their families
were moved into the area. Unbeknownst to all but the oldest families, the Lords and Ladies of
Tyllathardon began dealing with the demon, Maloruskand. It convinced the Lords Floshin to put in
their lot with House Dlardrageth. Hidden deep beneath the lower levels of the citadel are several lost
galleries set in a giant spoked wheel pattern spreading out from a central chamber. The many galleries
are filled with a variety of war machines, weapons, armours, magical items of great power, spell stores,
weapon caches, and stasis chambers filled with waiting demon tainted gold elf warriors, placed here
against the day when the Vyshaan would return to power.
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Deepwater Bay
Population:32000 (Moon Elf 70%, Green Elf 15%, Sun Elf 10%, Other 5%)
Products: Crystal swan & dragon ships, leaf ships, trade goods, ropes, sails & chandlery, pearls, fish &
seafood products, oyster shell, sea-elf crafts & products, coral sculptures, caravan goods & trails
supplies, horses, wagons, chariots, tack & harness, steel products, iron mongery, paintings, silk clothing
& decorations, wooden & coral household items, glass products, sea, sailing, ship & weather based
magical items, magical prows & navigation devices, lore crystals & books, fruits/herbs/vegetables.
Who Rules: The Sea Lords of Sashelaar Group of 19 clan heads of the seafaring Moon Elf families who
control the trade between Aryvandaar, and the southern kingdoms. They serve all the kingdoms of the
people and guarantee free and safe passage to and from Evermeet. In turn they acknowledge the
overlordship of the Arcoronal and are guaranteed support both financial and military in times of crisis.
Who Really Rules: The Mistress of the Deep Lady Amaqirra Moonflower was the original ruler of the
settlement of Deepwater Bay. Her progeny have maintained the masquerade that she still rules, even
after 10 millennia. Each generation a female (most often) member of the clan is chosen to be the next
Sea Queen and undergoes a right of transformation taking on the physical appearance and outward
mannerisms of the original Lady. In this way the descendants of Sharlario have maintained a direct
connection with the original settlers from Tintageer.
Notable Temples: Deep Sashelas, Corellon, Angharradh, Aerdrie Faenya, Aerdanae Ellora, Tethrin
Verald, Sarula Iliene & Mythrien Sarath.
Notable Magi: Suaelyn Sea Lords air/water elemental dualist ship captains & rulers of the city, Elloran
Starsingers, Fenndaern crystal-ship growers, Mythrinfhaor Abjurers & Incantors, The Sashelleer Storm
Riders selutaar-priests of the Alu'telquessar.
Notable Organisations: Sveltara Ship shapers & chandlers, Seahawk Knights of Sehanine, Eladrin
Heralds, Genealogists & Lore Seekers, Venquella Sea Scouts, navigators & pilots, The Green Dolphin
Riders Free sailors & privateers co-operative, Society of the Silver Osprey Giant osprey riders
society, Sky-Jade Sea Elf Hunters & Sea Singers, Sea-Witch Sisterhood, The Ajmancor elite sea-blade
body guards & agents of the Mistress of the Deep.
Notable Locations:
Great Harbour of Sashelas: The creators of the city took great pains to deepen and enhance the
natural features of this extinct volcanic crater. Millions of years ago the harbour was the caldera of a
huge volcano that spewed forth the great granite and basalt plug. There are no docks, wharves or
slipways yet this natural harbour is second to none. Dozens of small fishing and coastal craft use the
eastern end of the bay with its rocky beaches, whilst merchants with larger swanships and dragonships
tend towards anchoring up at the northern end of the harbour with its deeper draft.
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Librarium of Labelas: The Library of Labelas is a complex interwoven giant chime-oaks, comprising the
library, a temple to Labelas, dormitories, a scribes hall, print works and a school and research facility.
The hidden flets, halls, cloisters and apartments sit in the shadow of the Trees of Learning and the
Gardens of Contemplation and Reflection.
Each tree tower is dedicated to two different schools of knowledge; Literature and the Arts, History and
Geography, Sciences and the Crafts. Nowhere in the library is there held any arcane lore. That is the
domain of mages and priests. The Lore Masters and Scribes are dedicated to the pursuit and
dissemination of knowledge to all. Most Elflings spend their latter educational years here before
specialising in the areas of skill and knowledge they or their families assign to them or they show
interest and talent in. There are more than 500 scribes, priests and scholars here at all times with
nearly 5 times as many students.
Scintillating Grotto of the AlutelQuessir: Linking the islands that shelter the harbour with the
mainland is a land bridge and deep coral and kelp filled cove known as the Scintillating Grotto. Here
within the cove, living amongst the kelp and coral is a colony of Sea Elves who inhabit the harbour
along with a large pod of common dolphins and a few Sea Horse Mounts. The sea elves live here and
because of the Sea Queens Peace, and because they can readily trade their skills and expertise as ship
scrapers, fishers, pearl farmers and artisans for the goods they cannot manufacture below the surface.
The Sea Elves here are part of a craft and trading canton, and represent a much larger empire of sea
elves. At any one time there are 500 600 AluQuessir in or around the city. There are larger towns
just 20 or so miles from shore located in deep sheltered grottos and cavern systems hidden amongst
the ruins of the former Elven cities that once dotted the coast before the Sundering swept them all
away.
Green Glades Temple Complex: The Green Glades is a vast complex dedicated the devotional side of
life. There are vast temples, monasteries, religious schools, houses of worship, worshippers quarters, 3
hospitals, shrines, mortuary chapels, parks gardens and art works dedicated to the divine. Dominating
this area of the city are the vast green and white alabaster spires of the Great Shadowtop. A giant
alabaster temple complex carved into the life like shape of a giant Shadowtop Tree towering 500 feet
above the ground. This giant work of art is dedicated to Lord Corellon and his consort the Lady
Angharradh.
Woods of Songs Departed: Hiding the city is a quiet and out of the way, wild woodland. The designers
of the city wanted to hide the city from outsiders so it could be a place where the people could go and
feel safe. Several magical wards protect the woods from the worst of the weather as well as deadening
outside sounds. The deeply overgrown woodland is interspersed with hidden glades and dells. The city
itself is completely hidden from visitors by the towering trees and dense undergrowth. Most clearings
have a small pond or stream, several stones or wooden benches to sit upon and a stone arch or vine
covered arbour.
Sea Dragons Maw: Hidden beneath the imposing cliffs under the northern shoulder of the Mountain is
complex series of sea caves, much hollowed out and enlarged. A carefully crafted illusion hides the fact
that this cavern complex is home to about two dozen Swan and Dragon Ships that belong to the navy
and have been positioned here to act as a strike or flanking force if the city is ever attacked by sea. The
complex is completely self contained with an intricate mythal providing structural integrity and scrying
security, as well as repulsion and protection from evil effects to keep unwanted visitors at bay, in
addition to the illusions covering the entrance. The crews and marines stationed here are sworn to
secrecy, most people know there is a hidden base somewhere along the cliffs north of the mountains peak,
but most do not know where exactly. Crews are rotated every 10 days as the duty is seen as quite boring.
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Occasionally the captains will hold drills and quick attack alerts, but much of the time the crews just sit
around waiting for the call to arms.
Local Lore: Ruled by the Mistress of the Sea, the city/realm of Deepwater Bay is an unusual alliance of
seafaring Moon Elf merchants and a colony of Sea Elves. Many residents of the city have a mixed
Sea/Moon Elf heritage, and the Sea Lords are all water breathing Moon/Sea Elf cross breeds. With the
expansion of Aryvandaar, the Sea Queen maintained her citys neutrality, but with the rise of house
Vyshaan even The Ladys tolerance was tested when her Dark Elven subjects were betrayed. With the
increasing threat of annexation and invasion from Sharlarion, the Sea Lords threw in their lot with the
rulers of Illefarn. The Sea Queen formerly renounced her citys independence with Aryvandaars
invasion of Illefarn. Becoming acknowledging her realms long standing friendship and neutrality, the
Vyshaan allowed her to retain hereditary ownership of the city declaring Deepwater bat a free port city
of trade.
Unlike the cities of Aryvandaar, there is little to distinguish this place from the wilderness surrounding
it. Indeed, for a wanderer who happens upon this place, there is nothing to see at all. But at the time of
spring faire it is a surprise to many how quickly a teeming marketplace springs up in the shadow of the
mountain. Amongst those visiting the famous market are stout folk from ancient dwarven kingdoms,
and Halflings living in the hills and forests beyond. Even a few human traders from the primitive tribes
to the far north venture down to the harbor marketplace when the worst of the ice flows melt from the
sea. Even in high summer the ships that carry migrants to Evermeet are regularly hidden away in the
sea caves to the south. When needed these Elven ships sweep into the harbor, graceful vessels
fashioned of light wood, with a prows shaped like the heads of a gigantic swans or dragons. The twin
sails rise like wings over the curve of the rail; indeed the entire ship seems poised as if to take flight.
Arkerym
Population: 5800/27000 (Sun Elves 70%, Moon Elves 10%, Green Elves 10%, Others 10%/ during the
build up to war 90% Sun Elves, 10% others)
Products: fishing gear & small boats, fish, crustaceans, shellfish & fresh water weeds & herbs, alluvial
gold & silver, pottery, fine ceramics, tapestries & weavings, living plant sculptures, musical instruments,
fruits & vegetables, herbs & spices, wines & ales, clothing & leather goods, furs & skins, wooden house
hold items & furniture. (Later during the occupation: weapons & armour, siege weapons & devices,
war golems & animated constructs, magical weapons & items of war, wands & staves, war & hunting
cooshee, war horses, giant eagles, pegasi & hippogriffs, leaf boats, fish, crustaceans, shellfish & fresh
water weeds & herbs, mining equipment, slaving devices, iron, coal, adamantine ores mined by war
captives & slaves operating from mines in the Gray Peaks, accessed via portals located beneath the
citadel).
Who Rules: The hereditary Araegisses answerable only to the Coronal of Sharlarion.
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Who Really Rules: : The Marcher Lords word is absolute and she/he is answerable only to the Coronal.
In war time the seven Marcher Lords are charged with defending Aryvandaars borders and its greatest
treasures.
Notable Temples: The Sunlord Watchers Spire Temple to Labelas, filled with militant priests,
paladins, specialist priests, crusaders and knights dedicated to spreading the word of the Sunlord and
promoting his rightful place ahead of his younger brother as chief amongst the Seldarine. There are
several service shrines dedicated to lesser deities that serve the local community and garrison; Tethrin
Verald, Mythrien Sarath, Naralis Analor& Darahl Firecloak.
Notable Magi: The Brotherhood of the Black-Masks an order of battle ready magi dedicated to the
searching out and destroying those Miyeritaran spellcasters and political figures opposed to Vyshaan
rule, Kerymkhotynn Portal Raiders specialist Incantors who use the vast portal network to lead raids
against other Elven settlements across the western lands.
Notable Organisations: Hahfennkhar Slavers Cabal, The Blackrock Miners Guild, The Graneye Siege
Engineers, The Sabreclaws - hippogriff & giant eagle breeders, The Darklight Hunters Specialist
Underdark rangers, hunters, pest controllers, & scouts, The Redcliff Rangers & Pathfinders, Eternal
Blades of The Midnight Sun, The White Dove Healers, The Twilight Knights of the Prince of Stars, The
Hidden Society of the Sacred Sun, The Branded Brotherhood Blackguards dedicated to the service and
schemes of the Branded King, The Righteous Order of the Crimson Sunlords Paladins & Crusaders,
Felkerym weapon smiths & armourers, Hollydeep River Runners & Guides,
Notable Locations: Redskye Spire Lords keep & sentinel tower, Ruywll Citadel home of the
Blackmask Brotherhood, The Encatorex summoning fields, Balaffs Maze huge subterranean hall
capable of housing 25000 battle ready troop and all their gear. At its eastern end is a pair of obsidian
portal columns through which the army can pass, travelling up to 100 miles in any direction. This
gateway allowed the Vyshaantar to outflank the Miyeritaran border forts and roll them up from
behind. The Pits of Sorrow slave pens & mining camps linked to the citadel via portals beneath the
fortress, Lake Ashtolhaor, Bnerengoth Aerie giant eagle & hippogriff outpost, The Briar Fields
market glade.
Local Lore: This fortress outpost is located on the north side of the Bridge of Many Voices, at the feet of
the Evendim rapids, right on the border between Aryvandaar and Miyeritar. Arkerym grew rapidly as it
became one of the main staging posts for the invasion of the Sapphire Plateau. The mighty citadel and
military town that grew up around it was held together for millennia by preserving magics that have
been slowly failing for centuries. The walls top 100 in places and towering red granite spires loom large
some 300 or more feet high. The citadel itself houses great armouries and spell-holds, along with the
vacant barracks for thousands of troops and the portal nexus buried beneath the central keep.
Surrounding the many towered citadel is the town of the same name that provides comfort and
support for the troops, and accommodation and services for their families.
With the rise of the Ilythiiri in the south, and their sponsorship by certain clans within Aryvandaar with
connections amongst the Ilythiiri nobility, a thriving trade in war captives lead to the establishment of a
whole series of adamantine, iron, copper, tin and mithral mines within the Gray Peak Mountains. Elves
of all cultures not directly allied to Aryvandaar found their way into these mines, where life was short,
dark and brutal. The Vyshaan, Dlardrageth, Nierde, Nimesin, Marstarym and Auralgatha Sun Elf clans
ran the mines which were accessed and reinforced from the garrison portals kept active by constant
troop and slave movements to and from the Pits of Infinite Sorrow. The portal network located in a
series of giant extra-dimensional caverns, is operated by the Kerymkhotynn Portal Raiders. The portals
lead to a variety of locations all across the empire and to places in the planes beyond.
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Kerymnaar
Population: 64500/120000 for the 10 yearly Festival of Starlight -Celebrating the marriage of Sehanine
and Corellon. (Moon Elves (54%), Gold Elves (34%), Green Elves (5%),and a handful (1%) of Dark Elves,
Sea Elves and Winged Elves.)
Products: art works, music & songs, musical instruments, operas, ballets, musicals, plays, poetry, living
sculptures & tableaus, unusual pets, planar servants, religious rites & burials, monuments, family
histories, heraldry, wills/deeds/titles, compacts & contracts, spiritual assistance, the laying down of the
undead, ritual transformations & summonings, holy items, weapons & armour usable by all servants of
the resident faiths, scriptures & prayer vessels, water features, crystal & porcelain wares, gems &
jewellery (all carrying useful minor enchantments), living wood/stone/crystal house hold items &
furniture, dimensional storage devices, silk cloth/ropes/curtains, cushions/scarves & clothing, spider
silk armour, leather goods, fruits/vegetables/herbs/fungi, wines/ales/spirits, game meat products.
Who Rules: The Council of Starsfall made up of priests, high magi & nobles loyal to the Starsong Clan
upon whose estates the city and surrounding hamlets and farms do rest.
Who Really Rules: The Quardath: A group of four consisting of the hereditary Laranlas/Laranlor of
House Starsong, the guild council master, the citys high priest and Grand Mage of Kerymnaar.
Notable Temples: Labelas, Sehanine, Corellon, Hanali, Aerdrie, Solonor, Tethrin Verald, Mythrien
Sarath, Naralis Analor& Darahl Firecloak.
Notable Magi: Starsingers of Corellon, Chronomancers of the White Sun, Aruthdahnaor Circle,
Feywatchers of Srinhalee Guardians against incursions by unwelcome visitors from the Fey Wilds.
Notable Organisations: Fenmaarl Scouts, Pathfinders & Guides, Seldnayr Beast Slayers & Bounty
Hunters, Padarael Lore Hunters & Keepers, Aluvastaar Water Sculptors, Erechilor Bone Shapers,
Archers of Valanfhaor, Soul Song Life Shapers, Sisterhood of the Luminous Cloud. The Knights of the
Seven Sacred Mysteries The Sentinels of the Moonbow
Notable Locations: Brimstone Flyers Lodge, Defluer Tree Spire, Soulsingers Tree Palace, The
Whiteheart Lore Trees, The Moonstone Fields, Helfethry Lake, Temple Beyond Time, Starsong Hill,
The River of Fallen Tears, Starsong Manor, The Floating Barrows, The Fey Gate Circles.
Local Lore: When the time of the Moon Elves was young, a child was born, her name Amrathillia, her
mother the Lady Starsong, high priestess of Sehanine. In time lady Amra took her place amongst the
sisterhood of the Golden Moons. At first celebrated as a gifted priestess, scholar and seer, Amra soon
began to have visions that put her at odds with her sorority mates. She proclaimed a time of darkness
and despair was approaching, and soon after left Sharlarion, taking 11 other priestesses with her. In
time these wanderers were found wandering amongst the mightiest trees of the forest by Ong the
Eldar, a treant and one of the original children of Chauntea. The founding of house Starsong began
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with this fateful meeting. For centuries the only inhabitants of the lands were the fey creatures of the
forest and the people of the Starsong clan. Lady Amras daughter, the priestess/seer Aphrael founded
the order of the Sisters of the Veiled Choir. These reclusive seers became renowned for their prophetic
ability, and their visions revealed in an unending chorus of song. The first seekers of these seers were
followers of the Lord of Time, who came tracking a time nexus. They in turn were invited to stay by
Ong the Younger, where upon they established the Temple Beyond Time, acting as guardians for the
secrets revealed by the sisters of the Veiled Choir.
Young elves in search of adventure often attempted to find the sisterhood's oracular redoubts of
which, curiously, none are located on the Green Isle. On rare occasions a lucky and persistent elf
discovered the Veiled Cantoria, but those who sought to simply follow in their footsteps always failed
in their quest. The reward for reaching a sanctuary of the Veiled Choir was always the blessing of the
Luminous Cloud and a mysterious prophecy, the unravelling of which may consumed the rest of the
recipient s life.
After millennia of secrecy, the leaders of clan Starsong decided to share their bounty with the rest of
the people are the rudiments of the tree city were grown amongst the top most canopy of the outer
woods around the Starsong Hill. In time the city became known as Kerymnaar a place of peace where
all who entered within its luminous mythal were overwhelmed with a feeling of great peace. This was
not a magical effect but a collective manifestation of the Seldarine. Violent action or thought was
impossible within the bounds of the city and its surrounding woodlands. The city came to host the
Great festival of Starlight, a time celebrating the victory of the Seldarine over the dark Seldarine and
the marriage of Sehanine to Corellon. On occasion at these gatherings Sehanine and Corellon would
manifest through their assembled worshippers, knitting together their spirits in a true sharing of minds.
Such holy days were concluded with joyous freeform dances beneath the most visible manifestation of
the Gods that lasted until the first rays of dawn.
Auglathla
The Gathering Place
Population: 10000 / 35000 during the celebrations of the Harvest Festival of the summer solstice.
Products: Votive offerings, fine pottery, porcelains & enamel ware, tapestries & weavings, living plant
sculptures, musical instruments, fruits & vegetables, herbs & spices, spirits, wines & ales, clothing &
leather goods, furs & skins, wooden & crystal house hold items & furniture, grains & legumes, forest
fruits, roots, & nuts, game animals, giant eagles, Cooshee hunting dogs, tack & harness, bows, spears,
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arrows, spider silk bolts of cloth, riding & war horses, musical instruments, memory orbs, operas and
travelling circus troupes.
Who Rules: The Council of the Arseladrinn an august body (of righteous windbags) made up of the
high priests of all the major faiths of the Seldarine. The council meets for 10 days, every 60 days and
decides upon all of the major political decisions that affect the faiths of Aryvandaar.
Who Really Rules: The Theocratic Triumvirate a ruling trio made up of the Arch-Prelates of the faiths
of Corellon, Labelas and Sehanine/Angharradh. For much of the citys existence the triumvirate
members handled the day to day affairs of the city and it citizens, whilst at council meetings they had a
deciding vote in the case of deadlocks as well as a right of veto over any decisions the council may
eventually have reached. In the latter days of the Vyshaan Empire the representatives of Corellon and
Labelas were lesser scions of house Vyshaan and during their reign the representative of Angharradh
was declared apostate, and her seat left vacant. It stayed this way from the end of the third Crown
War right up until the citys fall in -10000 DR.
Notable Temples: Corellon Larethian, Erevan Ilesere, Hanali Celanil, Kirith Sotheril, Labelas Enoreth,
Melira Taralen, Rellavar Danuvien, Deep Sashelas, Sehanine Moonbow, Tethrin Verald, Mythrien
Sarath, Sarula Iliene, Darahl Firecloak, Alathrien Druanna, Aerdrie Faenya& Aerdanae Ellora.
Notable Magi: The Lords & Ladies of the Arselutaar secretive society of high magi (and their agents)
dedicated to the protection of the people above all other considerations, The Blue Dolphin Water & Air
Dualists, The Scarlet Runners battle magi & blade singers, The Silver Eagles Diviners & Enchanters.
Notable Organisations: The Order of Heralds, Historians & Scribes, The Endruianwnn witches &
warlocks of the Fey lands, Eternal Blades of The Midnight Sun, Patherfinders of the Silver Wolf, The
White Dove Healers, The Brothers & Sisters of YrtiruanDrathinmale, The Twilight Knights of the
Prince of Stars, The Hidden Society of the Sacred Sun, The Branded Brotherhood Blackguards
dedicated to the service and schemes of the Branded King, The Holy Order of the Rose & Unicorn
Paladins & Crusaders, Darksong Knights of the Sable Moon, Everfaer Portal Guards & Guides.
Notable Locations:
The Summoning Tower: Standing at the centre of Auglathla, overlooking the sprawling tree city and
out to the planes beyond is a tower greater than any of the elves had seen before. Fashioned from the
white granite of the surrounding plain, reflecting the elusive colours of the sky, it stands taller than the
largest Shadowtop or Chime- oak. A large, curving stairway winds its way up the entire inner wall of the
Tower, and onto each stair is carved a stone seat, and the name of the mage who would occupied it
during the ritual that summoned the far-away land of Evermeet from the islands to the north of
Tintageer on the world of Faerie.
In latter times the tower served as the Grand Mages abode, as the cities sentinel spire and as the
school for aspirant selutaar and dualists. The tower finally fell in a cataclysmic explosion at the end of
the fourth crown war when the gathered magi and priests used the tower as a focus for the
Fhaortelfaer. With the completion of the ritual, the tower was consumed in roiling black energies and
in the subsequent eruption every caster within and immedialty around the spire was consumed in the
arcane energies that transformed the dark Elves and their allies. The few survivors who had not been
sent deaf or blind by the blast saw and heard a malicious feminine cackle coming from the pyre as a
giant spider like shadow of oily black smoke drift into the sky, turning a bloody red in the light of the
setting sun.
The Cathedral of the Glittering Sun: Sitting in the shadow of the Summoning Tower, the Cathedral of
Corellon is located in a large clearing is a round building whose high domed roof reflects flashes of
sunlight. The dome is constructed on leaf shaped shards of pale green Theurglass fitted together like a
puzzle, held in place by interwoven branches of 11 giant Briar-oaks trees whose trunks buttress the
temples sides. Built upon the site of the original temple to Corellon on Faerun, the Oaks Cathedral was
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the spiritual heart for all Green Elves of Miyeritar. It was here that Corellon appeared to a beleaguered
tribe of Green Elves and helped them drive off a horde of forest orcs lead by Malar and his beasts.
Corellon was accompanied by his daughter, brother and lover during his routing of Malar the
Destroyer. In honour of his appearance the priests and high magi of the Misty Vale erected the original
temple. It was during the later Dragon Wars that this temple was destroyed. In time the site was lost,
with the coming of the immigrants from Ilythiir and the settling of Auglathla, the original temple site,
now a glade dedicated to the Dual Dancers of the Moon Angharradh & Eilistraee was reclaimed. The
gathered Green and Dark Elven Priests and High Magi of Miyeritar raised the cathedral anew this time
much larger than the first, using 11 giant silver barked Briar-Oaks as the supporting structures growing
around the 11 stone menhirs originally found in the glade. The temple formed the heart of a mythal
raised to protect the city and the surrounding forests of the Misty Vale.
Within the vale, no worshipper of either Lolth or Ghaunadaur can stay for any length of time; the
powers of outsiders and non-Elven undead are curtailed whilst within the Vale. Fires of any kind burn
out in just a few minutes, and Green and Dark Elven worshippers of Eilistraee, Corellon and Angharradh
can see through the ever present mists as if they were not even there. These are but a few of the many
powers imbued into the forest by those who gave of themselves to preserve this most holy site. The
mythals boundaries are only within the contiguous borders of the valley as established by dolmen
sites, and sacred springs and groves scattered around the edge of the vale.
High Trees of Caldellon This mighty ring of giant shadow tops stands at the centre of the city, great
stairways wend their way up in the hollow trunks, with internal tree halls located within extra
dimensional spaces every 50 feet or so. Straddling the trunks and the larger branches are circular tree
homes. Each home houses 3-4 Dark or Green Elven families. Each behemoths interlinked branches are
lit by great glowing lanterns, whilst faerie fires and naturally glowing fungi light the many branch paths
and swing bridges that connect the various halls and dwellings.
Each tree acts as the seat for an entire clan with as many as 1500 inhabitants. The stairways can be
easily sealed against intrusion and the lower flets and living platforms provide excellent archery stands.
Amongst the upper branches are giant Gray Eagle and Golden Griffon Aeries. Occasionally a dragon will
alight upon one of these places but it is rare, given the Green Elves natural aversion to dwelling
alongside any kind of wyrm. Set within the glade at the heart of the tree ring is a deep, clear, pool filled
with rainbow hued fish and pearl oysters. Around this pool is a commons used for weddings, funerals,
markets and festivals. There are four such giant tree rings within the city, each equidistant from the
Gathering Place a mile from the central glade along the four cardinal points.
Local Lore: Such was the force of their enmity that the fair races of elves, Gold and Silver and Green,
set aside their constant rivalries to seek a combined deliverance from their dark Elven foes. They
gathered in the very heartland of Faerun by the hundreds, the High Magi of the Elven people. All the
fair races of elvesexcept for the sea folk, whose magic had long ago dwindled almost to nothing
sent the best and most powerful of their mages to the Gathering Place.
Upon a broad plain, a place set aside long ago for this use, the Elven mages met to prepare for the
greatest spell casting any of them had ever known. On the land surrounding this place, farm villages and
a trading community had grown with the sole purpose of preparing for and supporting this event. The
elves of Gathering Placefor so it had been known since the childhood of the most ancient elves still
walking in mortal formhad made this day their life's work. Though there were hundreds of magi, each
found a carefully-prepared welcome that would do honour to a Seldarine avatar.
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For centuries the elves who made Gathering Place their home had laboured to build a Tower greater
than any their world had seen before. Fashioned from white granite that reflected the elusive colours of
the sky, it stood taller than the most venerable oak. A large, curving stairway wound its way up the
entire inner wall of the Tower, and onto each stair was carved a stone seat, and the name of the mage
who would occupy it. Together, these mages would cast a single spell. Never before had so many High
Magi gathered in one place. Together they had the power to destroy worldsor to create one. From the
fabric of magic, from the very Weave itself, the elves had planned to fashion a new and wondrous
homeland, a place that was theirs alone.From Elaine Cunninghams Evermeet Island of the Elves.
The city at the heart of the plain, Auglathla was made up of four great tree-rings centred upon the
Cathedral of Corellon. It was settled as a haven of peace and refuge for all who sort Corellons grace,
and it remained so for millennia. The city managed to withstand the worst assaults of dragons,
demons, devils, goblinoids, the Vyshaan and the Ilythiiri. In the end it was the peoples own paranoia
and fear which brought them down when they allowed the Vyshaan priests and High Magi to dupe
them into first letting them use the Gathering Place to cast the Fhaortelfaer that brought about the
ultimate betrayal of the surviving Dark Elves of Miyeritar and their Green Elf allies. Within a month of
the casting of this Myriad Ritual the 11 great Briar Oaks of Corellons temple had withered to dust
leaving nothing but 11 stone menhirs and its accompanying pool, to mark where the cathedral had
been. The mythal faded, and the Green Elves eventually abandoned their ruined city to the care of the
forest guardians, a clan of Treant Dualists, and all former magi of the realm.
Narkerymhoarth
Population:5000/30000 during pre-invasion times (Sun Elf 70%, Daemons/Tieflings/Feyri 10%, Moon
Elf 10%, Green Elf 5%, Others 5%)
Products: War machines, constructs & magical items, weapons & armour, war horses, war Cooshee,
war dragons, tack & harness, siege equipment, demonic servants & summonings, trail rations & gear.
Who Rules: The hereditary Araegisses answerable only to the Coronal of Sharlarion.
Who Really Rules: : The Marcher Lords word is absolute and she/he is answerable only to the Coronal.
In war time the seven Marcher Lords are charged with defending Aryvandaars borders and its greatest
treasures.
Notable Temples: The Sunlord Watchers Spire Temple to Labelas, filled with militant priests,
paladins, specialist priests, crusaders and knights dedicated to spreading the word of the Sunlord and
promoting his rightful place ahead of his younger brother as chief amongst the Seldarine. There are
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several service shrines dedicated to lesser deities that serve the local community and garrison; Tethrin
Verald, Mythrien Sarath, Naralis Analor& Darahl Firecloak.
Notable Magi: The Brotherhood of the Black-Masks an order of battle ready magi dedicated to the
searching out and destroying those Miyeritaran spell casters and political figures opposed to Vyshaan
rule, Kerymkhotynn Portal Raiders specialist Incantors who use the vast portal network to lead raids
against other Elven settlements across the western lands.
Notable Organisations: Eternal Blades of The Midnight Sun, Patherfinders of the Silver Wolf, The
White Dove Healers, The Brothers & Sisters of The Golden Kites, The Twilight Knights of the Prince of
Stars, The Hidden Society of the Sacred Sun, Archivists of the Lord of Time, The Branded Brotherhood
Blackguards dedicated to the service and schemes of the Branded King, The Hidden Society of the
Scarlet and the Grey Notable thieves guild famed for its spellfilchers, lore lords, infiltrators and
assassins, The Crypt Creators & Keepers Guild, The Mist Runners Scouts, Pathfinders, Hunters &
Guides Society,
Notable Locations:
The Tower of the Dragon Lords Eye watch tower & home of Marcher Lord/Lady and their selutaar,
Blackstone Citadel home of the Black Mask magi and their order of Duskblades The Golden Kites,
The Washpool place where the locals water their horses and forest cattle, and place of an open
market every 10 days located at the foot of the Felkerym Tor,
The Deeping Halls barracks, store houses & workshops buried deep beneath the mountain and able
to house and supply 5000 elves comfortably and 30000+ troops during times of war, The Misty Road
huge underground cavern with twin gateways used to transport armies to a matched set somewhere
within or beyond the boundaries of the empire.
Local Lore: During the Crown Wars, the elves of Aryvandaar built a citadel known as Nar Kerymhoarth
beneath the high granite tor upon which the ancient tower once stood to serve as an armoury for their
war magic. Hidden deep beneath the empty upper levels of the citadel lie the Vyshaantar war
machines. Kept in stasis, by mythal like wards rest hidden daemon guarded vaults and chambers filled
with such horrors as 8 tall war golems, 20 long war crawlers, 40 long floating battle platforms, and a
near endless supply of battle magics that made the forces of Aryvandaar so loathed and reviled. The
deep halls, are still & damp with the heavy scent of must, with hard stone floors, ancient wards protect
the citadel from all scrying powers, a series of alcoves in the deeper halls line the corridors, filled with
tall statues of iron 8 feet tall, war-constructs shaped as proud Sun Elven warriors dressed in ancient
armour harkening back to the days of Tintageer, heavy spiked gauntlets cover the fists. Vast lightless
halls filled with whole forests of thick stone columns, entwined by carvings of flowering vines, dizzying
shafts accessed by means of stone slabs levitated in midair by ancient magic , and long passageways
run on for miles in the darkness underneath the hill. Its armouries and barracks have accommodated
whole armies waiting to embark on their campaigns to the four corners of the ever expanding empire.
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Morkerymhoarth
Population:4000/25000 during pre-invasion times (Sun Elf 70%, Daemons/Tieflings/Feyri 10%, Moon
Elf 10%, Green Elf 5%, Others 5%)
Products: War machines, constructs & magical items, weapons & armour, war horses, war Cooshee,
war dragons, tack & harness, siege equipment, demonic servants & summonings, trail rations & gear.
Who Rules: The hereditary Araegisses answerable only to the Coronal of Sharlarion.
Who Really Rules: : The Marcher Lords word is absolute and she/he is answerable only to the Coronal.
In war time the seven Marcher Lords are charged with defending Aryvandaars borders and its greatest
treasures.
Notable Temples: The Sunlord Watchers Spire Temple to Labelas, filled with militant priests,
paladins, specialist priests, crusaders and knights dedicated to spreading the word of the Sunlord and
promoting his rightful place ahead of his younger brother as chief amongst the Seldarine. There are
several service shrines dedicated to lesser deities that serve the local community and garrison; Tethrin
Verald, Mythrien Sarath, Naralis Analor& Darahl Firecloak.
Notable Magi: The Brotherhood of the Black-Masks an order of battle-ready magi dedicated to the
searching out and destroying those Miyeritaran spell casters and political figures opposed to Vyshaan
rule, Kerymkhotynn Portal Raiders specialist Incantors who use the vast portal network to lead raids
against other Elven settlements across the western lands.
Notable Organisations: Eternal Blades of The Midnight Sun, Patherfinders of the Silver Wolf, The
White Dove Healers, The Brothers & Sisters of H'ei'Yal Drathinmale, The Twilight Knights of the Prince
of Stars, The Hidden Society of the Sacred Sun, Archivists of the Lord of Time, The Branded
Brotherhood Blackguards dedicated to the service and schemes of the Branded King, The Hidden
Society of the Scarlet and the Grey Notable thieves guild famed for its spellfilchers, lore lords,
infiltrators and assassins, The Crypt Creators & Keepers Guild, The Mist Runners Scouts, Pathfinders,
Hunters & Guides Society,
Notable Locations:
Blackwatch Spire - watch tower & home of Marcher Lord/Lady and their selutaar,
Oldathaars Needle- The second tallest tower within the citadel and home to the citys eagle riders and
The Brothers & Sisters of H'ei'Yal Drathinmale, many of whom are eagle riders too.
Red Sky Spire home of the Sisterhood of the Scarlet Cloaks,
Rexians Draw open heir market in an old quarry at the base of the tor and home to a colony of Rock
Gnomes who are expert metal smiths and jewellers who often gain contract work from the elves for
the more delicate and complex forgings (shaping metal by heating it and then hammering or rolling it),
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The Deeping Halls barracks, store houses & workshops buried deep beneath the mountain and able
to house and supply 5000 elves comfortably and 25000+ troops during times of war,
The Misty Road huge underground cavern with twin gateways used to transport armies to a matched
set somewhere within or beyond the boundaries of the empire.
Local Lore: Located 50 miles east of Sharlarion is the ancient citadel of Morkerymhoarth, like
Narkerymhoarth citadel is built into upon the site or an even older watch tower on the northern fringes
of the High Forest. The Citadel is cloaked in a ward mist. Hidden deep beneath the upper levels of the
citadel lie the Vyshaantar war machines. Kept in stasis, by mythal like wards, are hidden daemon
guarded vaults and chambers filled with such horrors as 8 tall war golems, 20 long war crawlers, 40
long floating battle platforms, and a near endless supply of battle magics, weapons and armour, that
make the forces of Aryvandaar so loathed and reviled. The deep halls, are still & damp with the heavy
scent of must, with hard stone floors, ancient wards protect the citadel from all scrying powers. A
series of alcoves in the deeper halls line the corridors, filled with tall statues of iron 8 feet tall, warconstructs shaped as proud Sun Elven warriors dressed in ancient armour harkening back to the days of
Tintageer, heavy spiked gauntlets cover the fists. Vast lightless halls filled with whole forests of thick
stone columns, entwined by carvings of flowering vines, dizzying shafts accessed by means of stone
slabs levitated in midair by ancient magic , and long passageways run on for miles in the darkness
underneath the hill. Its armouries and barracks have accommodated whole armies waiting to embark
on their campaigns to the four corners of the ever expanding empire.
Fhaorkerymkiir
Population:6000/40000 during pre-invasion times (Sun Elf 70%, Daemons/Tieflings/Feyri 10%, Moon
Elf 10%, Green Elf 5%, Others 5%)
Products: War machines, constructs & magical items, weapons & armour, war horses, war Cooshee,
war dragons, tack & harness, siege equipment, demonic servants & summonings, trail rations & gear.
Who Rules: The hereditary Araegisses answerable only to the Coronal of Sharlarion.
Who Really Rules: : The Marcher Lords word is absolute and she/he is answerable only to the Coronal.
In war time the seven Marcher Lords are charged with defending Aryvandaars borders and its greatest
treasures.
Notable Temples: The Sunlord Watchers Spire Temple to Labelas, filled with militant priests,
paladins, specialist priests, crusaders and knights dedicated to spreading the word of the Sunlord and
promoting his rightful place ahead of his younger brother as chief amongst the Seldarine. There are
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several service shrines dedicated to lesser deities that serve the local community and garrison; Tethrin
Verald, Mythrien Sarath, Naralis Analor& Darahl Firecloak.
Notable Magi: The Brotherhood of the Black-Masks an order of battle ready magi dedicated to the
searching out and destroying those Miyeritaran spell casters and political figures opposed to Vyshaan
rule, Kerymkhotynn Portal Raiders specialist Incantors who use the vast portal network to lead raids
against other Elven settlements across the western lands.
Notable Organisations: Eternal Blades of The Midnight Sun, Patherfinders of the Silver Wolf, The
White Dove Healers, The Brothers & Sisters of H'ei'Yal Drathinmale, The Twilight Knights of the Prince
of Stars, The Hidden Society of the Sacred Sun, Archivists of the Lord of Time, The Branded
Brotherhood Blackguards dedicated to the service and schemes of the Branded King, The Hidden
Society of the Scarlet and the Grey Notable thieves guild famed for its spellfilchers, lore lords,
infiltrators and assassins, The Crypt Creators & Keepers Guild, The Mist Runners Scouts, Pathfinders,
Hunters & Guides Society,
Notable Locations:
Taarfenspire highest tower of the citadel and watch tower, home to the Golden Great Wyrm
Fellentoryxallanfhaor, a draconic high mage who wanders the empire in the guise of an ancient crone
dripping with arcane might. A constant meddler in the wider politics of the empire, the Lady Sorceress
Fellenfae heads up the Blackmoon Sisterhood of selutaar-witches.
Firebrand Keep the central fortress within the city and home to the Marcher Lord/Lady and the Holy
Order of the Lashkyrtelmalee Dusk Knights,
The Withering Woods cursed forest surrounding the city, filled with dark fey and restless Elven
undead slain by dark magics during the dawn ages. The citadel itself sits upon a gateway to border of
the Unseelie Lands and the Shadow Realm. In frequent incursions by flights of the High Hunt, and other
fell creatures has led to an abundance of restless Elven and fey undead populating the lands around
the Shilfaertor.
The Deeping Halls barracks, store houses & workshops buried deep beneath the mountain and able
to house and supply 5000 elves comfortably and 25000+ troops during times of war,
The Misty Road huge underground cavern with twin gateways used to transport armies to a matched
set somewhere within or beyond the boundaries of the empire.
Local Lore: Fhaorkerymkiir is built initially to contain the growing darkness unleashed by less a less
than scrupulous circle of Binders who opened a gateway to the Unseelie lands in an attempt to gain
power of their ancient rivals. Over estimating their own powers, this group of witches and sorcerers
became the first victims of the Shades unleashed from the shadowy fey realms. Confronted by an army
of dark fey, lead by the Arachinlaar (High Prince) of the Queen of Air and Darkness, the elves of
Aryvandaar faced their greatest test since the Dragon Wars. After years of bloody skirmishes, the two
armies faced each other upon the planes of Ash and Dust (Now the sundered lands between
Deepwater Bay and Synnoria). The cataclysmic battle raged for many days and resulted in tens of
thousands of dead on both sides. The war only ended when the Dusk Knight Ameryllia Vyshaan
managed to slay the Dark Prince at the cost of her own life. Leaderless the surviving dark fey were
driven from the battle field and back through the Gates of Fell Shadows. To guard against another
invasion the gates were sealed with high magic and the Citadel of Fhaorkerymkiir was raised. The
citadel is located atop a hill of ancient stone covered in trees so old as to block out the sunlight of the
forest floor beneath. Beneath the tor the deep halls, are still & damp with the heavy scent of must,
with hard stone floors, ancient wards protect the citadel from all scrying powers. A series of alcoves in
the deeper halls line the corridors, filled with tall statues of iron 8 feet tall, war-constructs shaped as
proud Sun Elven warriors dressed in ancient armour harkening back to the days of Tintageer, heavy
spiked gauntlets cover the fists. Vast lightless halls filled with whole forests of thick stone columns,
entwined by carvings of flowering vines, dizzying shafts accessed by means of stone slabs levitated in
midair by ancient magic , and long passageways run on for miles in the darkness underneath the hill. Its
117
armouries and barracks have accommodated whole armies waiting to embark on their campaigns to
the four corners of the ever expanding empire.
Velnikerymnarhoarth
Population:2500/15000 during pre-invasion times (Sun Elf 70%, Daemons/Tieflings/Feyri 10%, Moon
Elf 10%, Green Elf 5%, Others 5%)
Products: War machines, constructs & magical items, weapons & armour, war horses, war Cooshee,
war dragons, tack & harness, siege equipment, demonic servants & summonings, trail rations & gear.
Who Rules: The hereditary Araegisses answerable only to the Coronal of Sharlarion.
Who Really Rules: : The Marcher Lords word is absolute and she/he is answerable only to the Coronal.
In war time the seven Marcher Lords are charged with defending Aryvandaars borders and its greatest
treasures.
Notable Temples: The Sunlord Watchers Spire Temple to Labelas, filled with militant priests,
paladins, specialist priests, crusaders and knights dedicated to spreading the word of the Sunlord and
promoting his rightful place ahead of his younger brother as chief amongst the Seldarine. There are
several service shrines dedicated to lesser deities that serve the local community and garrison; Tethrin
Verald, Mythrien Sarath, Naralis Analor& Darahl Firecloak.
Notable Magi: The Brotherhood of the Black-Masks an order of battle ready magi dedicated to the
searching out and destroying those Miyeritaran spell casters and political figures opposed to Vyshaan
rule, Kerymkhotynn Portal Raiders specialist Incantors who use the vast portal network to lead raids
against other Elven settlements across the western lands.
Notable Organisations: Eternal Blades of The Midnight Sun, Patherfinders of the Silver Wolf, The
White Dove Healers, The Brothers & Sisters of H'ei'Yal Drathinmale, The Twilight Knights of the Prince
of Stars, The Hidden Society of the Sacred Sun, Archivists of the Lord of Time, The Branded
Brotherhood Blackguards dedicated to the service and schemes of the Branded King, The Hidden
Society of the Scarlet and the Grey Notable thieves guild famed for its spellfilchers, lore lords,
infiltrators and assassins, The Crypt Keepers Guild, The Mist Runners Scouts, Pathfinders, Hunters &
Guides Society,
Local Lore: Hidden deep within the bowels of an apparently extinct volcano are the hidden forges of
Aryvandaar. Accessed via craftily concealed doors hidden amongst the lava tubes at the foot of the
mountain, the many chambers of the complex hold untold treasures in the form caches of uncut gems,
ingots of platinum, mithral, silver, adamantine, wands, battle staves, blast sceptres and wracks of
ancient weapons and armour. Perhaps the most prized of locations is the Cavern of Jewels, this
magically guarded series of galleries and vaults still holds the forgotten remains of the last of
Aryvandaaran Selutaar, slain by Miyeritari dark elves and left to rot at the end of the last Crown War.
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Rather than loot the chamber the dark elf mages and priests sealed the magic scarred caverns behind
ancient and powerful wards and abjurations. The corpses still carry the staves, beluths, diadems,
Selukiira and rings of power they wielded in their last futile battle. The place is still guarded by
demons, battle golems and other foul evils that are better left sealed for eternity beneath the caldera
of the peak. Lost and forgotten at the very bottom of the complex, accessed by a deep and winding
stair is the Forge of the Branded King. Here were made the most, deadly, evil and diabolical weapons of
the Vyshaan mages. Still lying half finished, is potentially the deadliest weapon of them
all, a leaf bladed balor soul enhanced, Elven longsword that calls itself Soul Reaver.
The Laughing
Hollow
Population: ( Green Elves 75%, Centaurs 10%, Moon Elves 5%, Gnomes 2%, Dwarves 3% , Halflings 3%,
Gold Elves 2%)
Products: Forest products, horticultural goods, leather goods, herbs & medicines, bows & arrows,
leather tents & saddles, minor wooden artefacts and some plantation timbers.
Who Rules: The Woodland King or Queen
Who Really Rules: A loose collection of clan heads, who whilst paying homage to the King and his
Queen, are left to run their own daily affairs. Only during events that affect all the clans, such as war or
impending disasters, is there a full gathering of the clans. It is then that the king or queen is called
upon to appease the gods, and or lead the people.
Notable Temples: The main temples are dedicated to Rillifane who has several stone and oaken circle
dedicated to his various aspects both male and female, Angharradh who has the ArBonnaluriella,
and of course the Green Glade that is dedicated to all the deities of the Seldarine and the Seelie Court.
Notable Magi: The Green Warders: Circle of Magic Using Elves dedicated to the preservation of the
Forest, often rangers, priests or druids of Rillifane or Eldath.
Notable Organisations: Shrinisharaa Greenblade Dancers & Starsingers, Eponwr Green Horse Riders Forest Pony breeders & trainers, Avandon Portal creators & guides, Gethryrntelath Messengers,
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Heralds, Map Makers & Trail Blazers, Teldairine Crystal & Stone Shapers, Elorshan Fey beast hunters
& tamers, Mastrayth Wood shapers & fletchers.
Notable Locations:
The Palace of the Laughing Hollow, - This otherworldly palace is a Cross Roads of the Fey Wild, and an
entry point to the Seelie Court Realm. Grown from the very bed rock, the palace is a rambling collection
of impossibly ornate, gossamer like granite and marble spires, halls, skyways and courtyard gardens.
The palace itself sits half way between worlds. Only on the nights of the full and new moons is it fully
in the mortal realm. The rest of the time the Palace of the Laughing Hollow sits within the forests of
the Seelie Court. The palace residents are a mixture of Elves, Eladrin, and Fey, with even a few noble
Leshay (followers of Queen Titania), gracing the halls of this ornate, and twilight citadel. Any mortals
entering the palace will find that a month has gone by in the real world for every day they spent in the
fey lands. Only when the palace is fully within Faerun is this situation reversed. Thus the King of the
Wild Woods, only holds court here twice each month, and only if not out hunting or otherwise
engaged.
Green Glade -The Great Green Glade is noted as neutral ground for all faiths and races with no evil in
their hearts. The community of Green Glade is made up of the old, retired and infirm, for whom the
rigours of the outside world no longer hold appeal. A place of perpetual twilight, the Green Glade is
often the place where elves ascend to Arvandor with great celebration and ceremony by those who
know them who gather to celebrate their lives in a manner befitting the elf in question. It is rumoured
that even great Elf Friends who are celebrated here are offered the opportunity to journey to
Arvandor, at the end of their allotted time on Faerun. The Green Glade ring of elm trees lies northwest
of the Laughing Hollow. The Green Glade can be hard to find, fern thickets cloak its approaches and no
trail no matter how well made lasts more than one night in its vicinity. Great nurturing power is alive
here and has been for millennia, though various creatures and faiths identify it as the work or
manifestation of a variety of deities and name the glade accordingly, they are in fact the effects of a
minor mythal. Elves find the place restful, evil-aligned creatures are warded away as if by a protection
from evil spell, and all healing magics cast herein gain unusual power. Minor healings gain the ability to
cure feeble mindedness; neutralize poison and cure disease spells always banish lycanthropy and
deafness, blindness, and the ravages of parasites are always lessened. Finally non-magical wood, no
matter how old brought into the Green Glade, begins to sprout and grow, even if it has been cut,
stained polished, fashioned into furniture or damaged by fire. This effect can be used by canny beings
to mend damaged items, though it usually won't mend clear breaks. The Green Glade is so called
because, within its protective ring of elms, it's always spring.
The House of Long Silences - It's a meeting place of portals in the Ardeep Forest, near Deepwater Bay,
some of the doors there lead into the Waymeet itself, and that in turn is a place where thousands of
portals come together. The house itself is a rambling palace of white stone built amongst mighty trees
hundreds of years old growing up through the ceilings of its chambers. Life like statues of elf lords and
ladies stand silently in ivy-filled alcoves, looking strangely sad and wistful in their countenance. The
white stone palace with its vaulted corridors and towers is the summer residence of the grand mages
of Deepwater Bay, the great coastal city of the kingdom. Most of the doors in this palace are nothing
more than a stone lintel framing an empty place on the wall. Carvings of leaves and flowers, animals
and scenes of nature grace each of the doors. The doors to the Waymeet are marked with a strange
design of stars and dragons. There is a regular staff of servants and magical constructs here at all times.
Whenever the Coronal or members of his family are in the area they stay at this opulent house to avoid
the worst extremes of the summer humidity and mosquitoes that Deepwater bay is infamous for.
ArBonnaluriella -The Grand Temple of Angharradh.-A grand circle of interwoven crystal spires sits in
the hills to the east of the Hollow. The centre of the circle is a hollow grass and brush filled plaza with a
small crystal clear lake at its heart with a beautifully carved fountain depicting the three aspects of
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Angharradh at its heart. Surrounding the temple is a broad plaza lined with silver barked Amberwood
Trees. Each of the trees is notable for the diamond-shaped patterns that score the tree trunks. To the
north of the temple is the peoples most sacred site.
The Dancing Hill - The paved road leading away from the temple and up to the sacred hill is the
Laughing Way. Lining its winding path are majestic forest giants, remnants from Tintageer,
interspersed amongst the shady giants are numerous stone rotundas, garden seat, grottos, shrines and
fountains. Rambling paths also wend their ways up to the top of the hill shrouded in floral displays and
creping vines filled with fruits and butterflies of every hue and colour, (Think faerie drakes, sprites,
pixies etc).
At the highest point of the hill is a place offering sweeping views of the forest below and the distant
ocean beyond. This sacred site harbours the peoples brightest memories and their most powerful
magic. Here they gather to celebrate the turning of the seasons, to sing the old songs and dance for the
sheer joy of existence, to gather starlight and weave it into wondrous spells that bless and strengthen
the People or lend magic to their artworks.
Local Lore: Laughing Hollow on the north bank of the river is an eerie, shadowed area where fey beings
reside. Even in the daylight, the shade from the omnipresent trees gives a perpetual twilight effect
within a 1 mile radius of the Hollow. This is a place meant for elves, not men. The trees and brush are
occasionally broken up by warm, light-filled glades and larger clearings holding small lakes. Some
travellers report having seen and even spoken with a King of the Woods, who rules the Wood Elves
of the Misty Forest, Laughing Hollow and Ardeep Forests. Pixies, hybsils, Wood Elves, Centaurs and
other fey creatures live within the forest.
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Veldaoresk
(Evereska)
Population: 18500 (Sun Elf 70%, Daemons/Feyri 10%, Moon Elf 10%, Green Elf 5%, Others 5%)
Products: War machines, constructs & magical items, weapons & armour, war horses, war Cooshee,
war dragons, tack & harness, siege equipment, demonic servants & summonings, trail rations & gear,
useful magical potions, & items, rods, staves, wands, scrying & communication devices, spells &
prayers, nuts & way breads, portals, made to order spells & charms, dragon eggs, dragon hide goods,
fruits & vegetables. Timber products, fine wines, liqueurs, spirits, ales, fruit juices & cordials.
Who Rules: The hereditary Araegisses answerable only to the Coronal of Sharlarion.
Who Really Rules: The Marcher Lords word is absolute and she/he is answerable only to the Coronal.
In war time the seven Marcher Lords are charged with defending Aryvandaars borders and its greatest
treasures.
Notable Temples: The Sunlord Watchers Spire Temple to Labelas, filled with militant priests,
paladins, specialist priests, crusaders and knights dedicated to spreading the word of the Sunlord and
promoting his rightful place ahead of his younger brother as chief amongst the Seldarine. Priests of
Naralis Analor run the house of healing and care for the fallen, Araleth Letheranils followers work to
map the stars from the citadels observatory There are several service shrines dedicated to lesser
deities that serve the local community and garrison; Tethrin Verald, Mythrien Sarath, & Darahl
Firecloak.
Notable Magi: The Brotherhood of the Black-Masks an order of battle ready magi dedicated to the
searching out and destroying those Miyeritaran spell casters and political figures opposed to Vyshaan
rule, Kerymkhotynn Portal Raiders specialist Incantors who use the vast portal network to lead raids
against other Elven settlements across the western lands. The Starsingers of the Ruby Sun, FaerYal
Tintagmale Bladesingers of old Tintageer, SelutaartelEverfaer, New Moon Blade Dancers,
Kellerahsellee Fey Masters., The Sable Sisters Selutaar loyal to the Vyshaan, the High Inquisitors
diviners & enchanters charged with ferreting out guerrillas and rebel sympathisers.
Notable Organisations: Archers of Valanfhaor, Soul Song Life Shapers, Sisterhood of the Luminous
Cloud. The Knights of the Seven Sacred Mysteries The Sentinels of the Moonbow, Eternal Blades of The
Midnight Sun, Patherfinders of the Silver Wolf, The White Dove Healers, The Brothers & Sisters of
H'ei'Yal Drathinmale, The Twilight Knights of the Prince of Stars, The Hidden Society of the Sacred Sun,
Archivists of the Lord of Time, The Branded Brotherhood Blackguards dedicated to the service and
schemes of the Branded King, The Hidden Society of the Scarlet and the Grey Notable thieves guild
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famed for its spellfilchers, lore lords, infiltrators and assassins, The Crypt Creators & Keepers Guild, The
Mist Runners Scouts, Pathfinders, Hunters & Guides Society,
Notable Locations:
The Deeping Halls barracks, store houses & workshops buried deep beneath the mountain and able
to house and supply 5000 elves comfortably and 25000+ troops during times of war,
The Misty Road huge underground cavern with twin gateways used to transport armies to a matched
set somewhere within or beyond the boundaries of the empire.
Carlaeron -The imposing rose pink sand stone walls and watch towers of this multi towered fortress
have been constructed to house the soldiers of the Watchers in the Vale. From here patrols of elves on
giant eagles, Dragons, on foot and horseback guard the ground and skies and approaches of the
Keepers Vale.
The Vyshaan Barrows To the west of East Peak are the cunningly hidden barrows and burial crypts of
the Vyshaan clan. Tome Guards regularly patrol this region said to be plagued by baelnorn, banshees
and other Elven spirits that refuse to travel to Arvandor. These tombs are built within several large
barrows 200 long by 50 wide and 40 high. Giant blueleaf, Wierwood and Shadowtop trees grow all
over mounds completely blocking the entrances with their hugs roots.
The tombs are all relatively intact save for the invasion of tree roots, and the vagaries of wind and rain.
The warding magics are subtle and strong and the Green Wardens and Watchnorns guarding the
barrows are very much aware and alive. Beings walking past the barrows or stopping by to pay respects
at a small shrine near the entrance is ignored by the watchers but any attempt to dig is met with swift
and brutal reprisal. Once past the entrance chamber and Mortuary chapel, large stone coffins flank a
central open pathway of each barrow, their tops carved into life like effigies of elves of both sexes. This
area is lit by a permanent amber continual light, emanating from now failing continual light lamps. At
the far end of the path is a large mausoleum sealed with an arched stone door. It is within this chamber
that the waiting Baelnorn of each barrow reside. Most of the ruling nobles, and their family members
are entombed within these barrows. Each was buried with the items they most prised in life. Family
heirlooms or items deemed too dangerous were often also locked away with their former owners.
Each sarcophagus is enspelled to preserve its contents in life like rest. The intricately carved and
detailed effigies upon the coffin lids reflect what should be found within provided that the seals are still
intact. There are spell alarms are traps placed both on and inside each coffin. High Magic of a most
potent and peculiar kind enshrouds the Crypts of The Watchers Vale.
Condition of Sarcophagus
1. Unopened
2. Collapsed
3. Opened but undisturbed body dust and bone
4. Flooded
5. Covered in vines
6. Covered in tree roots & collapsed
7. Opened & empty
8. Unopened & empty
9. Unopened & contains undead (sword-wraith/death knight/banshee/Watchnorn)
10. Contents spoiled & rotten
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Grave Goods
(roll 1d four times to determine contents,
ignoring repeats or ridiculous rolls)
1. 2d20 pieces of jewellery (BV 20-20000
gap each)
2. 2d10 gems (50 50000 gaps each)
3. 1d4+4 objects de art
4. 1d2+2 magical pieces of jewellery
5. 1d2 pieces of magical clothing
6. 1d4+2 scrolls/books or other
information recording devices
7. 1d2+1 Magical Items (The weird stuff)
8. 1d3+1 magical weapons
9. 1d2+2 pieces of magical armour
10. Nothing magical and plain & simple
clothing.
11. Fine but simple clothing and cheap
imitation jewellery
12. Something Special (roll 1d20)
1. Spell blade (+1 to +5) NSA
2. Storm Sword (+1 to +5)
3. Other generic magical sword TBA by
DM
4. Intelligent Dagger (Int 14+1d4) Plus
special powers TBA
5. Other magical weapon (1. spear, 2.
bow, 3. mace, 4. dagger +1 to +5, special
abilities TBA)
Tower of Screams
One of the most interesting and least talked about features of the vale is the Tower of
Screams. This impossibly slender black obsidian spire is wreathed in mist and clouds, and
rises in the mountains at the northernmost end of the vale. It overlooks the Shinning Falls, a
waterfall that plummets down a sheer cliff rising at least 1,400 feet. The waters plunge into
a large lake that narrows into the Singing Waters River. No entrance or windows are visible
in the base of the structure, though at night strange lights glow within, and occasional
screams of indescribable terror often carry for miles through the mountains around it. The
tower resembles that found within Malkizids infernal domain. A broad balcony ascends the
outside of the spire for quite a distance before coming to a railed walk way. A dark doorway
midway along its length leads to the towers interior. The citadel is three distinct spires in
one structure, winding around each other, grown out of the ground in this form. About
halfway up the height of the central spire, one of the two smaller ones branches off and
soars out as a hanging minaret. The other branches out a little bit higher. The whole edifice
spurns the earth below, boldly leaping out over dizzying drops below with the support of
long, slender buttresses.
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The Branded King built the tower when the Vale was first built not long after the Sundering
of the Drow, when Veldaoreskwas but a remote outpost. Certainly some force or power
protects the vale when humanoid armies. Those few elves that have journeyed to the
Barrens of Doom and Despair say it bears more than a passing resemblance to Malkizids
abode there. Whatever the case, all Veldaoreskan elves consider the waterfall and the
tower sacrosanct and never attempt to climb or enter it. The waters of the pool, however,
are highly valued for their legendary healing qualities. Any who merely bathes in the water
during full moon will be healed of ailments, wounds, and even have lost limbs regenerated.
Needless to say, the elves never speak of this to outsiders, as such a prize would be beyond
price to the elves enemies if they were ever to learn how to harness its power.
Local Lore: The last redoubt of clan Vyshaan, the hidden fortress city of Veldaoresk, has for
millennia been their own private playground. Situated upon three granite tors at the centre
of a vast and ancient caldera the citadel with its 12 soaring spires and imposing battlements
is surrounded by mist covered woodlands, open fields, orchards, gardens, and vineyards
upon the lower slopes of the surrounding mountains. Accessed only via a hidden road and
carefully guarded portals the city is a direct reflection of the one found in the realm of
Malkizid. The elves of clan Vyshaan and their loyal followers were lead here by the servants
of the Branded King and quickly established themselves as the valleys lords and masters. It
was from here (the second capital) that the real war was waged. The final stand of the
Vyshaan armies was made here after the fall of Sharlarion. With their dark fey and
daemonic forces arrayed against the shining knights of Arcorar, the scouring of the Western
Cam was the last great battle of the fifth Crown War. Whilst the last ragged army followers
of the Vyshaan suzerains fell before the combined onslaught of the united Elven nations, a
full gathering of High Magi (24 in all) laid waste to the citadel of Veldaoresk razing it to the
ground. The high magi in turn were consumed by the very mythal they sought to bring
down. It was only the last minute intervention of the gold and silver dragons and their Moon
Dragon Selutaar that disaster was averted and the gates to the Barrens of Doom closed
forever.
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Sorrow Woods
Population: 4500 (Green Elf 50%, Sun Elf 20%, Moon Elf 10%, Fey Beings 10%, Lythari 5%,
Avariel 3%, Others 2%)
Products: hand grown & life shaped timber products, house wares & furniture, unusual
garden plants, fruits & vegetables, edible & medicinal fungi, unusual pets & familiars,
hunting cathshee & cooshee, pegasi & moon horses, medicines & healing balms, herbs,
herbal unguents & preparations, light sources, spices & salts, various preserved food stuffs *
trail rations, grains/nuts & legumes, young trees & shrubs, magical seeds for life & memory
trees, living sculptures of stone, crystal and wood, portable mantle stones, memory orbs.
Who Rules: The FaerntelShee The Council of Green Heart Sorrows
Who Really Rules: The Arlaranlar of the Great Heart Circle
Notable Temples: Rillifane Rallathil The woods are home to a large circle of druids,
witches, rangers, and priests in the service of Rillifane. They tend the trees, manage the
food supplies and game, and guard against intruders not of the fey realms, Sehanine The
Order of the Weeping Ones tends to the needs of the dead and the dying. They and a
martial order of knights and tomb guardians protect the final resting places of the realms
greatest priests, druids and seers. They also invite any seeking visions from the trees to first
prepare themselves for the afterlife thus cleansing their spirits before they seek guidance
from the memories of trees, Labelas The Order of Memories. This dedicated group of Lore
Lords & Ladies who record the visions experienced by pilgrims. They often enter the groves
themselves to both recall past events and to upload Elven experiences from outside of the
Great Forest. This is done via memory orbs, fist sized spheres of polished malachite,
fashioned to hold the memories of a deceased elf. This helps to add to the growing body of
knowledge stored by the trees through their interaction/interdependence with Araumycos.
In turn the priests supply memory orbs to pilgrims in order to record the events experienced
by the supplicants. These orbs are stored by the temple and then supplied to the pilgrim
upon request. Small memory gems, attuned to the specific wearer can be bought so that
any visions gained can be replayed over and over.
Notable Magi: The Mist Keepers & Mystery Weavers an order of high magi, invokers,
incanter and illusionists dedicated to the creation of warding mists, site specific mythals,
protecting important heritage sites, and creating personal items of illusion and protection.
The Mist Weavers are responsible for the construction and storage of the memory orbs and
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for the protection of the temples and trees around the Sorrow Woods. They are assisted in
their endeavours by the Sisterhood of the wailing Witches, an order of sorcerers and
witches dedicated to the unravelling of lifes mysteries. Many of the order are Lythari and a
goodly number over the millennia have voluntarily become Watchnorns and Banshee
Witches with the ability to shape change into mortal forms as well as that of their more
common lupine forms. These secretive guardians operate outside of the woods, spying
upon intruders and reeking havoc upon invaders in the dark of night and in the twilight
world of the deep, dark, and brooding heart of the Great Forest.
Notable Organisations: Peerrinathlaer Tree Herders & Keepers, Oshforynn Life Shapers.
Garadeth Orchardists, Erryndath Cathshee & Cooshee Breeders, The Order of Lashrael
Crusaders hunters of Leshay and their fey servants who from time to time escape the fey
lands to wreak havoc amongst the mortal beings of the realm, Telporinshree Wyrm
hunters & artefact retrievers, ladies of the Spiders Skeins fate weavers & soothsayers.
Notable Locations:
Sorrow Woods- Hidden in the dense woods of Unicorn Run, this small copse of magic oaks
was planted by the ancient elves of Aryvandaar. The leaves of these trees change colour like
those of normal oaks but never fall from the branches. They simply turn from summer green
to autumn shades of red and gold to winter brown, then back again to green in the spring.
Sepulchres of the Weeping Ones.- These tombs are built within several large barrows 200
long by 50 wide and 40 high. Giant blueleaf, Wierwood and Shadowtop trees grow all over
mounds completely blocking the entrances with their hugs roots. The tombs are all
relatively intact save for the invasion of tree roots, and the vagaries of wind and rain. The
warding magics are subtle and strong and the Green Wardens and Watchnorns guarding the
barrows are very much aware and alive
The Tiers of Falling Dreams cataracts leading from the head waters of the Luerill, a
tributary whose cold clear waters run through the heart of the Sorrow Woods, and then
empty into the Unicorn Run.,
The Great Ring a series of hidden tree settlements made up of a series on interlinked tree
halls, flets, & platforms linked by hidden sky ways and accessed from the ground by craftily
hidden spiral stair cases that wind up through the trunks of towering Wierwood and chime
oak trees.
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Local Lore: Hidden in the dense woods at the at the feet of the Great Starmounts, amongst
the headwaters of the Unicorn Run, this small copse of magic oaks was planted by the
ancient elves of Aryvandaar millennia before the Vyshaan came to power. Its original
purpose was to remind all those Elves who came after the Fall of Tintageer, the ultimate
price of Hubris and Greed. The leaves of these trees of these trees change colour like those
of normal oaks but never fall from the branches. They simply turn from summer green to
autumn shades of red and gold to winter brown, and then back again to green in the spring.
The Sorrow Wood serves as a living recorder of Elven history. These trees, whose roots are
said to touch the roots of every other tree in the High Forest, hold a history of the Elves that
goes back to the Dawn Age of the Elves arrival from Faerie, more than 10000 years ago. The
Elves named this grove the Sorrow Wood because the history it related was full of sadness,
death and war. The Sorrow Wood is not an oracle, and does not give answers to questions
asked. Rather, those who go there seeking knowledge are drawn into an incredibly life like
vision in which they must interact with spectral representatives of the people, places and
events from long ago. So vivid are these images that those awakening from the vision often
find themselves clutching an ancient relic of bleeding from a wound.
The temple complex itself is located 5 miles from the grove so as not to disturb the visions
of those who travel there. There are shrines to the 3 Seldarine deities most important to the
Elves of Aryvandaar prior to the Crown Wars. The priests and scribes in attendance care for
the vision seekers and protect them as they enter the mists wards that surround the grove.
There is a mythal that protects the woods from the worst of natures extremes, fire and
harmful magics, and a Forbiddance like effect that keeps out the unwelcome and those
seeking to do harm within the groves precinct and within a 1 mile radius around the Sorrow
Woods.
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Population:175000 city and surrounding country side. (Gold Dragons 5%, Silver Dragons
3%, Bronze Dragons 2%, Song Dragons 5%, -Dragons 5%, Humans 50%, Elves 30%)
Products:lore gems & other storage devices, books & scrolls, fine art & sculptures, water
clocks & fountains, music & musical instruments, memory spheres, fruits & vegetables,
beers & ales, wines & spirits, weapons & armour, horses, meats & leathers products, metals,
gems & jewellery, cloth, clothing, spider silks, ropes, wood products, crystal wares, tack &
harness, herbs & spices, rare fungi, unusual pets, grown buildings, weapons of warfare,
useful magical potions, & items, spells & prayers, nuts & way breads, caravan supplies,
portals.
Who Rules: KingOrchtrien The Grand All-Father of the Golden Wyrms Suzerain of the
Northern Tribes. Rhespen Ash, Royal Councilor, Magician and a royal deputy.
Who Really Rules: King Orchtrien and his son the Crown Prince,Bexendral The Unready,
along with a council of advisors made up of wyrmish nobles, elves, humans and half-dragon
elders of the vassal tribes.
NotableTemples:Bahamut,Io,Tamara,Aasterinian,Astilabor,Chronepsis,Faluzure,Garyx,Hlal,T
itaniaOberonVerenestra, Emmantiensien, Squelaiche, Eachthighern, Rillifane Rallathil,Hanali
Celanill,Sehanine Moonbow, Fenmarel Mestarine, Raven Queen, Tharizdun, Bright Nydra,
Silvanus, Curna, At'ar, Jannath, Kozah.
Notable Magi: Brothers & Sisters of the Golden Flame order of magi half-dragons of
various races, The Order of Dusks Ascendants rebel cabal of dweomer users and priests
dedicated to overthrowing their draconic masters, The Order of Lashrael Blade-Singing
Crusaders hunters of Leshay and their fey servants who from time to time escape the fey
lands to wreak havoc amongst the mortal beings of the realm, The Aurumvor Weavers A
coven of witches and sorcerers who live amongst the conquered northern tribes and who
owe their fealty to the Drake Witches of Dawnfire,
Notable Organisations: The Saffron Knights, an order of gold, silver and bronze half-dragon
dedicated to protecting the rule of the Golden Wyrms and spreading their power base
throughout the northern lands, Archers of the Flame Eagles, Wyrm Song Life Shapers,
Sisterhood of the Luminous Cloud, The Bronze Knights of the Severed Claw, Brightstar
Crystalomancers Society, Ashen Deep Farmers Co-operative, Orchtriens Raiders Troll &
Giant Hunters Society, Ferrynfhaor Miners& Smithies Guild, Silver Ambuchaer Knights,
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Elpenstone Hippogriff & Giant Eagle Breeders Society, Storm Dancers Travelling Entertainers
Guild, Fetherstar Brewers & Vintners, Ebonash Potters Guild, Song , Sky Knights of the Stars
& Cross, The Crypt Keepers Guild, The Opaaltor Horse Breeders Guild, Severenn Orchardists.
Notable Locations:
The Lower Watchers Citadel: Grown from the very bed rock at the base of the Bright
Mountain is multi-spired granite fortress that sits astride the one road that winds its way up
the mountain. The fort is filled with ever watchful troops of human pike and spearmen,
Elven warblade and archers, led by half silver dragon officers, and commanded by one of the
many bastard daughters of the king. The fortress is the head quarters for the royal
messenger core, and its garrison is responsible for maintaining the dozens of watch towers
and relay stations found all along the empires major roads.
Dawnfire Palace: At the centre of Dawnfire stands the royal palace, a sprawling hive that is
home to a legion of servants, guards, and courtiers. Within this complex rises the high keep
containing Orchtrien's personal apartments, and the quarters of those he wants closest. The
walls of the city are covered in seas of flowering vines filling the air with the fragrance of
brunfelsia and Sapphire Moon Roses.
The Arcane Spire: Like Orchtrien's personal residence, the sanctum where he and the
princes practice their sorcery is a tower with gardens growing all around. Over time, the
forces leaking from behind the thick granite walls have warped the blossoms and shrubs
into growths unknown to nature, pine trees writhe, and the needles clash softly, as if they
are made of metal. Pale, fleshy flowers with lidless eyes at their centres twist to watch those
who pass by the walls of the tower and its outer garden walls.
The Grand Librarium of the Golden Drakes: At the heart of the palace is a garden filled
courtyard with only two exits. This courtyard sits at the entrance to one of the greatest
libraries in Faerns history. At the centre of the court yard before the librarys high iron
door stands the semblance of a dragon shaped from the same metal. Though motionless the
statue is still imposing. Confident of their prowess, Orchtrien and his progeny use only
warriors and walls, commonplace measures, to protect their residences and thus their
persons. Indeed, one could almost surmise that the golds only bother with bodyguards and
such because they comprise part of the customary pomp and display of a royal court. But
they too however take much greater care to preserve the arcane secrets of dragonkind, and
the iron wyrm isn't the only guardianor guardian enchantment emplaced to foil
intruders.
The ground floor is a spacious extra-dimensional hall, apparently bare except for the
intricate mosaics of grand dragon mages is various poses. The only way to the upper floors
of the library is via the ceiling crawl holes, gem lined openings warded to only allow wyrms
of Orchtriens lineage into the library proper. The original entrance is hidden by cunning
illusions that hide the openings that are positioned one above the other. A creature as huge
and agile as a wyrm can easily employ them to scramble up and down. Guarding this portal
is a demon, as large as a mature adult wyrm a Ghargatula, a towering, bipedal mound of a
thing, with a lashing prehensile tail terminating in a coal-black stinger, a dozen mismatched,
many-jointed arms sporting one or more talons, and a head that was virtually all mouth
lined with row upon row of tusks.
Near to the top of the keep can be found the heart of the library, one great chamber that
occupies the entire floor. Some of the books and scrolls stored here are of conventional size.
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Any elf or human scholar can manage them conveniently. These volumes have been
created by drakes capable of changing shape. Most of the volumes, however, are huge, and
composed of substances more durable than parchment, ink, and leather. One wyrm has
etched its lore on copper plates stitched together with a silver chain. Another has scratched
glyphs onto octagons of teak, while a third has employed oblong sandstone tablets
resembling the lids of sarcophagi.
The Sky View Gardens: These fragrant gardens, of jasmine, roses, giant periwinkles, and
columbines are used exclusively by the wyrms and their courtiers. Each drake of the royal
family has his or her own courtyard garden which most of the time remain unused but for
the florists and bee keepers. Yet late in the spring, King Orchtrien and his court often repair
to the gardens to enjoy the balmy night air and the spectacle of the moon, the northern
lights and the odd comet.
The Grand Throne Room: The central hub of courtly life within Dawnfire is the massive
many columned throne room, a vast, high-ceilinged hall, with an intricately carved
cylindrical pedestal at its northern end that serves as a sort of throne, upon which King
Orchtrien sits when holding court amongst his many sycophants, petitioners, guests,
attendant nobles and courtiers.
The Gate Keepers Citadel: At the lowest entrance to the city is the ornately decorated
fortress of the Saffron Knights and the citys army the Talons of Justice. It is here that the
men-at-arms, and the war-wizards are quartered and trained, and it is here that is the head
quarters of the Saffron Knights, and order of gold, silver and bronze half-dragons. Clad in gilt
armour, the warriors are tall, lanky men with blond hair and tawny eyes. Their skin has a
golden cast as well, and in some cases, a faint patterning suggestive of scales. These noble
warriors are the bastard progeny of the various noble wyrms and make up the bulk of the
personal guard of King Orchtrien.
The Elf Quarter: Passing through an arch in a wall adorned with flowers, bumblebees, and
hummingbirds rendered in mosaic, a visitor reaches the very heart of the city. At its centre
towers a wood of mighty oak and shadowtops. High in the branches hang dwellings, halls,
and flets constructed on multiple levels, some portions enclosed, others, simple platforms.
White, blue, and amber lamps glow in the twilight, and the scents of cooking tinge the air.
Hard work and potent sorcery was utilised to transplant these trees to the top of the
mountain, just so the elves would feel at home.
Local Lore: Built during the height of the Time of Dragons, the city of Dawnfire can only be
accessed via the Dragons Way, or by air. The climb up the mountain highway is considered
a rare experience by travellers; the view going up the mountain is spectacular, one of the
fairest sights in Faerun. As travellers ascend the road switches back up into the mountains,
past the minor bastions and watchtowers built to guard the way, as the road winds through
the stony crags rising around them.
Orchtrien's capital is both a city and one vast castle, the whole hewn from the living rock of
the mountain top, then refined and polished like a cameo. Not an inch of it is plain, dingy, or
poorly proportioned. At the crest of every spire, framing every window, and etched into
every section of wall, finely wrought ornamentation delights the eye. At sunrise the
stonework catches the red and gold light like a mirror.
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It is a city of a good many folk who aren't dragons who live here and enjoy it. King Orchtrien
doesn't have slaves, he has subjects. His human subjects often find themselves at odds with
the elves of his realm as his subjects clear more trees every day to make way for more
farmland. Even though the King regrets this the army must eat, as must the entire kingdom
must, and the unfortunate truth is, forests don't yield as much food as grain fields.
Yet the fuel for the rebellion was the very destruction of the forests for the elves considered
every particle of soil, every leaf, and every twig of their homeland as sacred. Thus the three
rebel houses, Vilirith, Starfall, and Duskmeretook part in a rebellion against Orchtriens
rule working in concert with the High Magi of free Aryvandaar to bring down the rule of the
mighty dragon lords.
Adapted from the short story Traitors by Richard Lee Byars.
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Soon there came a change in the world, dragons everywhere ran amok laying waste to their
own dominions, slaughtering their chattels and protectors alike, and in their wanton,
reckless bloodlust, leaving themselves vulnerable to their foes. The High Magi, High Priests
of the Seldarine and the Great Elvish Lords stood at the heads of mighty hosts assembled to
assail the drakes. To achieve this the elves had built a mighty fortress, Daoineska, a secret
citadel, far to the north, high in the Novalarond Mountains in a place where the skies were
almost always clear and the comet, Daoin Elladyr The King Killer Star, would first appear
and stay in the sky the longest. Remote from the rest of the elves holdings, the city
Daoineska was set within the caldera of a long dormant volcano that teamed with life in
the cold and frosty north lands. Settled by Moon Elves. Green Elves and several clans of
Avariel, the Fortress of the Stars, was raised by geomancers and high magi to guard the cap
stone that generated the Dracorage Mythal, the Mythcoronhaordaoin. The dedicated
elves protected their charge against all comers, which in the end brought about the deaths
of nearly everyone living in the city. After a mighty battle, that was only won after
thousands of Avariel had given their lives in a last ditch defence of the citadel. The citadel
was finally abandoned, hidden by illusions and magical safe guards woven by high magi and
priests of Sehanine, who named the mountain Thimaerthorvael in honour of the Avariel
who had all but brought about their own extinction so that the rest of the TelQuessir could
live free of the yoke of their former draconic masters.
The city itself was built within the caldera of a huge volcano, the mythal laid upon the
mountain kept the mountain from erupting whilst allowing the natural heat to keep the
transformed valley at a warm, somewhat tropical temperature. This allowed the people to
live comfortably and for lush gardens and rainforests to thrive in the normally hostile
environment. Mosses, grasses and small shrubs cover the upper slopes of the caldera,
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slowly giving way to lusher and denser vegetation the lower one travelled down to the
valley floor. The builders of the city worked with the local granite and marble, their
deceptively delicate looking spires and battlements, simple and intricate by turns, embodied
an aesthetic and achieved a beauty comparable to the living tree cities of the people of
Aryvandaar to the south. The layout of the city was made up of straight, Weirwood and
Blue Leaf, tree lined boulevards, bordered by vast lawns and bed of flowers and fruiting
shrubs, vines and small, topiaried trees. The city itself is surrounded by massive pale marble
walls, topped by crenulated battlements with shimmering pale granite and marble capped
watch towers sitting astride the 4 main gates set within the citys magically strengthened
walls.
The forbiddingly beautiful central citadel sits at the heart of the valley and thrums and
pulses with arcane energy. As towering and massive as it is the fortress is paradoxically a
thing of exquisite grace greater than any Elven temple or high mages tower. The main
thoroughfares radiate from a central hub, a soaring keep topped by four impossibly delicate
spires, inset with balconey lined, theurglass filled arched windows and each linked via
interlacing skyways at differing levels as they rise 1000 feet into the air. At the heart of this
nexus of avenues is a bright and airy atrium, circular in shape, paved with vitreous, dark
green malachite, each hexagonal flagstone inscribed with ancient Seldruin glyphs that
continue upon each carefully laid stone within the citadels glowing green walls. The
concentric outer ring roads of the city reflect the citadels circular design. Nine ballista
topped towers seem to spring out from the 80 high, 30 thick granite and malachite walls.
An imposing barbican sits astride the only gate in or out of the fortress. The only other ways
out of the castle is via the 4 sally ports, or the catacombs located deep within the ancient
volcanic rock of the caldera. The main entrance is sealed by massive twins, adamantine
gates inscribed with hundreds of ancient, arcane Seldruin glyphs of power, at the far end of
the 50 long entrance tunnel sits a forbidding, spiked covered portcullis, murder holes and
archers loopholes line the circling and inner walls of the tunnel and barbicans inner bailey,
making a killing ground perfect for slaying dragons and their followers.
The inner workings of the central citadel are a maze of echoing courtyards, chambers, and
hallways resplendent with the bright and airy artistry and craftsmanship of the people of
Aryvandaar. The designers of the citadels shaped in such a way to make it difficult for
wyrms to move around, with twisting turns, blind corners, narrow, wing snagging
latticework and archways. Mostly spacious and airy, the builders created certain choke
points, with narrows corridors, low doorways and multiple hairpin turns. The massive,
cunningly crafted maze leads to the central plaza. The plaza within the central atrium is the
key to the secret of the mythal, in a chamber deep below sits the mythals capstone, a giant
ruby. The capstone is kept within a heavily warded chamber deep beneath the central
plaza, a chamber that is out of phase with the rest of reality and only accessible by carefully
chosen spells that take the caster to an brilliantly blue lit antechamber that leads into the
main mythal heart chamber that is filled with deadly magical wards and guardians.
The main chamber is spacious with the black marble floor inlaid with a pentacle in gold, with
true silver and gems inlaid into black walls and ceiling to represent the night sky, a gigantic
red ruby with a streaming carnelian tail, representing the comet, that heralds the coming of
the rage. The mythal draws its power from the stars of the night sky, its defensive and
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climate controlling powers always in operation. The power of the rage is only triggered with
the appearance of the red comet, and lasts until the giant red snowball once again leaves
the night skies above Toril.
Adapted from the work of Richard Lee Byars in the novel The Ruin Year of the Rogue
Dragon
Fhoeldin Durr
The Waymeet
any place one of the Waymeet portals touch can be attacked directly with destructive magic
of awesome power.
The Vyshaantar created the Waymeet as a weapon of last resort. They would prefer to lay
waste to the world rather than admit defeat in the Crown Wars. Some of the myriad portals
on Toril are constructs of the Aryvandaaran mythal and can open doors between Evermeet
and the Nine Hells, erase a city as if it had never existed, or shatter the wards and bonds of
every vault and prison where entombed evil things are locked away since the world began.
The Waymeet has the potential to cause terrible harm. The Gatekeepers Crystal is the key
to the Waymeet; the crystal draws its power from the Waymeet and is the key to accessing
and controlling the Fhoeldin Durr.
The sky overhead is dark and starless. Underfoot, the ground is a of gray shale, yet around
stand walls and spires of luminous white glass. Great arching ribs of crystal curve and meet
in a web of frozen light above him. Elsewhere serried ramparts of pearl marched in curve,
sloping walls. The air within the Nexus is cold and still, yet the walls and spires whisper and
sing in a constantly changing susurrus of sound. Most doorways within the city are made up
of a simple triangular arch between two swordlike spars of glass, its centre gray and misty.
The glass ramparts and spires extend for as far as he could see in that direction. The
Waymeet is a city of glass, perfect and empty. Everywhere one looks are portal doors with
their asymmetrical interstices where sharp spires and slanting sheets meet. Thousands of
doors exist within the city each flickering with living magic.
The Nexus exists in a demiplane of its own, a small self-contained world that exists in the
border ethereal, parallel to Faerun, yet less than a mile across. The walls and towers of the
Waymeet form a difficult but not impassable maze. The place is not really designed to
entrap travellers, just a very complex structure with few good points of reference. A broad
boulevard curves around a striking cluster of tall spires at the centre of the Waymeet.
Smaller passageways angle away into the crystalline depths filled with door after door and
down each intersecting passage are additional rows of portals leading away into the
luminous distance.
The Waymeet was built by the Selutaar of Aryvandaar, a vast, long-lived, and wealthy
empire, the mages and lords of Aryvandaar found reason to create dozens of new portals
each century. The Fhoeldin durr itself creates new portals, and is designed to continue to
propagate portals throughout Faerun-and into other planes and worlds, as well. Over the
centuries, its expansion weakens the barriers between the planes, especially in places where
the people have created any number of portals of their own. The mages who built this place
never intended for that to happen. They assumed that they or their descendants would be
able to guide and govern the Waymeet's expansion and function over the centuries. To
control access the powers contained within the Nexus a Selutaar must have access to the
complete Way Keepers Key. Without it the consciousness of the resident Grand Mage who
sacrificed himself to bring the mythal into existence runs the nexus however he sees fit.
Scattered around the city at the confluence of major thoroughfares in spacious hexagonal
plazas stand speaking stones, simple three sided pillars, about fifteen feet tall, that burn a
bright blue. To speak to the Fhoeldin Durr here a selutaar must set a hand upon it and
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mentally summon the presence within, which will respond with I am the Gatekeeper, I
know anyone who addresses a speaking stone. It is known as the Gatekeeper, because it
guards the countless doors within the Nexus. The Waymeet embodies all the boldness,
daring, and skill of the Vyshaan Empire, capturing in its living crystal a song of Elven might.
The ancient weave of the Fhoeldin durr was spun by the Vyshaantar of Aryvandaar and they
wove their mythal in such a way that it could not be changed from its purpose except by
another scion of House Vyshaan.
The centre of the Waymeet is found at the end of a long curving corridor that spirals in
toward the middle of the city. The foundations of the walls and columns grow thicker at the
centre of the Waymeet. Here the fence of titanic crystal spears that forms the heart of the
mythal reaches hundreds of feet overhead, and not even the elves of ancient Aryvandaar
could build such things without a sturdy footing. At the very heart of the Nexus is a
cathedral-like space where bold spurs of glass criss-cross again and again overhead, creating
a ceiling of sorts far above. Smaller ribs of crystal link the great columns; the place a spider
web of glass. Beneath a spiralling dome in the centre of the structure stands another
speaking stone, a column thirty feet tall, much like the lesser speaking stone. With its
brilliant blue glow filling the plaza with a blinding glare this is the heart of the Waymeet, the
capstone that houses both the power of the mythal and the spirit that controls and guards
it. This anchors the mythal and is where the three shards of the Keepers Crystal originated
from. The cavities from which the crystal came are still there and if replaced they give the
selutaar complete symbiotic control of the Nexus enabling that mage to utilise all of its
powers and those of the Keepers Crystal through any portal connected to the Waymeet.
Adapted from The Final Gate by Richard Baker
The Grandfather Tree dates back to the height of Aryvandaar, long before the Crown Wars
precipitated the Descent of the Drow and the fall of the Vyshaantar Empire, making it one of
the oldest living things in all of Faern and over 13,000 years old. With the exception of the
Stone Stand cutting (of which more is said below), the great giant of the woods is the last
known living example of an "arakhor," an Elven term that translates loosely as "one who
protects the forest," or "tree warden." Akin in some respects to elementals, the arakhora
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draw life, energy, and intelligence from the forest in which they dwell and give back a
forest's energy by serving as a caretaker and guardian. Writings preserved from this era by
the church of Labelas Enoreth suggest that the arakhora were a form of elder treant,
perhaps the progenitors of the treant race in its modern form.
The Ar'Tel'Quessir of Aryvandaar installed the Grandfather Tree at its current site millennia
ago after the chance discovery of a subterranean temple that was ancient even in that
distant era. The Fair Folk suspected (correctly) that the temple dated back to the time of the
Iqua'Tel'Quessir (creator races), and they charged the arakhor with keeping the temple's
abiding evil in check. In the course of over millennia, the nature of the arakhora and the role
they once played in safeguarding Elven realms has been forgotten by even the Fair Folk.
Those few elves who have encountered the Grandfather Tree in recent centuries typically
venerate it as a manifestation of Rillifane Rallathil.
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The two gates that lie to either side of the central statue in the Hall of Mists lead to different
planes of the Abyss. The left portal transports those passing through to the 248th level of
the Abyss, a plane ruled by the demon lord Eltab, Lord of the Hidden Layer, who recently
escaped imprisonment at the hand of the Red Wizards of Thay. The right portal transports
gate walkers to the 571st layer of the Abyss, a vast, dark ocean ruled by Dagon, Demon Lord
of the Depths. The third gate facing the central statue once leads to the Negative Material
Plane,
Writhing Asps of Sss'thasine'ss (Minor Artefact): Carved from green marble, the writhing
asps of Sss'thasine'ss is a hideous statue approximately 1 foot in length and shaped in the
form of a mass of writhing snakes. The writhing asps of Sss'thasine'ss has lain undisturbed in
the Hall of Mists for millennia, undisturbed since the era of the Creator Races. Who or what
Sss'thasine'ss is or was has been lost to history, although fragmentary lore known only to a
few Elven sages suggests that he may have once been a deity venerated by the sauroid
creator race.
The statue is not inherently evil, although it might easily be mistaken otherwise. If even a
single drop of blood is shed on it, the writhing asps immediately animate into one hundred
tiny vipers. In the round that follows, the snakes then attack any creature within 5 feet of
where the statue stood. Anyone bit by one or more snakes receives the benefit of a heal
spell (healing the effects of the snake bites as well). The snake's venomous bite has a most
unusual effect as well; it permanently imbues the recipient with the Snake Blood feat
(detailed in the Forgotten Realms Campaign Setting). While some might view this bonus feat
as a gift, to others it is a horrifying curse. After 1 round, the snakes return to statuette form.
Treat the healing effect as initial damage with no save (as the spell has none), and the feat
should be treated as secondary damage The only way to destroy the writhing asps of
Sss'thasine'ss is to slay all the snakes before they return to statuette form.
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TirumalfalaortelMalkazaor
The Spires of Malkizid
On a barren, dusty plain, with a sky was dark with black, racing clouds that flicker with an
angry orange glow, as if great fires seethe within sits the Vyshaantaris greatest shame. In a
place where thunder crackles and echoes through air desperately hot and dry and jagged
peaks as sharp as swords fence in a mighty citadel of black glass. It soars skyward from the
depths of a forest of twisted shadowtops, spruce, chime oaks, Wierwood, elder, ash and
sycamore trees. This dark and forbidding citadel is surrounded by 12 smaller fortresses
belonging to the 12 great houses of the Vyshaan Empire, all of which are in the Barrens of
Doom and Despair, an infernal plane that lies near the Nine Hells. Lord Oravaas Vyshaan
the Grand Mage of Sharlarion circa -13082 DR.
After his exile from the Nine Hells the Branded King settled upon the Barrens of Doom and
Despair. Here he learned that several dark gods have their domains here, Bane first and
foremost. Other than the gods' realms, the Barrens of Doom and Despair are home to the
yugoloths or daemons as well as other devil outcasts from the Nine Hells, too. Malkizid was
an exiled archdevil, who established himself as a lord in this infernal domain accompanied
by those devils who followed him into exile.
Seated within a series of vertical, serried ridges their flanks scorched and bare is a steepsided valley filled with a forest of twisted and malformed trees. Flowing down from the cliffs
above are several raging cataracts whose waters fill the valley floor with a steamy, humid
atmosphere. The forest is filled with the twisted failures of the Vyshaan life-shapers. The
valley floor is choked with thick briars covered in blood thorns as sharp and long as daggers.
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In the centre of the fog filled forest stands a tower of blackened glass. Its needle-like spires
soar above the twisted branches, glistening darkly in the ruddy light, its like only viewed in
some of the most ancient places of Elvenkind. The spiralling ascent, the slender buttresses
that arched away from the tower, the fluid lines of the place, it is a citadel of the Crown
Wars, a glimpse of Elven castles from the dawn of the world.
The Vyshaan of Aryvandaar built the Waymeet, and they had dealings with Malkizid. They
also built the portal leading to his domain and raised the towers here, both the central
spires and the 12 towers on the outer lip of the valley. The Vyshaantar were daemonfey
they were not deterred by dealing with the evil denizens of the Barrens. They often dwelled
in this place while being schooled by the Branded King and when they were conducting their
most heinous experiments. Towards the end of the wars they visited often enough to see
the need for a strong refuge here. A half mile from the entrance to the tower is a small
clearing where a fountain basin stands. It is crowned by a statue of a winged angel
transfixed by a sword. Immortal agony and despair gape silently toward the sky. Rising
above the trees a few hundred yards away, the nearest spire of the citadel peers down on
all who approach.
One of the most interesting and least talked about features of the vale is the Tower of
Screams. This impossibly slender black obsidian spire is wreathed in mist and clouds, and
rises in the mountains at the northern most end of the vale. It overlooks the Shinning Falls, a
waterfall that plummets down a sheer cliff rising at least 1,400 feet. The waters plunge into
a large lake that narrows into the Singing Waters river. No entrance or windows are visible
in the base of the structure, though at night strange lights glow within, and occasional
screams of indescribable terror often carry for miles through the mountains around it. A
broad balcony ascends the outside of the spire for quite a distance before coming to a railed
walk way. A dark doorway midway along its length leads to the tower's interior. The citadel
is three distinct spires in one structure, winding around each other, grown out of the ground
in this form. About halfway up the height of the central spire, one of the two smaller ones
branches off and soars out as a hanging minaret. The other branches out a little bit higher.
The whole edifice spurns the earth below, boldly leaping out over dizzying drops below with
the support of long, slender buttresses.
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Temple Beyond Time sits atop a large steeply wooded hill surround on all sides by a flowing
stream, named Corellons Tears. Starsong Tor is the ancestral home of the Starsong Clan
who dedicated their holdings to the building of the Temple, back at the founding of
Aryvandaar. The hill itself is a giant Fey Mound, blessed by the Seldarine and shot through
with the interred remains of countless generations of Starsongs and clergy of Labelas and
the Seelie Court. The Temple Beyond Time, a soaring tower shaped like an elongated
hourglass consecrated in the name of the Lifegiver. Labelasan religious texts suggest that
the Temple Beyond Time existed as far back as the early days of Aryvandaar, nearly 25
millennia ago. The Temple Beyond Time is a monument unbowed by the passage of time
constructed from weathered stone carved from the slopes of Starsong Hill. The central
chapel of the temple is dominated by a massive golden sundial inlaid in the floor, and
windows are placed so as to allow the direct rays of the setting sun to bathe the massive
time piece in colourful hues. The temple houses a library housing some of the greatest
collections of Elven lore assembled in the Realms.
The Temple Beyond Time can be seen or entered for a few moments at widely varying
intervals. The only permanent inhabitants of the Temple Beyond Time are a trio of baelnorn,
known collectively as the Timespinners: from clans Orbryn, Nierde, and Evanara. In life, each
of the Timespinners was a gold Elven priestess of Labelas, and they and their clans have
served the Lifegiver for millennia as historians, sages, and oracles. The faithful of the
Lifegiver interpret the god's omens as to when the Temple Beyond Time can be reached and
then travel to the site in order to consult with the eternal seers who dwell within. Those
petitioners who enter the tower bear the risk that when they emerge many years may have
passed, even though the interval seemed like little more than a few hours to those within.
Affiliated Orders: The Order of the Setting Sun is a fellowship of lore keepers, scholars,
sages, and the like who seek to preserve and/or rediscover the relics and knowledge of
Elven cultures that have passed into history. The Knights Paradoxical are an elite order of
warriors, wizards, and priests who seek to preserve the integrity of the time stream and
prevent significant alterations to history by Chronomancers and their ilk. Members of this
ancient order may be found guarding legendary time gates and tracking down copies of time
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conduit spells to keep them out of the hands of those who would meddle with history either
deliberately or through carelessness.
On a clear night, the northern heavens are ablaze with starlight, and countless names have
been assigned by different cultures to those that shine with the brightest light. To the Fair
Folk of Aryvandaar seven of the most prominent stars were Y'tellarien (the Far Star),
Y'landrothiel (Travellers Star), N'landroshien (Darkness in Light), Y' (the Singing Star),
Y'maerythien (Star of Dreams), Y'cervarkiir (Stagcrown Star), and Y'angarothien
(Heavenfire). These names are now echoed in the names of the tallest peaks of the Star
Mounts, as Far Peak, Mount Journey, Shadowpeak, Bard's Hill, Mount Vision, Hunterhorn,
and Mount Angaroth, respectively and their passage is mapped and marked by the great
astrologer/astronomers of the temple. The ancient burial grounds of Aryvandaar, the
resting place of the mortal remains of those who died in defence of that wondrous land,
surround the great fey mound and remained sacred and heavily defended by Tomb
Guardians throughout the life of the empire and beyond.
All across Vyshantaars extended empire these small, heavily fortified complexes were
placed in troublesome areas so that Aryvandaaran forces could more easily deal with
insurgents, rebels, and other disruptive elements. Each occupational fort was a walled
compound built of mortar and brick woven with various spell-resistance effects and
strengthening magic. Within the walls were a barracks suitable for a company of sun elf
soldiers, an eyrie for twelve griffons, and a small, separate tower for Aryvandaaran battle
mages. Clerics were stationed at each fort to supply the soldiers with food, drink, and
healing, and the wizards used their divination magic to sniff out troublemakers before they
could incite the local populace to rebellion. The system was surprisingly effective in that a
relatively small body of soldiers could pacify large swaths of territory while the main force
engaged the enemys regular troops on the battlefield.
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Hidden in the dense woods of Unicorn Run, this small copse of magic oaks was planted by
the ancient elves of Aryvandaar. The leaves of these trees change colour like those of
normal oaks but never fall from the branches. They simply turn from summer green to
autumn shades of red and gold to winter brown, and then back again to green in the spring.
The Sorrow Wood serves as a living recorder of Elven history. These trees, whose roots are
said to touch the roots of every other tree in the High Forest, hold a history of the elves that
goes back more than ten thousand years. The elves named this grove the Sorrow Wood
because the history it related was full of sadness, death, and war. The Sorrow Wood is not
an oracle and does not give answers to questions asked. Rather, those who go there seeking
knowledge are drawn into an incredibly lifelike vision in which they must interact with
spectral representations of people, places, and events from long ago. So vivid are these
images that those awakening from the vision often find themselves clutching an ancient
relic or bleeding from a wound.
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The cold, deep River Dessarin rises in the Star Mounts of the High Forest, and then joins
many other streams and rivers before flowing into the Sea of Swords. Its waters are
navigable for much of its length. The river is home to the silver shalassa fish that has
become a delicacy across the Northas well as catfish, coldwater crabs, and small brown
fish known as lout. In former times this river formed the northern boundary of Principality
of Ardeep (and Shantel Othreier). It served as the main trade route to the Moonlands and
western Aryvandaar. Leaf boats and barges would ply the river brining passengers and
goods to the many diverse communities of Elves who populated the northern lands. At
interval of roughly one days travel up river, can be found stone quays and the remains of
docks and way stations all along the river. These establishments often contained within a
stone walled fortress, acted as way stations and passenger and cargo loading points.
Barge wright facilities, guest houses, taverns, stables, stockyards, hostelries, warehouse,
smithies and all the services needed to run the freight and passenger system could be
found, keeping the disparate parts of the Elven empires together. Even today the hidden
cellars and sturdy docks are often still in use. Many places were also stopping points for
different portal networks, but travel by these was carefully regulated and often prohibitively
expensive for the average merchant or traveller. Such stopping points would always house a
detachment of Song Knights as well as local troops and barge and caravan guards.
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This clear, cool, fast-flowing river runs more than a thousand miles from its headwaters in
the Nether Mountains to the Sea of Swords. Its largely navigable waters are mint-sweet and
safe to drink. The river is home to many szorpbrown, trout like fish whose white flesh is
quite tasty. In former times it served as the main trade route to Netheril and eastern
Aryvandaar. Leaf boats and barges would ply the river brining passengers and goods to the
many diverse communities of Elves who populated the northern lands. At interval of roughly
one days travel up river, can be found stone quays and the remains of docks and way
stations all along the river. These establishments often contained within a stone walled
fortress, acted as way stations and passenger and cargo loading points.
Apart of barge wright facilities, guest houses, taverns, stables, stockyards, hostelries,
warehouse, smithies and all the services needed to run the freight and passenger system
could be found, keeping the disparate parts of the Elven empires together. Even today the
hidden cellars and sturdy docks are often still in use. Many places were also stopping points
for different portal networks, but travel by these was carefully regulated and often
prohibitively expensive for the average merchant or traveller. Such stopping points would
always house a detachment of Song Knights as well as local troops and barge and caravan
guards.
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Red Cliffs
Running along the entire northern escarpment these rose coloured granite cliffs stand in
places 500 in height and form an impenetrable barrier. From the western edge of the
southern Graypeaks to the northern shore of Lake Elloran this granite edge, a pushed up left
over from much earlier volcanic activity marks the northern edge of the plateau and
Miyeritars border. This natural fortification protects the realm from invaders better than
any fort or castle. With only one gap within the cliff face, that of the Evergorge, the barrier
marked not just a physical divide, but a racial, cultural and linguistic divide as well. The red
granite forms the bedrock of the plateau, over which sits deep deposits of karst formed
calcrete, the solidified remnant of an ancient seabed.
Original home of the first Green Elves to arrive on Faerun from other worlds, the Misty Vale
is sacred to all within Miyeritar. The oak and Shadowtop filled valley is home to a wide
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variety of forest life and is one of the oldest stretches of forest, with a primordial feel and a
spirit all its own. The Green and Dark Elves living here do so in nomadic bands worshipping
Solonor and the Lady of Natures Balance, having few permanent dwellings and shunning the
larger settlements of the realm.
As the River Shining passes through Beljuril Gorge the waters enter a deep and wide lake as
the waters slow having passed over the Laughing Rapids which give the lake its name. The
cliffs here sparkle in star and sun light as the mystical beljurils stud the cliff sides. Living
within the gorge in pueblo style homes in the cliffs and in tree homes are clans of
indigenous Green Elves who hold the site as sacred and brook no intrusion, including those
seeking to mine the magical gems. The thickly forested shores of the tree lined gorge hide a
thriving community of elves who were here when the dragons, sarrukh and giants first
arrived. Their stories record the arrival of all of these beings and their intricate cave art and
oral traditions support a 200 000 year occupation of the gorge.
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Marking the southern boundary of both Eaerlann and the Delimbyr Vale, the Shining Falls,
plunge roaring several hundred feet into the lake at its base. The river deepens and narrows
as it passes into the steep sided gorge of the Sentinel Lords, huge granite statues of Vyshaan
Lords, that sit either side of the river bank just as the waters of the River Delimbyr plummet
over the shining falls. These statues not only mark the border between old Aryvandaar and
its southern colonies, but also the beginning of the Lower Delimbyr Way. A steep portage
stair winds its way up the cliff besides the falls, and a well maintained wagon road bypasses
them 1 mile to the west. This road then forks with the better worn portion heading north,
becoming the Delimbyr Way, whilst the other trail leads to the Tower Shining, the keep that
guards this most vital trade route.
Tower Shining
On the west bank over-looking the portage road is the Tower Shining, a small keep and
lookout tower, it forms the southernmost- bastion of old Aryvandaar, and its troops are
tasked with guarding the trade caravans and people who travel the roads about the Shining
Falls.
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These small mountains (really dormant volcanoes) in the north-western wood are the
source of the River Dessarin, as well as home to Korred and satyrs on the lower slopes and
in the woods. The Lost Peaks are aptly named, so dense is the forest cover on the lower
mountain slopes that anyone travelling through the woods at their feet cannot see the
steep snow capped peaks as they ascend steep river valleys. Every now and then a break in
the trees will allow a glimpse of the mist shrouded peaks overhead.
Seen by many as the start proper of the River Dessarin, the Dancing Falls is a beautiful and
idyllic location of a many levelled waterfall. The mists and waters of the falls provide the
moisture that allows scrub grass and vegetation to grow on the high ledges and cliffs around
them. Hidden behind the falls is an entrance to the Dwarven Mines which eventually lead to
the Royal Tombs of Hidden Valley. Unicorns and the occasional Winged Elf have been seen
resting by the pools at the feet of the Dancing Falls.
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The northern edge of the Horn Hills was marked by a line of hills topped with Elven watch
Towers known as the Watchers of the North. Each Tower would be garrisoned by a
detachment of soldiers and spellblades whose job it was to keep watch over the northern
approaches to the realm and to send exact information back to Occidians Citadel so that
accurate plans could be drawn up to counter the impending invasion. Each watchtower is
cloaked in its own minor mythal allowing it to stay hidden even in plain view. The towers
have communication orbs (crystal balls with telepathy) and warded keyed portals for easy
access and egress.
Daelyths Dagger
Daelyths Dagger is a long hidden redoubt and fortress of the Elves, dating back to the
height of the Crown Wars when renegade bands of Elves (Moon, Green, Ghost and Gold)
fought against Vyshaan oppression. The Dagger is a deep dell, 15 miles inside the central
valley between the two Lost Peaks, with old fortifications (that guard the entrance to the
old royal tombs) overlooking the valley floor. There is a narrow trail alongside a swift stream
winding between two huge shoulders of rock, forcing opponents to enter the vale in single
file along a treacherous path. There is a hard trail at the top of the dell that climbs steeply
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up the valley head leading to the higher slopes of the mountains. And there is a secret way
through the caverns and tombs in the valley walls, leading to the neighbouring valleys.
Fountains of Memory
Here on high plateaus and in small caves near the zenith of one of the Lost Peaks can be
found the Legendary Fountains of Memory. A secret long kept by the Deep Gnomes who
inhabit these mountains, The Fountains are magical pools that reflect views of Faerns
past, whether it is the recent past, long-past history, or a personal past of the viewer. The
waters also form gates that allow instantaneous travel to the places viewed, however it is
only in the present time of that place that beings are transported to. Some legends link the
Fountains to the powers of Tappan, the dancing god of the Korred.
A faint trail leads through a sea of green to a sheer cliff at the foot of the mountains. Near
the top a bluff, beside a ledge high on the south eastern slope of the highest Lost Peak a
stream of water flows up the mountain side. The water of the outer most fountain arcs up
over the lip of the bluff to land splashing in a pool, from here the water arcs up and out of
the pool to a fissure in the bluff. The water flows through the V shaped cleft into a second
pool, from there the water flows deeper into the cavern into a third ascending up through
the mountains heart to the to the fourth and final fountain pool, the one that looks deepest
into the past.
To activate the visions a being must kneel upon the moos covered rocks by the side of the
pool, pick one of the tiny blue flowers that grow by the pools, and whilst tossing it into the
water, state exactly what event it is they wish to see. The pool will become flat like mirrored
glass, an image appearing in its shimmering surface. The visions shown are exactly as
requested, when the events actually happened. It is possible to step into the pool and
thence be transported to the place within the vision, but not the time the event took place.
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Graypeak Mountains
This eastern mountain range separates the Fallen Lands from the Delimbyr river valley. The
range is named for the tribes of gray skinned stone giants who dwell here. Its mineral
wealth was removed thousands of years past during the reign of lost Netheril. The
easternmost mountains of the Interior are known to offer the richest concentration of
griffons in all Faern. Cloud giant castles are sometimes seen drifting over these eastern
peaks, and every so often, dragons are seen in full, magnificent flight among the clouds,
winging their lone and splendid ways into or out of the most remote peaks.
Grayvale
The Grayvale consists of the grasslands drained by the Grayflow and the Loagrann, the
three-branched river that joins the Grayflow at Orlbar, northwest of Grayford. Travel in the
Vale is easy with well marked and paved trade roads heading to all the major settlements
radiating out from. Even so these lands can be perilous. Bordered on one side by wild
mountains and on the other by a vast wild wood, perhaps the largest in Faern, this is a
territory roamed by monsters and rapacious humanoids. The dale also holds many farms
and ranches along with hamlets of miners and fishermen.
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Sepulchre Downs
This barren, lonely and windswept group of hills tucked between the mountains the forest
and the sea is of old the burial place for kings who names were lost before the name of the
realm of Aryvandaar was ever muttered. The tombs and barrows were here when the
dwarves arrived from Shanatar, and they learned very quickly to leave well enough alone.
Even is the days of High Vyshantaar the elves gave this lonely place of old death a wide
birth, knowing in their hearts that it is a fell place of long forgotten evils. Even when in later
times the nobles of Netheril occupied the Fallen Lands, they learnt very quickly to leave the
tombs in peace after several nameless horrors released by greedy tomb robbers reeked
untold death and destruction before being returned to their places of rest.
The tombs are nameless mounds covered in low scrub and grasses, occasionally the ancient
stumps of ruined towers sit atop an ancient crypt. The weathered writings carved into the
ancient lintels at the entrances to uncovered tombs are in a language lost to the mists of
time, so that only the most obscure scholars or the preternaturally ancient could ever hope
to read it. The tongue is a form of Sarrukh that was a dead language amongst that folk when
the Elves first appeared. The hieroglyphs warn of ancient curses, of evils un-named and
better left at rest. Most tombs contain only dust and a few semi precious stones; most other
items have long since lost their enchantments after more than 40000 years. Some texts
carved into the walls speak of foes faced by the first sarrukh and how they themselves were
pushed to the brink of extinction in some lost and forgotten War of the Primordials.
Some tombs however are truly untouched and may contain treasures and horrors in equal
portions. These barrows are the oldest and hardest to find. Often they are part of the
landscape, so that only a careful aerial survey may reveal their location. Some horrors
unleashed from these tombs have been Nightwalkers, Insane Sarrukh Demi-Liches, Abyssal
Djinn, ancient sauropod death knights, plagues of ghosts and undead warriors, poisonous
cloud of vapour that covered whole valleys in a lingering green death and worse. Most
undiscovered tombs are warded against detection spells and powers, and are often filled
with magical and mundane traps both simple and complex that reset themselves no matter
how often they are disturbed or destroyed.
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These Woods are the home of ArTurlangoar, ruler of the ten thousand or more treants
who inhabit the High Forest and respected elder of the countless dryads, hamadryads,
centaurs, korreds, leprechauns, and other faerie folk that dwell within the depths of the
great woods. ArTurlangoar and most of his treant subjects move about within the High
Forest, animating trees from deep within the forest to spread the tree line across the lands
to connect with the northern Forests.
The Woods of ArTurlangoar have become a quiet region inhabited only by ancient trees,
other vegetation, and abundant wildlife. In keeping with the varying personalities of their
former treant guardians, the various stretches of woodland still range from immaculately
clean tree gardens to dense, dark, and eerie, seemingly haunted forest, although natures
hand slowly removes unnatural features.
Those who seek to harm or plunder the Woods of ArTurlangoar find their passage
thwarted at every turn by thick brambles, sharp thorns, and entwined vines that seem to
spring up along their chosen path, no matter how much the intruders change their course.
Sudden heavy rain showers quickly douse fires in this area, and even the faintest breeze
seems to regularly whip heavy branches against intruders with killing force.
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Araumycos
A fungal growth the size of a kingdom, Araumycos is a single living creature of enormous
size. It occupies the area beneath the High Forest, beginning at a depth of 1 mile under the
surface and ending at a depth of 3 miles. Araumycos is thought to be the oldest living
creature on Toril. The gods of Faern do not speak of it, and divine divinations regarding it
always fail. Araumycos is immune to magic and has all the traits of the plant creature type,
with a quiescent god like intelligence and awareness. The Araumycos is an enormous
Mycelium body consisting of a mass of branching, thread-like strands. The mass of hyphae is
composed of mycelia found in soil and on or within many other substrates. This one fungus
has killed the forest above it several times over, and in so doing has built deeper soil layers
that allow the growth of ever-larger stands of trees. This mushroom-forming forest fungi is
unique in that its mycelial mats can achieve such massive proportions. So the life and
health of the High Forest rests almost completely upon the health of the fungal colony that
supports it.
Fungal creatures of all varieties, including many dangerous kinds, live within Araurmycos.
Colonies of fungus folk live inside its body and protect their domains aggressively. These
hamlets and villages rarely contain anything of value, although the fungus folk tend to store
spoiled corpses of various creatures that they consume, on the off chance that their food
may have had something of value on it before it died.
Travel within Araumycos is difficult. Many passages and caves are entirely blocked by
bulging, gray-white masses that resemble giant accumulations of puffball fungus. Damaged
sections of the fungus grow back. It's not uncommon for travellers to hack their way
hundreds of yards into Araumycos, only to find that the gray stuff has grown over their back
trail, sealing them inside. Other passages are only partially full, and travellers can wade
through or walk on top of the fungus. Running or charging within Araumycos is impossible.
At the heart of this giant fungus is an immense, perfectly round cavern. It smells of fungus
and sweet decay. Dim purple light emanates from the fungus that carpets the floor.
Stalactites and stalagmites are arranged with obviously ordered intent. In the caverns'
centre is a gargantuan mushroom that rises from a bottomless lake. This place can only be
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found by those not seeking it; those who comprehend this paradox are ready for the truth
of the Araumycos.
Though usually docile, Araumycos occasionally lashes out at intruders. It can choke invaders
with deadly poisons, dominate them with insidious spores that act as cloud kill, choking
cloud, mass charm monster, cause disease, dust of sneezing and choking, sleep, weakness or
pacification, or it will attack with mobile manifestations that resemble the various oozes and
slimes. The creature displays all the psionic attack modes, although it seems to prefer mind
blast and mind thrust. Fighting Araumycos in psionic combat is patently insane; it seems to
have are inexhaustible supply of power points, and its magic immunity extends to the
psionic realm as well.
In the past when threatened with destruction the Araumycos has brought millions of
Myconids under its domination, and tried to do the same with any sentient creature within
hundreds of miles through strange nightmares-dreams that speak of the comfort of the
mass and the hopeless chaos of individuality. It has done this several times in the ancient
past; with the rise of the Sarrukh, during the 7th Tearfall, at the time of the war between
the Sarrukh and the Phaerimm, during the Phaerimm Sharn Wars and during the Dark
Disaster when much if its southern forest and fungal body was lost to the ravages of the
Vyshaan Killing Storm. From time to time and for reasons known only to itself, enormous
patches of Araumycos die, revealing ancient civilizations ripe for plunder beneath.
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1st LEVEL
Leaf Light
School: Conjuration/Alteration
Range: 10 yards + 5 yards per level
Components: vsm
Duration: 24 hours (approx.)
Casting Time: 1
Area of Effect: 5 cubic feet per level
Saving Throw: none
This simple spell is a variation on the light spell. It lights up the foliage of a tree, shrub
flower, vine etc. The caster can chose the colours the foliage gives off. This spell is often
used to light tree homes at night in a way that does not harm the plant. Masters of the
spell use it along with faerie fire, dancing lights and other light spells to decorate homes,
halls, parks & palaces. It is a specialty of the entertainers guilds to employ lighting
specialists for festivals, celebrations, weddings, funerals. Permanent light displays were
very expensive and only the richest and most powerful of merchants and nobles could
afford to decorate their gardens, tombs and homes and citadels in such a manner.
Butterfly Dust
School: abjuration/alteration
Range: 10 yards
Components: vsm
Duration: 1 hour per level
Casting Time: 3
Area of Effect: 1 individual per 3 levels
Saving Throw: none
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A variation on the free action spell, this incantation was developed to protect spider farmers
from becoming entrapped in the arachnids webs. The caster speaks the words and covers
the target in a fine silver dust that allows them to climb giant spider webs without getting
stuck thus allowing them threads to be cut and harvested without the farmers getting
entangled and becoming the giant spiders lunch. The dust can be washed off with alcohol
or copious amounts of water. Otherwise it lasts for 1 full day.
Iron Wood
School: alteration
Range: 10 yards + 5 yards per level
Components: vsm
Duration: permanent
Casting Time: 5
Area of Effect: 5 cubic feet per level
Saving Throw: none
This simple spell is used by Aryvandaaran Incantors to magical strengthen the living and
dead wood contained within their structures. The spell can only be used on non-sentient
timbers, and gives the wood the strength and durability of iron whilst maintaining the
woods naturals look, texture and flexibility. The spell is usually cast once the crafters have
finished shaping the timber in question and often multiple castings are used on larger
workings and structures to strengthen them into defensive positions. The spell has the
added side effect of making the wood termite, fire and cold proof as well as allowing a
higher level caster the enchant it with a glass steel spell making the magically enhance
timber, totally transparent. The uses of this spell are many and varied, its limitations only
that of the caster.
2nd LEVEL
Bladesong
Transmutation
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Targets: Weapon touched
Duration: 1 round/level
Saving Throw: Yes
Bladesong makes a bladed weapon emit magical music in combat. Any round that the
weapon is used in melee combat, this spell allows the wielder to make a single, additional
touch attack with the sword as a free action. The attack uses the wielders normal attack
bonus with that weapon but inflicts no damage. Instead, anyone successfully touched by the
weapon in this way is dazed for one round. Dazed characters cannot take actions but can
defend themselves normally. Focus: The weapon
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Ballista Bolt
School: Alteration
Level: 2
Components: vsm
Range: 10 yards / level
Duration: 1 rd
Save: none
Area of Effect: 1 spear
Quite simply this spell allows the caster or another nearby to hurl an ordinary spear as if it
were a bolt from a heavy ballista. The spear gains a +4 to hit and damage bonus, along with
any other bonuses the thrower might have, when it strikes it does 3d8+4 hp damage to the
target who is automatically stunned for 1 round and must save vs dexterity to avoid being
Impaled, taking a further 2d8 hp dg when removing the spear.
Moonglow
(Alteration)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1-foot cube
Saving Throw: None
This spell enables the caster to draw a glowing symbol in the air or on a solid surface. The
symbol is drawn with pure water, which vaporizes from the drawing finger during the spell.
The symbol glows with a faint, silver-blue light, like moonlight, until dispelled. The glow can
be seen only in darkness, and is otherwise invisible. The symbol consists of radiant air, and
cannot be moved or modified except by casting another moonglow spell on it. The glowing
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figure cannot bear any magical powers, such as those of glyph or symbol. Neither may it be
linked to any other magic via a spell trigger or other magic.
A moonglow spell can be used to write messages and even to set down sigils and runes, but
these cannot have magical powers. In some cases, wizards have deliberately used this
limitation to draw harmful runes or glyphs for recognition purposes or as false warnings to
keep away. Symbols created with this spell cannot turn, animate, or react, but can be
fashioned into pointing hands, masks that resemble human faces, and other shapes that
might convey meaning. A moonglow symbol remains stationary unless cast on an object,
whereupon it moves with that object. If the object is destroyed, the symbol is also. In the
dark, moonglow symbols give off enough light to read by.
Moon Script
School: Enchantment
Level: 2/3/4
Range: 5+2/level
Components: vsm
Duration: permanent
Casting Time: concentration
Area of Effect: special
Saving Throw: None
Moon script is a simple spell that allows scribes to write upon a surface in either Seldruin or
Espruan in a silvery, spider like lettering that reveals itself only under the light of a full
moon, or spells that duplicate the effect. The spellcaster is able to inscribe this only upon
surfaces that are clean and free of other enchantments at the time of writing. They can
write as much or as little as they like, but once the ink runs dry or the caster attempts to use
another enchantment, or has their concentration broken, the spell ends. Spells like detect
invisibility & magic will not reveal the script, neither will a straight read languages spell,
unless the script is read under the specified conditions. The ink itself is made up of
powdered diamond, silver dragons blood, liquefied moonlight (Moonfire) and powdered
mithral or adamantine bound together with eggwhite and purified water.
The caster keeps chanting the spell whilst they are writing. Almost any firm surface will do,
but if the surface the script is written on is ever damaged then so too will the Moonscript
upon it. So stone, metal, wood, parchment, and even living flesh will all take the script with
no ill effects. Some arcane spell casters have developed more complex versions that allow
them to specify, to who and under what conditions the Moonscript will reveal itself. This
includes during certain times of the year, in the presence of certain beings, at the speaking
of certain words or the playing of certain notes, or even a combination of the above. Erase
and dispel magic spells have no effect upon Moonscript, but greater dispelling and
disjunction effects do.
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3rd LEVEL
Fire Feathers
School: invocation
Range: 10 yards + 10 yards / level
Components: vsm
Duration: 1 turn / level
Casting Time: 8
Area of Effect: 1 being
Saving Throw: yes to avoid if unwanted.
This specialist battle spell was used by eagle, hippogriff, and griffon riders in their battles
with the dragons who tried to enslave them. The feathers of the aerial mount burst into
orange or blue flames depending upon the version chosen. The caster and the mount are
immune to the flames of heat or cold, chosen upon casting, whilst any creatures coming
within 5 take 2d8 hp of heat or cold damage per round of contact. The flames last until the
spell ends or the caster dismisses them. The caster and the winged creature are never
harmed by the spell, but ant creature attempting to strike the mount takes damage from
every attempted attack upon the protected creature. Against the cold, heat & fire using
creatures take double damage, the same goes for cold users/dwellers against orange flame
covered casters & mounts.
Cyclonic Vortex
School: Invocation/conjuration
Range: 0
Components: vsm
Duration: 1d6+1 round per level
Casting Time: 3
Area of Effect: 20 + 10 radius per level of caster
Saving Throw: per round within maelstrom
This spells creates a very powerful swirling violent, dangerous, rotating body of air, debris
and water around the caster that produces extremely powerful winds and torrential rain as
well as spawning small yet powerful tornadoes. The weather in the eye is normally calm and
free of cloud around the caster and he eye is normally circular in shape typically in the form
of a visible vortex that touches the earth and is often encircled by a cloud of debris and dust.
The winds generated by this spell rise by 10mph per level. At 30 th level extreme winds can
speeds of more than 300 mph. These winds will shred trees can rip buildings off their
foundations leaving them bare. The spell does 1d4+1 pummelling damage per round with
buildings taking structural damage as wind speeds pass 100 miles per hour. The spell lasts
as long as the caster maintains concentration, and they can do nothing else and are
vulnerable from directly above.
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Thunder Drums
School: evocation/enchantment
Range: 100 yards + 10 yards per level
Components: vsm
Duration: 1 turn + 1 rd/level or as long as drums are played
Casting Time: 2 per drum
Area of Effect: 1 drum per level
Saving Throw: special
This spell turns an ordinary set of drums into enchanted battle field drums capable of
turning the tide of battle. The caster enchants the drums of an experienced player who
then plays beats appropriate for either inspiration or fear. The drummer can either inspire
courage and fortitude in all allies who can hear the drums, gaining +2 to morale, saves vs
enchantment/charms & mind affecting attacks, and +2 to hit whilst under the effects of the
drums. Likewise when played to inspire fear the drummers enemies are stricken with fear
suffering -2 to their morale and saves vs fear attacks, and -2 to their to hit rolls against their
enemy. Conversely they gain a +3 movement bonus when fleeing in fear for double the
number of rounds of their lowest level.
4th LEVEL
Fire of the Moon
School: conjuration
Range: 50 yards + 10 yards per level
Components: vsm
Duration: instantaneous
Casting Time: 5
Area of Effect: 1 individual per three levels
Saving Throw: per bolt received
Useable any time a source of moonlight (real or conjured) is available this spell allows the
caster to summon bolts of roiling silver blue flames down upon the intended target/s. The
spell summons one bolt of flame per three levels of the caster. The damage done is 50%
electrical and 50% cold damage to living beings and constructs. Against undead the spell
somehow transforms itself into positive energy doing double damage to whatever undead
being it strikes. The spell does 1d6+1 hit points damage per level of the caster which is
divided up amongst the individual bolts of silver-blue flames. There is no upper limit to the
dice damage accumulated, so a 30th level mage inflicts 30d6+30 hp dg but this is divided up
amongst all the bolts. All of which can be directed at one target.
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Phantom Blades
School: shadow, necromancy, invocation
Range: 20 yards _ 10 yards / level
Components: vsm
Duration: 3d4+4 rounds
Casting Time: 8
Area of Effect: 10 radius sphere per level up 80diameter or up to 20 individual 10 across
sword filled spheres
Saving Throw:
Similar in appearance to the priests blade barrier spell, this unique Elven variation was a
favoured battle spell. The spell appears in two forms, either 1 large hemisphere of whirling
shadowy Elven blades that do negative energy damage, or up to 20 individual 10 across
spheres of whirling Elven daggers. The single hemisphere does 1d6hp dg per level up to 30
d6 dg, or each small sphere does 2d4+4 hp dg per round. The individual spheres force their
targets into a paralytic torpor for the length of the spell if they fail the initial save. The great
hemisphere is stationary once cast. The spell caster can direct each sphere to an individual
target but once the sphere emerges it stays with that spot
Crystal Growth
School: alteration/conjuration/elemental
Range: 50 yards + 10 yards/level
Components: vsm
Duration: permanent
Casting Time: 1 turn per 100 cubic feet of crystal
Area of Effect: 100 cubic feet per level
Saving Throw: none
The specialist geomancers spell used across the Elven realms to create many of the
impossibly intricate buildings and towers found in cities and citadels across Faern and
beyond. The spell requires 1000 gp worth of the crystal per 100 cubic feet to be grown.
Most crystals used are semi precious for they have greater ranges of colours and properties
that can then be imbued into the structure being raise. Most geomancers work in teams of
4-6 to raise the average 100 foot tower. They often combine these structures with extradimensional magic to create spacious interiors. The harder the crystal the longer the casting
time, such that diamonds take 10 hours per 100 cubic feet to grow. Any shape and
structure is possible and once finished Elvish versions of the glass steel spell are applied to
the finished structures. This spell is useful not just for creating large structures but fine
crystal boxes and vessels as well.
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5th LEVEL
Force Missiles
School: Invocation
Range: 100 yards + 10 yards per level
Duration: Instant
Area of Effect: 1 creature/1 creature per bolt
Components: vs
Casting Time: 1
Saving Throw: none
This spell creates up to five brilliant globes of magical energy that streaks forth from the
caster's hand to unerringly strike its target, much like a Magic Missile spell. Each missile
deals 2d4 points of physical damage to the target. The globe then burst dealing an extra 1
damage per level of the caster, up to a maximum of 15. At level 7, 2 missiles are produced,
at level 9, 3 missiles, at level 13, 4 missiles, and at level 17, 5 missiles would be produced,
each 2d4+15 points of physical damage.
Farscry
School: Alteration, Divination
Components: V, S, M
Range: Special CT: 5
Dur.: 12 rnds + 2/lvl
Area of Effect: One creature
Save: None
This spell allows the recipient to hear, see, speak, and even touch distant beings and objects
on the same plane. The spell recipients normal vision and hearing are employed by the
spell, allowing the affected being to transfer the focal point of his senses from his own body
to other objects by thought alone (only one focal point may be used at a time). He can
transfer to another, if desired within a given round. The spell requires one to three focal
points from which the affected being can Farscry; these must be solid inorganic objects
with a smaller surface area than the spell recipients head. The objects must be touched
during casting, but they are not consumed or altered by the spell. By means of the Farscry
spell, the recipient sees and hears things as if he were standing where the focal points are,
but he cannot turn or move a focal point to change their view. The spell is not impaired if
the focal point is moved by another being or by other causes.
The recipient can speak normally through a focal point and touch what the focal point
touches, in fact, anything that heats or otherwise harms a focal point harms the spell
recipient (though he can end the spell by force of will at any time. The transfer of the
recipient. sense of touch through the spell also allows him to activate magic items by
touching them with the focal point and speaking through it. Touch spells can also be cast
through the focal point, but despite the best efforts of a score of mages down the years, no
way to cast ranged spells through a Farscry link has yet been found, and at least three
eminent sages of the magical arts believe it is an impossible goal.
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The focal point radiates a dweomer, and the spell recipients speech is emitted from it, but
other sounds around the recipient are not transmitted. The focal point does not change its
appearance or exhibit a visible eye or other spell manifestation. The material component is
a glass, crystal, or amber ring (which must be translucent, not .frosted.) of any shape or size,
that bears the engraved or painted symbol of a human eye.
Tree Speak
School: Divination
Level: 5/6/7
Range: 250 yards + 20 yards per level
Components: vs
Duration: concentration
Casting Time: 2
Area of Effect: special
Saving Throw: None
Tree speak is a simple spell that allows the caster to speak with any tree within range
regardless of line of sight. The spell gives the ability of the caster to see what the tree sees
through clairvoyance/clairaudience in a 500 radius around the tree. The caster can move
their attention from tree to tree as long as they maintain concentration. The spell has its
obvious limitations, the caster cannot see invisible creatures but it can note their passing in
other ways, and their descriptions of beings, objects and events are plant/animal based. But
this spell is a prerequisite for the casting of Awaken Tree.
A more advanced version of the spell gives the caster limited ESP within the radius of the
spell and does detect invisible/ethereal objects & creatures; whilst the most powerful
version allows the caster to speak through the tree as a disembodied voice to any being
within 500 of the tree. Further the spell allows true sight as per the spell for as long as the
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caster concentrates. All powers are cumulative with the increased complexity and power of
the spell.
6th LEVEL
Awaken Tree
School: Enchantment/Alteration
Level: 6
Range: 10 yards + 10 yards per level
Components: vsm
Duration: permanent
Casting Time: 1 turn
Area of Effect: 1 old tree
Saving Throw: special
Deep within the older parts of the forests of Faerun are trees old enough to have developed
a limited sentience,(at least 100 years of age). These trees are rare and highly valued by
Green Elf mages. The spell awakens the tree from its slumber bringing it to full awareness
for the turn the casting takes. Within that space of time the tree and the elf are bound
together on a spiritual level. The tree and the caster must both save verses death (the tree
saves as a treant of 12 HD), if both saves are successful, then the tree has agreed to its
awakening and becomes a fully aware treant with all the powers and abilities that come
with it. The elf sacrifices 1d4 hp permanently as its uses a part of its life force to animate the
tree. The treant and elf are then bonded for the life of each being. Female elves often
become dryads who inhabit the treant upon their own bodies death. If the treant is slain
then the elf gains a clear picture of how, where and when it happened.
If the tree fails its save then it returns to being just a tree, albeit an angry one annoyed at
the elf for disturbing its slumber. If the elf fails its save then they cannot attempt to animate
the same tree until they advance a level in spell casting ability. If both fail then the tree
slowly withers and dies and nothing can restore it as its spirit is consumed by the spell. The
elf still loses the hit points and must make a saving throw verses death to avoid withering
like the tree and becoming a Faernshee instead.
thousands of years these ships were a common sight, but after the Crown Wars the ritual
and the ship designs it created were abandoned. Grown and magically formed from the
Starfire Plant a planet bound variant of the Starwing plant, as a living vessel, it could also
repair itself, through rest and care, or via any magic that would heal a plant, such as druidic
magic.
Although the vessel was alive, it was not aware and had no intelligence or sentience of its
own. The vessel as a living thing, required much care, water and exposure to sunlight, if it
went without these for any extended period, of more than 2 weeks, it began to grow sick
and wilt, turning brown and growing brittle, losing 2 top speed and 10 Hit points per day
thereafter, becoming immobile before it eventually dying when its hit points reached zero.
The most popular ship created by this method was the Elven Leaf Cutter, a two masted
sloop with gullwing sails woven from gossamer spider silk. A light and fragile-appearing ship,
the Elvish leaf cutter was surprisingly tough. The design was streamlined and simple. The
elves found this simple design advantageous because if its ease in construction and repair. It
was also extremely manoeuvrable and agile, easily making tight moves.
7th LEVEL
Analyse Mythal
School: Divination
Range: 0
Duration: 1 round per level
Area of Effect: self
Components: v
Casting Time: 1
Saving Throw: none
This spell coaxes a mythals web of spells into visibility to the caster allowing them to
examine the individual powers and their effects, states of repair, age, potency and relative
power of the caster, if they have been modified and by whom and when, and what their
original powers and purposes were.
Translocation Shift
School: Alteration, Evocation
Components: V, S, M
Range: 0
Casting Time: 1 turn
Duration: 10 days/lvl
Save: Special
Area of Effect: 1./lvl diameter sphere
This spell creates an invisible field of protection that guards against beings arriving via
dimension door, gate, plane shift, teleport, teleport without error, or phase shifting (into or
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out of the Ethereal plane) within its confines. All beings attempting to enter the area by
such means (and other translocation spells, magical items, and psionic powers) are
redirected to a different destination on the same plane, chosen by the caster of the
translocation shift. The chosen site must be safe, but it may imprison the traveller or it may
be surrounded by waiting dangers. A translocation shift field is unaffected by dispel magic
and all other priest and wizard spells of less than seventh level sent against it. The shift has
no effect on the caster, persons speaking a verbal password chosen during casting, or beings
bearing a pass-token (any inorganic item) chosen and touched during casting.
A shift field need not be linked to a password or token, but never excludes its caster. The
spells saving throw begins with an Intelligence check for incoming magic- or psionic-using
beings redirected by the shift field. If the check fails, the spell has its normal effect. If the
check succeeds, the being realizes that something is awry. It may try to alter its destination,
resulting in safe arrival (i.e. not teleporting into an area occupied by a solid object) in a
random destination on the same plane, not the one the field was set up to direct them to,
nor any alternative spot do they choose in mid-travel! A successful saving throw vs. spell
results in a final destination close to the one the arriving being was trying to reach; failure
indicates arrival in a spot near where the shift field tried to send them. The material
components are a handful of diamond dust (crushed diamonds worth 75,000 gp or more)
and a bit of rubber or tree gum. The 10 th level version of this spell is used to ward whole
cities, has a casting time of 24 hours, is permanent and has a 200 yards radius per caster
level.
Ice Razors
School: Evocation
Components: vsm
Range: 20 yards + 10 yards/level
Area of Effect: 30 radius sphere
Casting time: 1
Saving Throw: none
Description:like the lesser spell Ice storm the evocation creates a field of razor edged
snowflakes, when the mage invokes the words of power and brandishes a talisman shaped
like a silver snowflake. Enormous, sparkling, floating ice crystals leap into existence directly
in front of or around the spells target. As the victim moves through them, their razor edges
gash and rip apart the target creatures. The spell causes 1d12+2 hp of cold and slashing
damage for each three levels of the caster with no upper limit on the number of dice
damage caused.
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FhaortelKiir
School: Alteration
Range: 1
Components: vsm
Duration: permanent
Casting Time: 1
Area of Effect: 1 gem
Saving Throw: Special
This seemingly simple spell is the final step in a long and complex process to enchant a
TelKiira Lore Gem. Processes vary according to the city, realm and individual mage. But this
spell saw common use through much of Illefarns long history and was taught as a standard
Lore Keepers spell to most librarians and family historians. Each gem is set for a particular
purpose. The caster must first find a flawless gem of at least 2 carats in size and weight. Any
carbon based gem will do, rubies, sapphires, emeralds, diamonds, kings tears and beljurils
are popular for their ruggedness and ability to hold an enchantment indefinitely.
The caster then spends time bathing the gem in moon and sun light for 30 days and nights,
offering prayers to Labelas (or whatever deity of knowledge they worship). Unicorn hair or
Couatal feathers, along with powdered dragon horn, and 30 drops of the casters blood are
mixed into a paste which is then smeared over the gem, the casters forehead and the
forehead of the gems initial recipient. The spell itself is then cast upon the night of a full or
new moon when both the caster and the gems recipient are bathed in full moon or star
light. At the completion of the casting the gems recipient places the gem upon their
forehead, at once they must make a saving throw verses spells (wisdom bonus applies).
Failures sees the recipient feebleminded (can be cured through magical means) and the gem
shattered in a cloud of sparkling dust. Success sees the gems bonded to the wielder and able
to be used immediately to store memories and other information. Further enchantments
can be later placed upon the gem to disguise its true purpose, but each time an additional
power is laid into it the caster must save verses wands, and the gem make an item saving
throw against magical fire to avoid being shattered in the enchantment process. There are
countless variations of this spell, but the process for producing Selukiira gems is a high
magic ritual that follows similar lines, but the risks, costs and rewards increase accordingly.
Glass Tree
(Alteration)
Range: 5 yards / level.
Components: VSM
Duration: Permanent
Casting time: 7
Area of effect: 1 magically altered tree.
Saving Throw: None (sentient plants save to avoid)
The effect of this spell is quite simple but quite spectacular, it takes a living, magically grown
or altered tree and changes the entire structure in the living Theur-crystal. The same
substance that Elvish skyships are grown from. The trees gain an incredible hardness and
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tensile strength and durability. This spell is often used by Green Elves to fortify their outer
defences. The tree looks exactly like it originally did except for the fact that it is
fire/acid/termite/electricity/sound and rust proof. It is immune to normal blades,
adamantine and the like will cut through it but with great difficulty. The tree and structures
the spell is used upon radiate no magic once the transformation is complete, this takes
about 1 hour per cubic tonne of wood. Roots and all are transformed and the tree becomes
evergreen regardless of its former habits. Any structures grown or connected to the tree,
and made of plant materials, are likewise transformed. The spell cannot be reversed except
by high magic. The spell will not work on dead wood of any kind. Living sentient plants like
hangman trees and treants hit by this spell must save vs petrifaction or be paralysed. In this
case the spell only lasts 1 day per level of the caster, after which the treant whilst still made
of Theur-crystal is free to seek the revenge it may want to take against the errant elf who
thought it a wonderful idea to have a talking tree as his home.
8th LEVEL
Shadow Storm
School: Evocation, Necromancy
Level: 8
Range: 20 yd/level
Components: V,S,M
Duration: Special
Casting Time: 5
Area of Effect: 40 or 60 ft. radius
Saving Throw: None/Death Magic
This spell can have one of two effects, at the casters option: Either large shards of darkness
rain down for one round in a 40 radius area inflicting 1d8 points of damage per caster level
(maximum 20d8) to any creature within the area of effect, or a shroud of shadows descend
upon a 60 radius area for one round per caster level. The shadow inflicts a prickling
sensation, as well as inflicting a 4 to all attacks within the shadow. Likewise, any victim
within the shadow must save vs. Death Magic or temporarily be reduced to half their hit
points, struck blind and deaf, and lose half their strength and dexterity (loss persists 2d12
hours).
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The ritual used by Aryvandaaran Geomancer crystal smiths, to create the uniquely Elven
crystal blades each weapon is sprung from a single large gem. At least 10000 gp in value.
The blades are crystalline in structure and as strong as the hardest steel. The geomancer
has to find a flawless gem to grow the blade from or the blade will be fatally flawed and
shatter on its first hard strike. The crystal is grown in a special waiter filled chamber over
several hours. The more expensive the gem, the longer the blade will take, but then the
greater enchantments it will hold, the rough scale is 10000gp per plus of the weapon, many
are imbued with psychic abilities rather than magical ones and the Vyshaan Inquisitors,
Psions all, each carried a unique blade grown from a special crystal found and prepared by
the elf then grown by a paid geomancer of some skill and power. At the end of the growing
period the caster makes a saving throw vs spells, a failure means that that blade has a
serious flaw that will not show up until the sword is struck against a hard object at which
time it will shatter doing 2d6 shrapnel damage to all within 10.
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9th LEVEL
Mythaalniir Darach
School: Alteration/Invocation
Range: 100 feet + 10 feet/level
Duration: permanent until changed
Area of Effect: 1 mythal
Components: vs
Casting Time: 1 turn per effect
Saving Throw: none
Mythal Shaping Right, the spell allows a mage knowledgeable in mythal craft to modify
mythals. It does not work against a mythal whose creators would oppose it, or even against
a mythal secured in the proper way by its new master, but against an open mythal with no
living defenders on the same plane, the spell is very effective. The caster must sift through
the different strands of magic woven into a mythal until they come upon the strands
representing the laws binding and governing the device. Through a careful act of will a mage
can repair, alter, adjust, add, modify, turn on, or off, or restrict access to a power or
powers/ and lock it down to prevent further tampering, within a mythal so long as it is
within the bounds of the power/s being modified. Changing the rules is not difficult unless
the caster is opposed, then they must kill or mentally disable the mythals defender/s.
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A Mythal Ward can always be freely entered or left. Beings entering it are sensed by the
spell, which reacts by flashing a radiant or audible warning (or both, as desired) to a specific
spot or being. The spot or being is set upon casting, and it cannot be changed thereafter.
Such a warning would still function in the location of a destroyed room (even in midair) or
inside the tomb of a dead being. Warnings classify those who enter the Mythal Ward into
two categories: those attuned to the Mythal ward and intruders. Mythal Ward warnings
transmit exact numbers, physical identities and locations of all intruders. All forms of
teleportation and all known magical and psionic means of scrying wont work through the
boundaries of a Mythal Ward. The caster of a Mythal Ward spell can link certain types of
magically animated guardians such as stone or iron golems, or token baring guards and
mages to the ward. When an intruder is detected within a Mythal Ward some guardians are
teleported to within 20 feet of the intruder.
A few wards are linked to more powerful guardians, such as Baelnorns, Watchnorns,
Banshees, Adamantine Golems, Sleeping Dragons and the like. There are even reports of
multiple invisible stalkers and a variety of other elemental servitors linked to a Mythal
Ward, each being freed from servitude in Toril after they slay a certain number of intruders.
The Mythal Ward can be sealed as if a Forbiddance Spell had been cast, thus denying access
to all outsiders and those not attuned to the Mythal Ward.
False Dawn
(Abjuration/Alteration)
Range: 20+5 per level
Components: VSM
Duration: 1 turn + 1 round per level of caster
Casting time: 5
Area of effect: 30 + 5 per level radius circle
Saving Throw: in first contact only
This spell allows the caster to make full use of their infravison whilst at the same time giving
them all the benefits of being in full sunlight within the radius of the spell effect. The caster
can draws on the suns energy and radiations but leaves the light behind. Any undead/evil
outsiders and those beings affected by sunlight caught within the initial radius take 1d6 hp
damage per caster level (no upper limit), but they can save for half damage if they can find
some cover quickly enough. Any affected creature that stays within the field, will continue
to take 10d6 hp damage (no save allowed). Drow and other Underdark dwellers must save
or be blinded as if they had stepped into full sunlight. The spell temporarily neutralises the
faeressz in the spells radius. A False Dawn spell can be left as a trap, it is undetectable as a
heat source and gives off only a faint aura if detected for magic. (-4 to spot checks). A higher
level version leaves the spell hanging until certain conditions are met, at which time the
spell is unleashed at the spot it was cast regardless of who or what maybe there, or how
much time has passed. Some ancient False dawn traps have lasted for several thousand
years before being triggered. Elven undead such as baelnorn and banshees are completely
immune to the spell.
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10th LEVEL
Kileaarna Reithirgir
School: Alteration/Evocation Ritual of Solitude/Compliment
Range: 500 yards +10 yards per level
Duration: Instant
Area of Effect:40 yard radius+5 yards per level/caster
Components: 1 turn
Saving Throw: none/see below
Like the Mages Disjunction spell all magical effects and magic items within the radius of the
spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like
effects are separated into their individual components (ending the effect as a dispel magic
spell does), and each permanent magic item must make a successful save at -4 or be turned
into a normal item. An item in a creatures possession uses its own save at -4. Creatures
with spell casting abilities and powers must also save or lose the ability to access these
powers permanently, only restorable via a wish, miracle or divine intervention.
You also have a 2% chance per caster level of destroying an anti-magic field. If the antimagic field survives the disjunction, no items within it are disjoined. Even artefacts are
subject to disjunction, though there is only a 12% chance per caster level of actually
affecting such powerful items. Additionally, if an artefact is destroyed, you must make a DC
25 Will save or permanently lose all spell casting abilities. (These abilities cannot be
recovered by mortal magic, not even miracle or wish.) Saving throw penalties are increased
by -1 for each additional caster to a maximum penalty of -10. After this only the range and
dimensions of the spell cane be increased.
Note: Destroying artefacts is a dangerous business, and it is 95% likely to attract the
attention of some powerful being who has an interest in or connection with the device.
Telmiirkara Neshyrr
School: Alteration Ritual of Solitude
Range: 0
Duration: Permanent
Area of Effect: Self
Components: VSM
Casting Time: 1 Turn
Saving Throw: vs death
The Right of Transformation is a spell that changes the essential nature of the caster. The
spell requires the caster to exchange a part of the self/spirit with an extra-planar creature
with similar leanings and outlook, thus gaining some benefits and penalties of being an
outsider, i.e. able to draw on powers of the host being whilst also accepting their
vulnerabilities and some of their proclivities.
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This spell was initially used by Vyshaan High Mages as taught to them by Malkizid in his
efforts to corrupt the Gold Elves and bind them too his will. It allowed the Selutaar to cast
high magic rituals of compliment and myriad without the need of a collective casting, and
minimised the risks associated with multiple castings within a short period of time. Later the
Gold Elves discovered that by binding their offspring with demonic blood, they could by-pass
this ritual and all of its inherent draw backs and side effects.
The caster would first have to scry out and summon a prospective extra-planar partner, who
would then have to be convinced that it served both of their interests to be joined via the
ritual. Planar lords and other powerful outsiders are usually approached. When the bargain
is struck and the ritual completed via the exchange of blood, magic items and ritualistic
binding vows and promises, each being exchanges a small piece of itself with the other. In
the case of the mortal they gain all of the base abilities and immunities of the outsiders
race e.g., demon, devil, daemon, celestial, angel, archon, elemental etc. The mortal also
gains all of those creatures vulnerabilities too. In exchange the mortal gives over a part of
their very soul to add to the power of the outsider and submits to serve that creature in
exchange for the gift of power. To this end they are able to draw on the creatures life force
and energies of its home plane to wield magics far beyond those of ordinary mortals. The
caster loses a constitution point and 1d4+1 hit points permanently as part of the deal.
An elf staying within the normal strictures of using high magic will suffer no risks when
casting high magic within normal limits. To make use of the powers within they must save vs
spells to access the higher energies. If they save, they cast without the usual risks being able
to use all high magic rituals available to a selutaar of their level. If the magi fails a save then
a little more of them is lost to the host creature. This is compounded with multiple castings
and casting rituals requiring more than one caster. Rituals of compliment save at -2, rituals
of myriad save at -4, each successive casting adds another cumulative -1 to the save.
If 5+1d4 saves are failed in the casters life time then they fade away absorbed by the host
creature they are bonded too. If a host dies permanently then the bonded elf must make a
system shock roll to avoid dying instantly and irrevocably. Even if they survive they lose all
ability to cast spells and may never again access High Magic in any way shape or form.
Mythal Mantle
School: Abjuration Ritual of Solitude or Compliment
Range: Touch
Duration: 2 rounds / level
Area of Effect: 20 yard radius
Components: vsm
Casting Time: 5
Saving Throw: None
This spell calls forth a field of glowing energy that create a barrier around the caster and all
allies within a 20 yard radius that absorbs all incoming spells. The barrier can absorb
1d12+10 spell levels before collapsing. With each additional caster the barrier can be
extended 10 yards and another power woven into the casting. The barrier can move with
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the caster provided they maintain concentration and do nothing else other than walk slowly
at normal pace.
The components are a diamond of at least 10000 gp value, and 2d4 of the casters hit points
which are consumed when the spell is first started. The diamond crumbles to a fine black
dust of pure carbon at the end of the spell. It can be made permanent as part of a ritual of
myriad.
Ondreier Ysele
School: Meta Magic Ritual of Solitude/Compliment
Range: 0
Duration: Instant
Area of Effect: 1 spell
Components: vs
Casting Time: 1
Saving Throw: None
The Ondreier Ysele, or Word of Potency, grants added strength to the next normal spell cast
by the Elven High Mage, granting an enhancement bonus of +30% to the effects of the spell.
That is +6 to the caster level effects, +6 HD of damage, +6/30% to saving throws and magic
resistance checks, or -6/-30% to saving throws, dice rolls etc. The spell enhances the power
of the spell in all ways that are beneficial to its effectiveness. As a ritual of compliment each
additional caster adds +1/5%/caster level to the effects of the spell including range,
duration, damage, area of effect etc. Sometimes this can have unintended side effects
especially if the next spell cast has a backlash, because then these effects are increased by
at least 30% too...
Dimensional Barrier
School: Abjuration/Alteration Ritual of Solitude/Compliment/Myriad
Range: 100 yards/caster level + an additional 100 yards per extra caster
Duration: 1 day per level/ 1 year per level/permanent
Area of Effect: 10 yards radius per level/50 yards radius per level of central caster/100 yards
radius per level of central casters.
Components: vsm
Casting Time: 1 minute/1 turn/1 hour.
Saving Throw: yes/yes at -3/none
A beam of golden light springs forth from the central casters hands shooting skyward to
maximum range before forming into a glittering barrier. Any creature or object inside the
dome is prevented from access all forms of extra dimensional travel. Forms of movement
barred by a dimensional anchor include astral projection, blink, dimension door, ethereal
jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or
psionic abilities. Such effects simply fail automatically. The spell also prevents the use of a
gate or teleportation circle for the duration of the spell. A dimensional barrier does not
interfere with the movement of creatures already in ethereal or astral form when the spell
is cast, nor does it block extra dimensional perception or attack forms.
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The rituals of compliment and myriad versions of this spell also allow the central casters to
exclude certain creatures from the area of effect. These beings are affected by a repulsion
like field and if they attempt to enter the area the field damages them. Most take 6d6 hp dg
save for half whilst those outsiders and undead take 12d6 No saving throw. Magic resistance
to avoid these effects still applies. A creature inside the area when the spell is cast takes no
damage unless it exits the area and attempts to re-enter, at which time it is affected as
normal.
Orchtriens RainbowShell
School: Alteration/Invocation
Range: 100 yards + 100 feet/level
Duration: 1d4+1 hours + 1 hour per level
Area of Effect: 1000 yd dome + 100yd radius per level
Components: vsm
Casting Time: 1 turn
Saving Throw: none
The King of the Dragons fashioned this mighty enchantment to entrap his enemies within a
defined space. The caster brings into being a gigantic prismatic dome just like the 9th level
spell. Only a caster of 30th level or better has the arcane might and understanding to use
this spell. Any lesser being attempting this dweomer is consumed in the casting. All the
powers of a regular prismatic sphere are part of the dome it is just the size of the casting
and its arcane durability that are impressive. The spell consumes 7 gems of 10000gp value
each or a 70000gp value fire opal. When casting the spell the mage recites a complex
rhyme, whereupon a gigantic dome of rippling rainbows shimmers into existence over the
specified area blocking all attempts by beings to enter or leave the enclosed area. The shell
of rainbows vanishes when either the spell ends or it is dismissed by the caster. The spell
can only be brought down by a combination of the regular spells all cast by mage at least
one level higher than the original caster. Only in this way can the mystical barrier be
obliterated.
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Mythal of Destruction
School: High Magic Ritual of Myriad (Invocation/Abjuration)
Casting Time: 3 Turns
Area of Effect: 100 yards radius per level of central caster
Duration: 1 hour per level of central caster
Saving Throw: None
This high magic ritual is used for the destruction of fortifications, armies and cities. The
ritual requires at least 5 selutaar capable of such a ritual, with one acting as the central
whilst 4 others act as secondary casters. There must be at least 8 tertiary casters capable of
casting 9th level spells. All casters must surround the target area in a complete circle. The
central caster need not be in the middle but must be part of the 1st circle alongside the
secondary casters. Tertiary casters form a second ring around the first circle.
The initial casting involves the creation of an impervious sphere of magic around the target
area, the principal caster then weaves in one major power, usually a dimensional lock,
followed by one other major power, usually an area effect spell of eighth or ninth level, and
one lesser area effect spell of at least 7th level. The secondary casters then each add one
major and minor area effect of their own. The principal caster decides who, what and how
the magics will take effect within the mythal, they can nominate a race, class, religious
group, buildings etc to include or exclude from damage. This is worked out in the casters
mind before the ritual begins, and once set cannot be changed. The tertiary casters provide
raw magical energy for the spell and channel it through the main casters. They find all
access to their memorized spells gone one heart beat after the ritual begins.
The casting of the ritual drains 50d4 hps from the casting group, starting with the tertiary
casters first. Any mage completely drained of life is left a withered and lifeless husk who
cannot be raised by anything short of divine intervention. Area effect spells placed within
the mythal will fill the entire area and last for the full duration of the spell. Spells often
placed within include ice storm, fireball, chain lightning, death spell, acid storm, cloud kill,
disintegrate, dispel magic, cone of cold, delayed blast fireball, meteor swarm, and the like.
Spells placed within the mythal must not be capable of cancelling each other out or the
entire ritual fails with the full effects of the spells laid into the mythal boomeranging as
backlash effects visited upon the casters.
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Mythal of Denial
(Divine)
183
Mythal of Denial
School: High Magic Ritual of Myriad (Invocation/Abjuration)
Casting Time: 3 Turns
Area of Effect: 500 yards radius per level of central caster
Duration: 1 day per level of central caster
Saving Throw: None
This high magic ritual is used for the denial of access to arcane magics by casters within the
target area. The ritual requires at least 5 selutaar capable of such a ritual, with one acting as
the central caster, whilst 4 others act as secondary casters. There must be at least 8 tertiary
casters capable of casting 9th level spells. All casters must surround the target area in a
complete circle. The central caster need not be in the middle but must be part of the 1st
circle alongside the secondary casters. Tertiary casters form a second ring around the first
circle.
The initial casting involves the creation of a sphere of magic around the target area, the
principal caster then weaves the mythals main power which is to deny access to the
weave/shadow weave. The central caster decides two schools of magic that are to be
denied to all users of arcane magic within the mythals boundary, and the secondary casters
cement this by denying a single other school of magic each to be with-held from arcane
casters. This is worked out in the casters minds before the ritual begins, and once set cannot
be changed. The tertiary casters provide raw magical energy for the spell and channel it
through the main casters. They find all access to their memorized spells gone one heart beat
after the ritual begins.
Wizards/Mages/Sorcerers or any other beings with access to arcane spells & powers who
leave the area of effect are still denied access to their spells & powers for the duration of
the spell. Though once they leave the area they get a single saving throw at -5 to regain
access before the spells duration ends. Divine beings (including tanarri/baatezzu/yugoloth/
tieflings/Eladrin/aasimar/angels and the like) who use arcane magic or powers and who are
caught within the spells bounds when it is cast must save verses spells or be denied access
to those powers for a number of months equal to the level of the central caster, those who
do save are immediately banished back to their
home plane, and cannot return for a number of days equal to the level of the central caster.
Arcane magical items or artefacts caught within the mythals boundary are also affected.
Any items of less than artefact level is automatically shut down for a number of months
equal to the central casters level, whilst artefacts are shut down for an equal number of
days. Only those beings within the mythals sphere at the time of casting are affected. Other
arcane casters may enter the area of effect once the casting ends. The casting of the ritual
drains 70d4 hps from the casting group, starting with the tertiary casters first. Any mage
completely drained of life is left a withered and lifeless husk that cannot be raised by
anything short of divine intervention (that is if any god is willing to listen).
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Mythal of Disjunction
School: High Magic Ritual of Myriad (Invocation/Abjuration)
Casting Time: 1 Turn
Area of Effect: 100 yards radius per level of central caster
Duration: 1 round/level of central caster
Saving Throw: None
This high magic ritual is used to disjoin all magic and magical items within the target area.
The ritual requires at least 5 selutaar capable of such a ritual, with one acting as the central
caster, whilst 4 others act as secondary casters. There must be at least 8 tertiary casters
capable of casting 9th level spells. All casters must surround the target area in a complete
circle. The central caster need not be in the middle but must be part of the 1st circle
alongside the secondary casters. Tertiary casters form a second ring around the first circle.
The initial casting involves the creation of a sphere of magic around the target area, the
principal caster then weaves the mythals main power which is to disjoin all weave/shadow
weave magic and magical items. The central caster decides the size of the area to be
affected but not what. This is worked out in the casters mind before the ritual begins, and
once set cannot be changed. The tertiary casters provide raw magical energy for the spell
and channel it through the main casters. They find all access to their memorized spells gone
one heart beat after the ritual begins.
Wizards/Mages/Sorcerers or any other beings with access to arcane spells & powers who
leave the area of effect are still denied access to their spells & powers for the duration of
the spell. Though once they leave the area they get a single saving throw at -5 to regain
access before the spells duration ends.
Arcane beings (Liches/golems/tanarri/baatezzu/yugoloth/ tieflings/Eladrin/aasimar/angels
and the like) who use arcane magic or powers and who are caught within the spells bounds
when it is cast must save verses spells or be destroyed outright. Those who do save take
10d6 hp damage and are immediately banished back to their home plane. Arcane magical
items or artefacts caught within the mythals boundary are also affected. Any item of less
than artefact
level is automatically destroyed whilst artefacts get a saving throw vs disintegration at -6.
Only those magics/items/beings within the mythals sphere at the time of casting are
affected. Other arcane casters may enter the area of effect once the casting ends.
The casting of the ritual drains 40d4 hps from the casting group, starting with the tertiary
casters first. Any mage completely drained of life is left a withered and lifeless husk that
cannot be raised by anything short of divine intervention (that is if any god is willing to
listen). Destroying and artefact in this way WILL attract divine or Infernal attention. A mythal
may also be brought down with this ritual but only if the area to be affected is smaller than
the area of the spell, and if the central caster is of a higher level than the mage who laid the
mythal to be destroyed. A selutaar can destroy his own mythals with this spell at any time.
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Dracorage Mythal
School: Enchantment: Ritual of Myriad
Range: 30
Duration: Permanent
Area of Effect: All Faerun
Components: vs
Casting Time: 10 day & 20 minutes
Saving Throw: special
The Rage of Dragons was crafted to bring about the downfall of the dragon lords, thus
freeing the People from their vile servitude to their draconic overlords. The People created
the mythal but mitigated its effects by linking it to the appearance of the comet known as
the King Killer Star. The elves built the fortress city of Daoineska to house the cap stone that
was kept within an observatory used to track the movements of the comet thus preparing
the dragon kin friendly to the elves for the rages eventual reappearance.
When the comet becomes visible which happens in localized areas covering about 250000
square mile every few decades, and the whole continent every 300 years, it causes all those
creatures with a trace of dragon blood running through their veins to gradually become
reckless, agitated, violent and eventually becoming unhinged enough to be considered
mindless, violent, and bloodthirsty monsters thus the Dracorage. The comet remains in
the sky for 10 to 60 days before leaving the skies above Faerun. (see Dragons of Faerun for
the full details of the spell)
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Magical Items
of
Aryvandaar
Ring of Angels
These exquisitely crafted mithral rings appear covered in intricate yet alien glyphs that
radiate quiet power. Once per day, the wearer of an Aasimar Ring can take the form of any
Aasimon lower than a Planetar. Only one form can be assumed with each use, but the
wearer gains all the assumed forms extraordinary, spell-like, and supernatural abilities. The
wearers type changes to outsider, rendering him vulnerable to spells and effects that affect
good outsiders. Effects that would otherwise banish the wearer to another plane instead
end the effect immediately, leaving the wearer staggered for 1 round. Otherwise, the
transformation lasts 2d4 turns. Aryvandaaran High Magi forged more than 100 of these
rings so that they could take on the shapes of the servants of the Seldarine. Some used their
Aasimar Rings to fight alongside the servants of the gods who had come forth to defend the
elves during their times of greatest need others summoned Aasimar; in order to mate with
them or to bind their spirits to them as part of the mythical rituals designed to allow the
Selutaar to cast high magic free of the usual restrictions placed upon the High Magi fragile
mortal forms.
Moondark Battlecloak
These custom made cloaks of Elvenkind grant the wearer a +1 to +6 bonus to Armour Class
and a +1/5% to +4/20% bonus on all saving throws. Once per day the cloak allows the
wearer access to three powers all at 18th level of ability; Feather Fall, Invisibility, Neutralise
Poison.
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Mantle Pendants
These pendants designed to appear as cameos of the clan founder, were crafted by Vyshaan
mages to protect their clan/family/house notables from assassination. They are designed
for sun elves from the greater noble houses and offer protection against an enemys initial
magical assault. In turn they also allow the wearer to turn spells of up to 5th level back to
their point of origin. These items can be worn by their owners as brooches or suspended
from delicate chains and worn like pendants. These orbs are so expensive to make that
each noble family possesses only one or two, which are traditionally carried by its most
powerful members. The wearer can choose whether or not to let the pendant absorb a
particular effect.
ShilvaelTelkiira
Nighstar Gems are powerful lore-gems worn by the leaders of the Vyshaan clan of the
mightiest masters of their vassal clans. Each holds the knowledge and skills passed to the
elves by Lord Malkizid and a demonic guardian with the personality from each of the elves
who previously wore it combined to guard the information contained within. Only a few of
these devices survived were ever created (about 12 in all), and each was given to the
Arselutaar of each clan loyal to the Vyshaantar overlords. The wearer of the gem had to
survive and attunement ordeal, and in turn were then bound by spirit to the gem and to
Malkizid. In exchange they gained vast knowledge and power equal to an entire circle of
high magi working in concert.
The wearer gains a +4/20% bonus on saves vs mind attacks.
The wearer gains a +4 enhancement bonus to Intelligence (permanent).
Like a TelKiira the Nightstar Gem functions as a spellbook that can hold up to 300 spells. A
wizard can write a spell into a the gem but doing so costs 1d4 hit points that can be healed
only with time.
A ShilvaelTelkiira can hold up to ten high magic rituals. A wearer who accesses one of
these is able to cast the ritual without the need for other high magi needing to be present.
The casting time is the same, but as the gem wearer is now able to draw upon an outsiders
powers they no longer need other elves. Only an elf with the blood of one of the 12 vassal
clans can hope to wear a Nightstar Gem. Any other creature that places the gem on its
forehead must save vs spells. A save finds them dominated by the fiendish Elven presence
within the gem that will then commence searching for a suitable wearer. A failed save see
the offending being disintegrated and beyond all means of mortal resurrection as their soul
is fed to the fiendish presence within the gem.
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The Golden Scales of the World Serpent are 500 sheets of platinum and gold whose partial
discovery allowed the Vyshaan High Magi to bypass the usual lengthy processes required to
learn magic. Their discovery and use revolutionised Elven Magic on Faerun and led to the
creation of many of the more deadly and insidious magics and devices used by the Vyshaan
in their conquests. Originally consisting of ten sets of 50 scrolls each, The Golden Scales of
the World Serpent were created by the Sarrukh Arch Mage known by many as Arthindol the
Terraseer, (the chosen servant of the God-Emperor Hssthak the Wise) and the organisation
he founded, Ba'etith, an organization that began in Isstosseffifil but outlasted that empire.
The group was later dominated by the sarrukh of other realms, then by the batrachi, and
then by the aearee before it vanished during the waning Days of Thunder. The Ba'etith
studied the primitive forms of magic practiced by the various races of Faern and, over
thousands of years, codified them in the form of the Golden Skins of the World Serpent.
Each scroll is an 8-inch-by-10-inch sheet of thin, rolled gold as flexible as paper. Silvery
arcane sarrukh script crawls across its surface, appearing almost alive. The scrolls small size
belies the staggering amount of information it holds. As soon as one page of text has been
read, the writing swims and moves about the sheet reforming into the next page of text. All
in all, it takes approximately one month of dedicated study to review a single Golden Scale.
The Golden Scales of the World Serpent form the foundation of modern magical theory on
Faern. Virtually every Elven Mage who has mastered any portion of Vyshaan Art received
her knowledge from the Golden Scales of the World Serpent. Consequently,
much of the information contained in these scrolls is now considered forbidden knowledge
amongst modern Sun and Moon Elven High Magi.
Reading even one of the Golden Scales of the World Serpent offers considerable insight into
the Art. Any character studying one immediately gains one level in an arcane spell casting
class of her choice. (That is, her experience point total is set to the midpoint for her new
level.)
The known Golden Scales of the World Serpent are divided into five chapters, each covering
a different aspect of the Art. A character who manages to read all ten scrolls that make up a
chapter gains an additional benefit whose nature depends on the topic studied. There were
many more than five chapters originally created by what happened to the rest after the fall
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of Aryvandaar has never been revealed. Some of the chapters of the Golden Scales of the
World Serpent and the benefits they provide are detailed below.
Arcanus Fundare & Arcanus Fundare Tiersus (Foundations of Magic): +30 inherent bonus
on Spellcraft checks; +1 to save DCs for all arcane spells.
Magicus Creare &Major Creare (Spells of Creation): Three bonus item creation feats; XP cost
of any magic item created drops to 75% of normal. Craft Construct (see page 303 of the
Monster Manual) as a bonus feat; any golem or other construct created has maximum hit
points.
Planus Mechanus(Studies of the Planes): Use plane shift as the spell once per day; ignore
any hostile or debilitating planar environmental effects.
Ars Factum(Of the Creation of Artifacts): This chapter of the Golden Scales of the World
Serpent teaches the reader how to create artefacts. This requires the reader to sacrifice a
part of themselves to gain greater power. Lord Malkizid revealed the key to this to his
Vyshaan underlings who used it to devastating effect during the Crown Wars. (Think the
destruction of Miyeritar).
The scrolls utilised by the Vyshantaar High Magi reveal much more about magic and its
manipulation, with great swathes of text being devoted to the creation of gates, portals and
extra dimensional manipulations. Other scrolls cover the nature of magic and the gods, life
and magic, the nature of lichdom and life beyond death, the use of the elements, planar
summonings and bindings, how to find the true name of a being, the creation of races,
interplanetary travel, and planar pacts and the acquisition and use of power created when
drawing power from more than one plane of existence at a time.
The Golden Scales of the World Serpent are indestructible, they can be physically destroyed,
but will always reform themselves eventually, and are powerful enough to shatter any gate or
portal that a being attempts pass through with even one of them. Each scroll contains a
piece of the essence of the being/s who crafted them. The original set, now scattered to the
four winds, is in fact the phylactery of the lich known as Hssthak the Wise.
Organization: working in teams of 2to 20 or more for major crypts or vaults etc.
Alignment: Usually neutral
Advancement: 2130 HD (Medium)
These majestic yet deadly constructs are made by binding a willing fey spirit into a battle
horror during its creation. Vyshaan Battle horrors were created firstly by the high magi of
that clan to guard their tombs and important citadels and redoubts in the absence of live
troops. They are often found working in concert with Watchnorns, guardian daemons and
the like.
COMBAT: A Vyshaan Battle Horror has the following special attacks.
Spell-Like Abilities: At willcrimson bolt/chain lightning; 3/dayteleport w/o error 1/day
dimension door/gaseous form. Caster level 20th.
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Gems Blades
Grown by Aryvandaaran Geomancer crystal smiths, each weapon is sprung from a single
large gem. At least 10000 gp in value. The blades are crystalline in structure and as strong as
the hardest steel, the hilts are usually wrapped in dragon or shark skin, the pommels
balanced with semi precious stones in a contrasting colour. The edges of these blades
shimmer with a faint glow (shedding light equal to a candle). This illumination automatically
brightens (to the equivalent of a torch) when the sword is within 60 feet of an outsider or an
evil creature. Each blade is imbued with the magical properties of the gem it was grown
from. The blades range from +1 to +6 in strength, they readily hold enchantments in line
with the gems strengths. Alexandrite produces luck blades, Agni Mani offers fire resistance,
Amaratha protects against electricity, and added to amber allows the blade to absorb and
discharge electrical attacks whenever the wielder desires, Beljurils create blades of spell
storing that make the wielder immune to the spells they hold until such spells are
discharged, black opals protect against petrification & disintegration, whilst passing these
powers up to thrice a day to these blades, black sapphire blades make the wielder immune
to all time affecting powers whilst allowing them to destroy such permanent fields within
30 of the drawn blade. Bloodstone blades allow the user to use the sword like a ring of
invisibility and acts as a periapt of wound closure, diamond blades, most easily take the
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extra enchantments, make the wielder immune to mind affecting powers and are able to
deflect spells using energy or light in a beam back at the source, greenstone blades act as
green stone amulets whilst allowing the wielder to use telepathy with no range limit,
moonbar blades become disruptors, and ruby blades offer + 5 to saves vs magic and 25%
magic resistance. see Volos Guide to all Things Magical for the properties and possibilities
for gem blades created by Aryvandaaran earth mages.
Mantles of Ashtalaer
These spider silk robes come in a variety of shimmering designs and colours each peculiar to
the house that manufactured them. The height of fashion these garments were worn by the
elite of the empire. Each has its own hidden pockets that function like pockets of holding.
The cloaks confer +1 to + 6 bonuses to AC and are often imbued with other powers much
like a brooch of Guardianship. Common powers include invisibility, protection from normal
missiles, immunity to fire, poison, edged weapons, feather fall, jump, haste, regeneration,
alter self. Etc. All such garments when turned inside out function as cloaks of Elven kind.
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merely puts the victim to sleep for 4-6 hours. The arrow breaks upon impact and cannot be
reused.
Singing Bows +1
This finely crafted bow confers a +1 bonus to attack and damage upon arrows fired from it.
As the arrows fly through the air they sing in ancient Eladrin to the glories of the lost realm
of Tintageer. The bow itself hums when fired protecting the wielder from all sound based
powers, including power words for a round after the last arrow is fired from the bow.
Pendant of Augmentation
from Dragon Magazine #214
This very powerful item is usable only by an Elven wizard or priest. Typically, the pendant is
a silver disc inscribed with an oak tree or other nature symbol. By concentrating on the
magical energies of the pendant, an Elven priest or wizard draws strength from his
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surroundings to augment his own magical powers to their fullest potential. The first spell
cast by the priest or wizard after activation of the pendant always has maximum possible
duration, damage, and effect. For example, a cure critical wounds spell would automatically
restore 27 hit points, and a fireball cast by a 5th level wizard would inflict 30 points of
damage (saving throws still aplly). Furthermore, the spell is always successfully cast. The
wizard or priest's concentration is absolute for this casting, and an attack on his person does
not prevent it from taking effect (unless the spell-caster dies or is knocked unconscious
before completing the casting). The pendant may be used twice per day.
Pendants of Azurel
from Dragon Magazine #214
Developed by the great Elven mage Azurel, these pendants have saved many an elf from a
hopeless situation. These small circular discs, usually found singly, do not display any
magical effects until they are attuned to a specific pair of people. This involves dabbing a
pair of the discs with each person's blood under a full moon. Once attuned, the pendants
are worn by the pair. If one of the wearers falls unconscious, dies, loses control of mental or
physical faculties, or utters the other wearer's name while holding the pendant, a distress
call is sent to the wearer of the other pendant. The receiving person gains a clear
understanding of the other's situation, as well as an exact view of the distressed person's
location. This allows the person receiving the distress call to move unerringly in the other
person's direction, regardless of the distance separating the two, and also follows for
teleportation magic to work with no chance of error. The pendants do not function if not on
the same plane of existence.
40%
Harp of Courage
from Dragon Magazine #214
When this beautifully crafted harp is played and a command word spoken, a wave of
courage passes through all creatures friendly to the person playing the harp, in a 100' radius
sphere from it. The wave of courage increases the fighting ability of those affected, granting
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them a +1 bonus to attack and damage rolls. It also heightens the listeners' defensive
awareness, resulting in a +1 bonus to armour class and saving throws. The effect remains as
long as the harp is played. Any enemies in the 100' radius are affected by a wave of despair
that inhibits their fighting potential and causes a -1 penalty to attack and damage rolls,
armour class, and saving throws. Creatures of ten or more hit dice are unaffected by the
despair. The magic of the harp of courage may be invoked once per day, for a maximum
duration of two turns per use. Note that for the magic to affect a creature, it must be able to
hear the harp's music.
accidents. Each lantern is equipped with three automatic, always-functioning powers which
affect only everyone and everything within the building: see invisibility, protection from evil,
control temperature. The pendant has the following additional powers. All of these effects
can be active at the same time;
10/day - faerie fire
8/day fire quench, protection from energy
4/day cure critical wounds, neutralise poison
Portal Demolisher
The portal demolisher looks like a small, sturdy rod or miniature portable ram, but it has
devastating effects upon portals. The mere touch of the portal demolisher utterly destroys a
portal (Fort DC 20 negates). A portal demolisher actually carried through a portal
(intentionally or not) destroys it with no save allowed, although the user reaches the other
side before the portal is wrecked.
Telthulkiilir
A great multifaceted, crystal orb set in an iron stand, that gives off an brilliant emerald glow
from deep within its heart.
A device much more powerful than an ordinary crystal ball, the Telthulkiilir is capable of
piercing almost any scrying ward or barrier.
Powers:
Foresight - (3 charges /round): The use of this power grants the user a powerful sixth
sense in relation to themselves or another. Once the Foresight power is activated,
the orbs user receives instantaneous warnings of impending danger or harm. In
addition, the power gives the orb user a general idea of what action might be taken
to best protect themself or alter the course of events.
True Seeing - (2 charges /round): This power confers upon the user the ability to see
all things as they actually are. The user sees through normal and magical darkness,
notices secret doors hidden by magic, sees the exact locations of creatures or objects
under blur or displacement effects, sees invisible creatures or objects normally, sees
through illusions, and sees the true form of polymorphed, changed, or transmuted
things. Further, the orbs user can focus its vision to see into the Ethereal Plane (but
not into extra dimensional spaces).
Discern Location - (4 charges /round): This power is amongst the most powerful
means of locating creatures or objects. Nothing short of a mind blank spell, a
powerful mythal or the direct intervention of a deity keeps you from learning the
exact location of a single individual or object. Discern location circumvents normal
means of protection from scrying or location. The power reveals the name of the
creature or objects location (place, name, business name, building name, or the
like), community, county (or similar political division), country, continent, and the
plane of existence where the target lies.
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Each power absorbs a certain number of charges from the orb every round. The powers can
be woven together to improve the power of the divination, but then the costs per round
also increase. So using the greater powers of the Telthulkiilir can become quite expensive
and the orb can take a long time to recharge. The orb holds 1d100 charges, and recharges
at a rate of 1d4+1 charges per hour in full sunlight, or 1d2-1 charges per hour in doors or in
darkness.
The House Blade of Dlardrageth: A finely crafted Elven broad sword +2, giant slayer: Int 14
AL CE Dt Gems kind & number 50, detect giant-kin 150 cure critical wounds 3d8+12
3/day.
The House Blade of Clan Moonflower: A finely crafted Elven cutlass +4 Int 15 AL NG Frost
Brand, Cone of Cold 2/day, Immunity to white wyrm breath.
The House Blade of Clan Durothil: A finely crafted Elven long sword +5 Int 18 AL LN Dragon
Slayer, detect wyrm-kin 150, heal 1/day.
The House Blade of Clan Amarillis: A finely crafted Elven long sword +3 Int 12 AL LG Sun
Blade, detect undead 150, spell turning, immune to poison.
The House Blade of Clan Vyshaan: A finely crafted Elven broad sword +4 Int 14 AL NE
Wounding, Dt Gems kind & number 50, dimension door 2/day, gate 1/day.
The House Blade of Clan Nierde: A finely crafted Elven scimitar +3 Int 15 AL NE Slicing, fly
(21/C 2 hr/day), water breathing.
The House Blade of Clan Nimesin: A finely crafted Elven long sword +2 Int 17 AL LN Flame
Tongue, hurling 150, animal friendship.
The House Blade of Clan Marstarym: A finely crafted Elven long sword +4 Int 13 AL CN
Speeding, disruption, detect evil outsiders 250.
The House Blade of Clan Evanara: A finely crafted Elven rapier +1 Int 19 AL CG Giant Kin
Slayer, detect giant-kin 150, luck blade, chameleon power.
The House Blade of Clan Alenuath: A finely crafted Elven great sword +3 15 AL NG Vorpal,
cone of acid 2/day, ESP.
The House Blade of Clan Craulnober: A finely crafted Elven broad sword +4 Int 14 AL LG
Dancing, Levitation, invisibility.
The House Blade of Clan LeQuelle: A finely crafted Elven broad sword +2 Int 13 AL NG
Lightning Rod, Ethereality, chain lightning 2/day.
The ring can affect not only cast spells, including spells that have been activated by a
contingency or other trigger, the ring can also effect magical item discharges and psionics.
The ring always successfully dispels magic when commanded to do so. A maximum of three
spells per round can be affected. The ring gives its wearer no protection against additional
spells; it only identifies all spells cast in the area of effect. This allows the wearer to choose
the most harmful to deal with.
Miilaethoms Staff
This +4 staff of Striking conceals a great treasure: In a hidden compartment near the centre
of this slim duskwood staff is a folded-up portable hole.
Vyshaan Deathlance
Copied from Ilythiiri Death Lances these weapons are anywhere between seven and eleven
feet in length, and are crafted from various metals. When created, these weapons have two
to six charges, and cannot be recharged once a charge is expended. Anytime a creature is
struck by the Deathlance, he, she, or it must resist the vile magics that sit within the
weapon. When an opponent cannot resist the power of the magic within the lance, a charge
is consumed, and the most insidious of the dweomers laid on the weapon goes to work.
Dark, writhing tendrils of murky black light crawl down the lance, and enter into the being
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that was just injured by the weapon, via the wound the weapon created. These tendrils
literally leech the life of those who cannot fight off the power of the latent magic.
Staff of Travaran
The Staff of Travaran (AL LG Int 21 Wis 20) is an extremely ancient, and extremely potent,
magical staff. Travaran was one of the few residents of Aryvandaar to speak against the
aggressive Vyshaantar, as they began rising to power. Because Travaran was one of the
leaders of Aryvandaars Tower of Selutaar, he had a broad audience. The wizard soon
learned of a Vyshaantar plot to have him silenced, forever, and decided to exile himself
from Aryvandaar. Working with students he trusted, Travaran faked his own death, and
secretly fled to Yuirshanyaar, the Star Elf Empire to the east. There, he lived as an odd, nondescript hermit. As the call to Arvandor grew stronger and stronger, Travaran began work
on a magical staff. He lived out his final days crafting this powerful staff, made of Ashwood,
and adorned at one end with a silver likeness of a horses head. The Staff of Travaran acts as
a Ring of Wizardry I, II, III and IV. It doubles the amount of spells that the wielder can
memorize in a single day, that are 4th level, or below. The Starr of Travaran also has the
same abilities as a Staff of the Magi. The Staff of Travaran is a highly intelligent item, as well.
It has a personality similar to Travarans that is perceptive, knowledgeable and passionate.
translucent with a glowing dark blue centre. Occasionally it seems to whisper. If one listens
closely, the whisper can be understood, but it is a foul and evil entreaty to do some
despicable act in the service of Lord Malkizid. The owner immediately gains a +1 luck bonus
on attacks, damage, skill checks, and saving throws. After one day of close proximity to the
stone (within 5 feet), a character must succeed at a Will saving throw (DC 15) or do as the
stone compels and slowly become Lawful Evil in alignment. If the saving throw succeeds,
further saves must be made each day with the DC increasing by +1 each time. A character
turned by a Nightstar stone is particularly despicable in his actions. When a character that
was turned by a Nightstar loses her connection with it, the awareness of her evil deeds
comes back to her, and she is usually thrown into deep despair.
Mythriens Ring
An un-adorned silver ring forged by the little known Seldarine Mythrien, the Lord of Mythal
magic. The ring was stolen from Mythriens temple after Shantel Othreiers capitulation and
used by Vyshaan priests to remove defensive mythals from their opponents strong holds,
and to enhance the war mythals used by the Vyshaan Selutaar in their battles against firstly
the Dark Elves and later their Fair Folk opponents in Ardeep and during the fifth Crown War.
The legend holds almost half of Mythriens power, something he did not give up lightly
Powers:
Abjuration/Protective spells & powers are cast at double duration.
All the special powers of a Mythrien specialty priest.
Gain 20 bonus HP whilst wearing the ring. Lost when the ring is removed. Any
damage is deducted from these hp before any others, but removing the ring will not
reduce the wearer below 1 hp if they have less than 20 hp at the time the ring is
removed.
May cast one additional abjuration/wards spell of each level 1/day.
Wearer is immune to all the effects of any mythal they enter and can create/destroy
a mythal (any mythal) once a year. This last power makes the ring much sought after
its powers being used as a base of research for the Vyshaans creation of the Gate
Keepers Crystal
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Kanaruil
Kanaruil is a blue-steel, Elven-wrought bastard sword. A large emerald is set in the hilt, while
silver runes wind their way down the length of the blade. These runes, written in Seldruin, list all
of the members of the Seldarine, including the Yuir Seldarine, and the SeptTelSeldarine. This
had prompted the few who are aware of the blade to nickname it The Seldarine Blade.
Kanaruils origins are ancient. It can be traced back to the legendary Tintageer. Legends say that
Ytharra, an Elven heroine, supposedly used Kanaruil to slay a great wolf that threatened to
devour the sun. None know the source of this legend, but it may have something to do with the
Wolfanthisticlees, a Black Wyrm who plagued ancient Sharlarion for years. Kanaruils magic
guides the hand of the wielder of the blade, so that he is more accurate, and so that he hits with
slightly greater force (+4). The blade also forms an intangible barrier around the wielder when
the blade is drawn, affording him a great deal of extra protection (+10 AC). The blade can also
absorb and reflect spells cast at the wielder of the blade, like a Ring of Spell Turning.
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The Crystalomancers of Aryvandaar knew ways to fashion crystal that remains almost
indestructible thousands of years after it was cast because this is the form in which magical
power and knowledge from elder days is preserved. The combined crystal allows its bearer
to draw power from the Waymeet, no matter where he or she is. Its primary use is the
sundering of wards, mythals, and other constructs of powerful magic. Once utilised it flies
apart into its component pieces after its power is employed. The crystal's tendency to hurl
itself across the multiverse is simply a reflection of its tie to the Waymeet. The Waymeet
touches on thousands of doorways spanning Faerun, Toril, and the planes, the crystal uses
that same network of portals to scatter itself. Its pieces appear near gates leading back to
the Waymeet and the cradle of the Keepers Key.
The device glows a brilliant violet-white, strengthened by the proximity of any nearby
mythal. Once a crystal bearer is attuned to the crystal in her hand, she is able to clearly see
the mythal and all its various powers as they connect to each other and the weave. The
wielder is also able to discern the nature and origins of all magics woven into the mythal,
both original powers and those added or altered later. The shard wielder is able to use the
crystal to shield themselves from the powers woven into a mythal or to cancel and
manipulate them at any time, brushing aside the locks and wards that keep her from the
mythal itself. Manipulating a mythal in this way will threaten to tear the crystal apart as tiny
fissures of purple light begin to appear in the conjoined crystal, and the shards vibrate in her
hand.
The selutaar wielder of the combined shards must use her will power reining it in, arresting
the wild power of the device as it surges toward release. The wielder of the Keepers Key is
able to communicate with the living spirit of the high mage who gave his life whilst acting as
the centre of the ritual that created the Waymeet. Utilising the powers within, the holder of
a shard concentrates on a vision of the great master stone in the heart of the Waymeet. The
shard begins to glow in her hands as she communicates telepathically with the great
speaking stone. The Waymeet is free willed and more than capable of defending itself, but
is more than willing to listen to the requests of a high mage seeking to travel the Waymeet
safely. The crystal is the key, without possession of the Keepers Key, the essence and full
power of the nexus remains mute and elusive.
When used for its ultimate purpose the Crystal wielder raises the shard of the crystal above
her head, and in one swift instant of will and decision she triggers the weapon's most
fearsome power. Beams of brilliant violet fire shoot out from the crystal in her hands,
seeking the other two shards. A triangle of unbearable brightness burns between the points
created by the bearers of the three shards. Everything inside the triangle defined by the
shards of the crystal vanishes in a furious blast of incandescent light.
Then the terrible brilliance filling the triangle gutters out and vanishes, drawing back into
the centre. A wind of dust and debris howls into the glowing triangle as the unimaginable
power of a mythal collapsing in on itself and draining out into nothingness. One more boneshaking detonation rocks the area delineated by the shards the ravening brilliance and
thunder die away. A great three-sided void is created and the three crystal shards are hurled
through the Nexus, the master shard settling by the Waymeet portal closest to the
destroyed mythal or field.
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To most The Gatekeepers Crystal is an artefact shaped like a three-pointed star. In the
hands of Nselutaar it appears it is made of onyx and an unknown metal that entwines itself
through the gem. Each point of the star is a separate piece (comprising a third of the
artefact). These can be combined together to create the artefact or separated to form three
powerful magical items. The Gatekeepers Crystal is a tremendously powerful artefact. Each
of the three component pieces is a powerful magical item in its own right. Together, they
create a weapon that can render nearly any being or fortification powerless for an indefinite
period. All invoked powers are active as long as the bearer concentrates on the artefact and
performs no other action except moving at a slow walk (half movement rate). It is possible
to simultaneously invoke and maintain different powers, if available. At this time a legion of
spell-blades and warriors will surround the crystal bearer whilst fellow high-magi raise a
mythal mantle around the legion to protect them all from retaliatory strikes.
Invoked. When the three pieces of the Gatekeepers Crystal are merged into a tripartite star,
the selutaar can invoke numerous powerful effects. Every round, the high-magi can create a
dead magic zone or a wild magic zone with a 50-mile radius centred on the artefact. The
selutaar immediately becomes aware of any gates or other magical portals within 50 miles
and can activate or deactivate any gate within range. These powers are used to prevent the
escape of enemies via magical means. The touch of the tripartite artefact to any creature or
item immediately returns it to its plane of origin. This power has no effect on creatures or
items native to the plane on which the artefact is currently located.
In addition, any two pieces of the artefact can together create a powerful effect. When
activated, the first and second piece together can strip priests, paladins, or rangers within
50 miles of all their granted powers and spell casting abilities. This power is designed to
prevent such casters from invoking the help of the Seldarine and to prevent the trapped
elves from dismissing the demonic servitors in thrall to the Vyshaantar and the Branded
king. The second and third piece can together strip any wizards or bards within 50 miles of
all their magical and spell-casting abilities. This power is useful when the Vyshaantar want to
invade a city and capture its people and rulers intact. At a time when the elves greatest
strength is their use of magic, denying it too them when a horde of demons and tainted
warriors is invading their city is a real bonus to them. The first and third piece deprive any
undead within a 50 miles of their connection with the Positive Energy Plane or Negative
Energy Plane, if any. All lost abilities are regained immediately once the affected being is
outside of the 50-mile radius.
Separately, each piece is powerful as well. When activated, the first piece nullifies all
necromantic or necromancy, alteration, and enchantment/charm magic within a 50-mile
radius. The second piece nullifies all invocation/evocation, conjuration/summoning and
illusion magic within a 50-mile radius. The third piece nullifies all divination, abjuration, and
enchantment/charm magic within a 50-mile radius.
The artefact was primarily created to bring down wards, including mythals and other
powerful protections. If the three pieces are separated and the artefacts power activated, it
permanently nullifies any mythal, ward, or other protective magics partially or wholly within
206
the triangle formed by the three pieces after triggering all of their effects. This includes, but
is not limited to, all spells from the school of abjuration or the spheres of guardian,
protection, or wards. This power of the Gatekeepers Crystal manifests as a blazing beam of
purple energy that visibly connects all three pieces. All of the magical energy held within the
wards and mythals encompassed is released in an incredibly powerful explosion equivalent
to a fireball that does 10d6 points of damage (1d6 points of structural damage) per spell
level released to everything within the triangle. In addition, the explosion unleashes an
earth tremor that can be felt up to 1 mile away for every 100 spell levels released.
(Adapted from The Final Gate by Rich Baker, Steven Schend - The North boxed set& Volos
Guide to All Things Magical by Ed Greenwood.)
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Notables
of the
Empire
Countess Winterflower Duskmere
The Saviour of the People
Race: Moon/Green Elf
Gender: Female
Ht: 52
Wt: 92lb
Hair: Curly, soft, gleaming ebony
Eyes: Sapphire flecked with gold
Skin: Fair, clear skin
Age: ???
Name: Winterflower
Str 9
Int 18
Wis 12
Al: NG
AC
Classes: Wood Singer/Wizard/Bard
Levels:
5
19
9
HP
Kit: Infiltrator
MR%
God/s: Rillifane, Hanali, Sehanine
Duskmere
Con14
Dex16
Chr17
208
Languages: Seldruin Elvish, Auld Wyrmish, Elvish Common, Thorass Common, Giant
Common, Aryvan Centaur, Fey Speech, Treant, Dryad,
Skills: Acting, singing, disguise, information gathering, observation, looting, dancing, musical
instrument (flute, harp, lute, lyre), swimming, climbing, herbalism, healing, spell craft,
read/write known languages, alertness, ancient history, horse riding, endurance, tumbling,
ambidexterity, wood shaping, healing, hunting.
Description: With their fair, clear skin and slender frames, most elves are pleasant to look
upon, but even by the standards of their comely race, Winterflower is extraordinary. Her
curls are soft, gleaming ebony, and her eyes, sapphires flecked with gold. Her features are
fine, exquisite, yet somehow avoid the appearance of daintiness. Rather, they bespeak
courage and intelligence.
An accomplished actor and spy, Lady Winterflower was more than capable of infiltrating the
court of King Orchtrien where according to the King; She cozened me as well. She convinced
me she truly had come to love me When Duskmere and his confederates lured your
company into a trap, it was a useless, ill-considered tactic, born of anger rather than guile.
But after Bexendral defeated them, they began to exercise their wits, and when I demanded
hostages, they sent us a spy and a witch, to accomplish whatever harm she could.
She worked hard to win the trust and affection of Lord Rhespen Ash, the Kings chief
Counsellor, and later the King himself; "She made you think so, and me as well. She had to.
Given her pedigree, we would have grown suspicious if she'd warmed to us too easily, and as
I observed previously, her initial disdain made us prize her subsequent affection all the more.
I wonder if she also used enchantment to make herself more appealing."
Winterflower was in fact working as a spy for the rebels. She eventually gained royal favour
served as mistress to King Orchtrien. Playing upon his jealous affections for her, Lady
Winterflower convinced Lord Rhespen to join the rebel cause, so Rhespen magically copied
several of Orchtriens spell books, grimoires, and other books of lore. Betraying him at the
last and leaving him to face the Kings punishment, Lady Winterflower fled the palace with
the copies created by Rhespen and teleported to the rebel stronghold hidden in the forest.
209
When Orchtrien learned of this betrayal, he sent his royal army to lay siege to the rebel
stronghold. Escaping from the Kings prison, Lord Rhespen tracked down Lady Winterflower
and attempted to kill her and retrieve the lost lore. Finding them both together, King
Orchtrien then attacked the Traitor Lord Rhespen in a cataclysmic aerial spell battle in which
Rhespen was killed by the massive gold wyrm and Lady Winterflower managed to flee with a
single book. Despite her outward appearance of calm she was wracked with guilt and
anguish; "All the lives we sacrificed. My degradation. My deceit and betrayal of you. All of it
for nothing."
A month later, the siege still underway, Winterflower discovered that the copied tome in
her possession was not a spell book but in fact an abstract metaphysical treatise on the
fundamental nature of dragons and their links to the forces of creation, the elements of
nature, and the stars. With this in hand she fled northward to the citadel of Daoineska
where 89 years later, the Draco-Rage Mythal was laid.
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Lord Malkizid
The Branded King
Race: Fallen Aasimon Solar
Al: LE
Gender: Male
AC -18
Ht: 10
Classes: warrior/wizard/priest
Wt: 14000lb
Levels:
43
44
35
Hair: Black
Dice: 43d8 + 559 (903 hp)
Eyes: Ebony
Kit/Template: Hell Bound Overlord
Skin: Golden
MR 85%
Age: ???
God: Himself
Name: Malkizid The Branded King Mv: 18, Fl 48 (B)
Str 24
Con 24
Int 24
Dex 21
Wis 22
Chr 24
Languages: celestial, Eladrin, Leshay, daemonic, infernal, dark speech, Elvish
Full Attack: 2 claws + to hit/2d8 + 17dg and tail + to hit/3d6 + 8dg and 2 wings + to hit/1d10
+ 8dg and kick + to hit/2d6 + 8
Brand: Any creature within 30 feet of Malkizid that meets his empty, bleeding eye sockets
gaze, is paralysed for an hour and takes 2d6 Wisdom damage. Baatezu and yugoloths are
affected only if the Branded King targets them with the gaze.
Eldritch Disruption: Malkizid may dispel magic with his gaze, at a range of 90 feet. This
functions as the targeted version of dispel magic, but is a free action for the Branded King to
use and may target one creature per round with this ability. Creatures suffer the effects of
one random prismatic spray ray for each spell or spell-like effect that is successfully
dispelled.
Fear Aura: As a free action, Malkizid can create a 30 foot radius aura of fear. Creatures
failing a Will save are panicked for 2d6 rounds; a successful save indicates the creature is
merely shaken for 1 round. A creature succeeding on its save cannot be affected by
Malkizids fear aura for 24 hours. Baatezu and yugoloths are immune.
Smite: 7/day, Malkizid can make a smite attack with a +13 bonus to attack and dealing 70
additional points of damage.
Description:
Lord Malkizid appears as a large statuesque elf with a muscular physique, golden hair &skin,
saffron wings, and ebony coloured eyes, deep commanding voice with a melodious lilt and
an almost impossible to ignore aura of command, his overall manner projects strength and
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confidence. In his guise as a noble servant of Labelas Lord Malkizid neither lies, cheats,
attacks needlessly, nor steals, and he is impeccably honourable in his dealings. His one
weakness is his overbearing vanity and sense of superiority in all things magical. In this,
unfortunately, he is sometimes predictable and even vulnerable to manipulation. He can
communicate telepathically with any creature with an unlimited range.
The Branded King has the spell-like powers aid, augury, change self, comprehend languages,
cure/cause serious wounds (3 times per day 3d8+20dg), detect good, detect magic, know
alignment, read magic, and teleport without error. He can travel freely throughout the
Lower Planes and may enter the Astral and Prime Material Planes at the request of a
supplicant.
Lord Malkizids detect good ability goes beyond the spell of the same name. Within 100 feet
of a source of good (strongly aligned individual, powerful good magical item, and so on) the
Branded King automatically detects its direction, strength, and general nature. When
Malkizid gazes directly into the eyes of a goodly creature, he learns its name, nature, and
background. This power always functions automatically.
Lord Malkizid in his guide as a holy servant of Labelas has a special power over mortals
called celestial reverence. This power works only in his old unaltered form. When the
Malkizid invokes celestial reverence, a blinding flash of light draws the attention of all
mortals in sight of it. Anyone viewing this spectacle must immediately save vs. paralysation.
Any Elf who fails the save is struck by a strong protective love for the Branded King. Those
non-Elven beings who fail to save suddenly fear Malkizids power and do not attack. Nonevil creatures of fewer than 8 Hit Dice who fail their save flee the area immediately. Malkizid
often uses this ability, to enable him to easily manipulate others.
The Branded King is never surprised and is immune to weapons of less than +4
enchantment. He is also immune to energy drain from undead attacks, psionics and magic.
Further he is immune to all charm, confusion, death, domination, feeble mind, hold
imprisonment, trap the soul and mind affecting effects. Lord Malkizid can produce a
protection from good effect in a 70 radius that doubles as a prt/normal missiles and globe
of invulnerability and he can use any detect spell. When laying on hands he can allow a
servant to survive in any environment for up to 100 years. When pressed he is able to
summon his greater outer planar servants 3/day with 75% accuracy. Malkizids body is
immensely tough, his physical form is immune to cold, electricity, acid, gas, magical missile
spells, petrification, poison and regenerates 7 hp per round. Only on his home plane can he
be permanently slain, otherwise Malkizids physical form reappears after 7d10 decades.
Malkizid attacks seven times per round with a golden great sword that only he can wield.
The weapon acts as a sword +5 Unholy Sword (2d20 points of damage) and has all the
properties of a sword of dancing and a vorpal sword. Malkizid also uses an enormous
composite bow with a magical quiver that produces any arrow of slaying he desires. The
bow attack has a +5 attack adjustment and slays any target it hits. In addition to the powers
common to Demons, Malkizid has the following spell-like powers: animate object (3 times
per day), antipathy/sympathy (3 times per day), astral spell (once per day), commune,
confusion (3 times per day), control weather, creeping doom (once per day), dispel good,
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dispel magic, Drawmijs instant summons, earthquake (3 times per day), finger of death
(once per day), fire storm (once per day), heal/harm, unholy word (3 times per day),
imprisonment (once per day), improved invisibility, infravision (240 feet, always active),
mass charm (3 times per day), permanency (3 times per day), polymorph any object or
self(once per day), power word (any variety, once per day), prismatic spray (once per day),
restoration (once per day), resurrection/destruction (3 times per day), shape change (3
times per day), symbol (any variety, 3 times per day), vanish (3 times per day), vision (once
per day), wind walk (7 times per day), and wish (once per day).
In his true devilish form Malkizid appears as a nearly 10 foot tall humanoid with marble
white skin, a pair of huge wings that shed shabby gray feathers, and a long serpentine tail.
His hands and feet are gray with bird-like talons. Two black horns curl from the sides of his
head, and a long mane of hair falls down his back. Malkizid's humanoid face could be
considered handsome, except for the cold black pits that are his eyes and the large mark
that has been branded on his forehead that trickles a seep of foul blood.
Malkizid is clever, hateful, and patient. He absolutely despises Lolth (and her Drow), whom
he blames for his fall from grace thousands of years ago. He hates, but also fears, Corellon,
because he thinks that Corellon could have shown him mercy, but instead kicked him out of
Arvandor and into the Nine Hells. Since both Lolth and Corellon are both beyond his power,
he takes out his vengeance on their mortal followers. For thousands of years now, Malkizid,
has subtly been the cause of many troubles for the elves of Faerun.
Around -10900 DR he became the patron of the Vyshaantar lords of Aryvandaar and taught
them powerful magic. He also encouraged them to aggression against the other Elven
realms of the First Flowering. Malkizid was a high solar in the service of the Seldarine.
Around -30,000 DR, he was seduced into betraying Corellon by Araushnee (Lolth), but was
cast into the Nine Hells and branded for his betrayal when Araushnee's rebellion failed ].
There he quickly rose in the hierarchy of the Hells and soon controlled his own dominion.
At some point, thousands of years ago, Malkizid earned the disfavour of Asmodeus and was
then exiled from Nine Hells. A small host of devils followed Malkizid where he setup his
infernal realm in the Barrens of Doom and Despair. He is now a yugoloth lord and archdevil
in exile, and therefore has Baatezu and yugoloth minions.
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Giilvas Vyshaan
The Last Emperor
Al: LN
AC
Classes: fighter/high mage/duskblade
Levels:
7
31
14
HP
Kit: Arcoronal of Aryvandaar
MR 30%
God/s: Malkizid, Labelas,
Str 18/78
Int 22
Wis 17
Con 14
Dex 17
Chr 19/4
Languages: Seldruin Elvish, Auld Wyrmish, Elvish Common, Thorass Common, Dark Speech,
Abyssal, Daemon, Infernal.
Abilities & Immunities: +1 to hit with sword & longbow, 30% resistant to sleep & charm
effects, Reverie, Darkness 15 Radius, Teleport w/o Error, Infravision/Dark Vision 240,
Telepathy, Tongues, Detect Magic, Fear, Levitate, Charm Monster, Suggestion, ESP, Change
Self all at will, Half damage from cold, magical fire & gas attacks, none from normal fire
and prime material poisons.
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Description:
The result of Vyshaan and other loyal sun Elven nobles breeding with demons loyal to Lord
Malkizid in an attempt to strengthen their bloodlines to be able to wield high magic without
the need for fellow casters, Lord Giilvas is the progeny of his Feyri father and an enslaved
succubus. In his Elven form he resembles a typical if muscular sun elf, although in his true
form he has large batlike wings, fiery azure eyes, and fine blue scales all over his skin, and a
long whip like tail tipped by a bony poisonous barb.
The Fourth Crown War and its concluding Descent are spiritually debilitating events that
force the surface elves into a tenuous peace. Prince Giilvas and his fellow high magi use this
time to rebuild their forces after the devastating battles against the Ilythiiri. At the apparent
insistence of Corellon Larethian himself during their reveries or rituals, over 100
representatives of each of the surface Elven (including Prince Giilvas) races are magically
summoned to a forest far to the east that is removed from all these conflicts, political and
otherwise.
Here, the Elvish leaders of all the major realms as well as Elves of all races, cultures, classes,
religious persuasions and occupations debate the cause of their divisiveness and strife. This
place, established as a place of decision, condemnation, judgment, and execution becomes
Elven Court. During this time of judgment, many elves with shadowy pasts and deep
connections to the Vyshaan Imperial family seek to find their near-mythical realm of
Evermeet, a land away from the other Elven realms untouched by the despoiling of the
Crown Wars. After nearly a millennia of debate among the elves of Elven Court, all 750
members of clan Vyshaan, rulers of Aryvandaar and the Vyshaantar Empire, are found to be
at the heart of the problem of all the unrest. They are to be stripped of their titles, lands,
rulership, their nobility, and their lives are declared forfeit for the betterment and
reunification of the Elven races. While the Elven Court elves believe themselves to be free of
corruption, the Vyshaan representatives flee to their redoubts within in Sharlarion and then
have their spies amongst the body guards of the delegates begin assassinating their most
dangerous rival.
With their spies warnings they marshal their forces against the decisions of Elven Court. The
Fifth Crown War begins quietly but recklessly with the arrest and execution of Prince Giilvas
father, the Emperor In desperation, and maddened by this apparent betrayal the newly
crowned Emperor Giilvas Vyshaan unleashes his most potent servants and assassins and
begins a campaign that attempts to slay all the wizards and High Mages who stand against
him, counting on the support of his High Mage sons and brothers to protect the clan. In an
attempt to secure his realms western flanks and all important access to the sea, Lords
Giilvas and his legions attack neutral Illefarn. This surprise invasion annihilates the Elven
Courts northern army and their attacks on Illefarn and its northern colony of Llewyr
succeeded securing for them the all important harbour of Deepwater Bay.
While the charismatic Emperor compels great loyalty among his nobles, troops and
supporters, his forces cannot not hope to stand against the combined power of all the other
elves, backed as they are by Corellons mandate. In turns of desperation, Lord Giilvas fakes
his own death, placing the eldest of his seven sons upon the throne as a puppet ruler. The
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Fifth Crown War lasts only200 years before the growing desperation and madness of the
Vyshaan Emperors compels even their most fervent followers to abandon them before all
the elves lay dead at their hands.
In a final desperate gamble the shadowy Lord Prince Giilvas summons his 12 most loyal
lieutenants the Tower of Screams in the Barrens of Doom and Despair where the last
meeting of the Great Lords took place. Listening in with avid interest Malkizid finally decides
to intercede when the lords vote to remove the Vyshaan from the throne and install one of
their own, Count Saelethil Dlardrageth, as interim Arcoronal. Siding with his patron Prince
Giilvas, the daemonic servants of the Branded King along with the honour guard of Prince
Giilvas turn upon the 12 lords and their followers. In a titanic battle lasting many days, the
Valley of Silken Shadows is laid waste and Lord Malkizid, mortally wounded flees for the
outer planes, abandoning his shattered realm and leaving the suddenly bereft Prince Giilvas
to his fate. The three surviving rulers, Lords Saelethil Dlardrageth, Nelaeryn Marstarym and
Yrlessa Craulnober begin their greatest casting forcing Prince Giilvas and his surviving high
magi to flee to the hidden fortress city of Veldaoresk where eventually confronted by the
combined armies of all the surviving Elven realms, and a host from Arvandor, the Vyshaan
and their most rabid Elven and Daemonic followers, make their final stand. Fleeing the
resultant calamity, the four youngest sons of Emperor Giilvas flee westward and escape in a
hidden spelljammer to quietly marshal their strength and wait such a time as they can
return in glory to Faern.
With the death and disappearance of the last scions of House Vyshaan, the Fifth Crown War
also cancels the growing monarchical ambitions of the Vyshaan loyalists in Evermeet, since
the Vyshaan managed to send word of the fall of their empire via High Magic. In order to
keep the chaos of the Wars off Evermeets shores, those closest to the Vyshaan denounce
their former overlords either leaving to join their comrades or abandoning them to their
fates. In the end the dozen or so lesser Vyshaan nobles found upon the island are quietly
arrested and executed their battered remains consigned to the deepest parts of the Sword
Sea.
Adapted from Cormanthyr: Empire of Elves by Steven E. Schend and Kevin Melka.
216
Kethryllia Amarillis
The Flame Flower
Str 18/00
Int 20
Wis 14
Al: CG
AC
Classes: fighter/archmage/spellsinger
Levels:
18
24
9
HP 125
Kit: bladesinger
MR%
God/s: Corellon Larethian , Sehanine, Labelas
Con 16
Dex 16
Chr 16
Languages: Seldruin Elvish, Auld Wyrmish, Elvish Common, Thorass Common, Giant
Common, Aryvan Centaur, Fey Speech, Treant, Dryad,
Skills:
Description:
In the autumn of the Year of Singing Sirens, the orcs marched in numbers greater than the elves had ever
seen. They overran the northland plains and plunged deep into the forests. The city of Occidianthat great
centre of Elven music and dancewas conquered and the orcs pressed on to the very gates of the ancient
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city Sharlarion. At that time, Durothil's Keep (This estate is a walled castle of exotic design, with many
towers, crenulated walls, domes, cupolas, and parapets.) was held by the archmage Kethryllia. This
warrior-mage was also known as Amarillis, the high Elven word for "Flame-Flower"partly for her redhaired beauty, and partly for the searing anger she loosed in battle. Like many of the elves, Kethryllia
studied many arts during her long life, but concentrated her skills upon a single great work. For decades,
this work had been the forging and enchanting of a great sword. Just two nights past, in a rite that
gathered starlight and magic upon the mountaintop plateau known as Dragonriders' Leap, she had
completed her task. For years, the mystics had been predicting that this sword, Dharasha"destiny"would
play an important role in the history of the People.
Evermeet Island of the Elves by Elaine Cunningham.
Kethryllia appears as a tall Elven warrior with piercing gold eyes and flaming red hair. She is
clad in bronze and silver scale mail and carries an enchanted spear and sword. Her
personality is much like Corellon Larethians and Sehanines. She is tender and caring
toward the Elven people, but at the same time stern and merciless toward her enemies.
Kethryllia Amarillis also known as Flame-Flower was a moon elf who founded House
Amarillis. Her body resides in the Hall of the Ancients in Leuthilspar on the island of
Evermeet. She lived long before the Crown Wars as the archmage of Sharlarion.
The burgeoning cities of the elves were seen as picking by the maturing Nabassu Haeshkarr.
He was a servant of the demon Lolth, who was at that time still a Tanar'ri and ruled only the
Demonweb Pits in the abyss. But the power hungry demon, Haeshkarr had an agenda of his
own and led an orc horde to conquer Elven realms on Faern in -24400 DR. They destroyed
the city Occidian and with that many Elven high mages of other cities too. Then they tried to
capture the city Sharlarion but met strong resistance by the inhabitants there. The cities
defensive army was led by Kethryllia Amarillis, who wielded the magical sword Dhashara.
They defeated the army of orcs at great costs and finally the priest Anarallath banished the
demon Haeshkarr. But the demon reached out for him and took the elf with him to the
Demonweb Pits.
Kethryllia, who was the lover of Anarallath, followed both through the magical portal. She
fought the minions of Haeshkarr and tried to find him in the unknown territory. Instead of
the demon she found the goddess Kiaransalee, who was intrigued by her wish for revenge.
She helped the moon elf to find Haeshkarr, but Kethryllia should hail to her god Corellon
Larethian for every victory she gained here. Finally she managed to kill Haeshkarr and fled
with her lover back to Toril.
But her hailing stayed not unnoticed in the realm of the Spider Queen. Lolth heard and saw
her fight Haeshkarr and followed the elves back to their world and therefore learned of Toril
and its inhabitants. She also saw a magical weapon worn by Kethryllia, a dagger of the
archmage Kanarlist. Lolth found him promising and decided to seduce him out of his
worship for Ghaunadaur. That was the beginning of her own plans to achieve her godhood
back.
218
Sharlario Moonflower
The Captain of the Wandering Moon
Al: NG
AC
Classes:
Levels:
HP
Kit: Corsair
MR%
God/s: Sehanine, Corellon, Aerdire.
Con 16
Dex 19
Chr 17
Languages: Seldruin Elvish, Auld Wyrmish, Elvish Common, Thorass Common, Fey Speech,
Skills: swimming, seamanship, looting, intimidation, information gathering, navigation,
spellcraft, metal smithing, air-borne riding, appraising, heraldry, ship wright, tracking,
weather sense, alertness, observation,
Weapon Skills: sabre, twin-bladesong, ambidexterity, twin weapons, short sword, dagger,
spear, cutlass, scimitar, shortbow, throwing knife.
Description: Captain Moonflower has a deep timber to his voice with the lilting accent of
Faerie's far northlands. A tall, flame-haired, Sharlario Moonflower is a merchant, and
sometimes pirate, who had the misfortune to make port at Tintageer days before the
invading forces struck. The northerner's appearance is quite different from the golden,
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elegant beauty of Tintageer's folk. Sharlario's skin is pale as parchment, a stark contrast with
his bright red hair and sky-coloured eyes. Radiating a commanding, no nonsense air he is
considered by many to be blunt to the point of rudeness. Sharlario has little use for the
elaborate traditions and protocols of court life. To many he is little better than a brigand or
pirate, but as a Corsair and Privateer of the Kingdom of the Northern Isles he and his ilk
were all that kept the enemy at bay for many years. They may be privateers who have
gained an undeserved reputation, and who are hunted by the evil that destroyed Tintageer,
but in their own home islands the Captains of the Osprey fleets are heroes.
He travelled with the last fifty people of Tintageer through a gate created by the sacrifice of
the High Priestess, Bonnalurie, the last priestess of Angharradh, who upon the Dancing Hill
helped to create a portal and sacrificed herself in the process of controlling the High Magic.
They landed on the top of a plateau of superheated glass-like stone, the site of an epic
battle between Avariel and the red dragon Mahatnartorian, King of the Northern
Mountains.
Later Sharlario married Amnadonna, the eldest daughter of Lady Bonnalurie and a priestess
of Sehanine Moonbow. Over the centuries the long lived couple were blessed with more
than 30 children, most of whom in turn intermarried with many of the indigenous Green
Elves and in turn had unusually large families. All of them followed their mothers and
grandmothers worship for the Goddess of moonlight, magic, beauty and death, claiming
links to House Moonflower becoming known as Elves of the Wandering Moon.
Sharlario began to wander over the new found continent and travelled to other lands, cities
and Elven communities for more than 300 years. Later after the death of Prince Durothil and
his companion, the young dragon, Silverwing in the final battle against Mahatnartorian,
Sharlario swore to the dying Elven prince, that he would train other elves to follow the
example of the first dragon-rider and bond with good aligned dragons for the benefit of the
elves both races. Unfortunately for Sharlarion and his kin, this later led to their subjugation
by the very dragons they sought to ally themselves to.
220
Ivsaar Vyshaan
The first Daemon Fey
Race: Sun Elf Bonded One (Daemon Lord)
Gender: Male
Ht: 61
Wt: 182 lb
Hair: Silver
Eyes: Copper
Skin: Bronze
Age:
Name: Ivsaar Vyshaan
Al: LE (N)
AC
Classes: priest/high mage/conjurer
Levels: 18
37
24
HP
Kit: Daravanshee
MR 30%
God/s: Malkizid, Labelas,
Str 19
Int 22
Wis 18
Con 18
Dex 15
Chr 14
Languages: Seldruin Elvish, Auld Wyrmish, Elvish Common, Thorass Common, Dark Speech,
Abyssal, Daemon, Infernal.
Abilities & Immunities: +1 to hit with sword & longbow, 90% resistant to sleep & charm,
infravision 120, shape change , charm monster, produce flame, teleport w/o error, continual
darkness, fear, heat metal, invisibility, telekinesis all at will, Improved phantasm, control
temperature, fly, magic missile, warp wood 1/day each. Immune to acid, fire, iron weapons,
poison, double damage from cold.
Description: Lord Ivosaar is a statuesque elf of truly noble bearing who believes whole
heartedly in the righteousness of his cause. A devout follower of Labelas, he is the high
priest and chief purveyor of the heretical belief that Labelas, and not his younger brother
Corellon, should lead the Seladarine. It is this belief that frames all of his actions, working
towards to the philosphy that all will eventually submit to this truth or die. Early in his
career as a conjurer for the Hidden Society of the Sacred Sun, an order of nobles dedicated
to the overthrow of the Durothils and the misguided followers of Corellon, Ivosaar quickly
found his way into positions of influence and power.
In his early researches on forbidden arcane and daemonic texts, he stumbled upon mention
of an unholy text known to a few planar sages as The Book of Keeping. After centuries of
research and perfecting his methods, Lord Ivosaar felt confident that he could summon a
Daemon Lord and bind it to his will. The summoning worked better that the ambitious
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mage could ever have hoped for and after a violent struggle the elf found himself the
master of an insipid Arcanoloth named Pexattorix. Much to Lord Ivsaars annoyance and
chagrin, the startled Daemon Lord lacked the ability to grant the ambitious elf any
enhancements to his already prodigious powers. Instead he offered the mage a deal. In
return for his freedom he would reveal to Ivosaar the greatest secret of his race, the
location of a copy of The Book of Keeping. In all his excitement, the one important detail
that Ivosaar forgot to ask before he released the Arcanoloth was just what kind of being, the
mysterious daemon lord Malkizid really was.
Despite all his divinations, Ivosaar could learn little more about this mysterious daemon. So
armed with the mightiest arcane weapons and protections he could beg, borrow, buy or
steal, Ivosaar ventured forth to a scorched and blasted rubble strewn valley deep in the
heart of the Barrens of Doom and Despair. There in the centre of a barren and scoured
landscape he spied a tower. The citadel had three distinct spires in one structure, winding
around each other, grown out of the ground in this form. About halfway up the height of the
central spire, one of the two smaller ones branched off and soared out as a hanging
minaret. The other branched out a little bit higher. The whole edifice spurned the earth
below, boldly leaping out over dizzying drops below with the support of long, slender
buttresses.
Intrigued by the brazen temerity of this intruder Malkizid allowed him access to the Tower
Screaming, and there was forged a relationship where by each gained what they most
desired; power, knowledge and most importantly - revenge. In Prince Ivosaar, Malkizid
found a willing lieutenant eager to learn, and a tool to further his revenge against his former
master and mistress the over weaning upstart Corellon Larethian and his treacherous wife
Araushnee Larethian; in exchange Ivosaar gained great powers far beyond those known by
any other Selutaar of his generation. In Lord Malkizid Ivosaar found a willing teacher who
was happy to sponsor his rise to power, thus each served the avarice and greed of the other.
After 3 centuries away and armed with his own copy of the Book of Keeping, Ivosaar
Vyshaan emerged from the Tower Screaming a drastically altered being. Gone was the waif
thin elf with the straggly white hair and pallid complexion. In his place was a towering being
of awesome might and power, a mating of elf blood with daemon the first Daemon Fey.
Schooled in the high magic arts of ancient Arvanaith, Ivosaar ventured forth firstly to
establish his dominance within his families hierarchy, and thence to take revenge upon the
family he blamed for his clans (and deities), fall from grace, the descendants of Lord
Kelloravae Durothil, the last monarch of Tintageer.
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taken against other ships will probably be supported byte Corsair's commanders back home.
Corsairs keep 10% of the contraband cargo seized and taxes collected to pay expenses and
reward the crew. Some Corsairs withhold more than 10%, risking discovery and prosecution.
Special Hindrances: The Corsair must return to his home port regularly (at least every six
months) to report on his activities, and of course must give 90% of the value of cargoes and
ships she seizes to hers command at that base. In addition, the home base may choose to
send the Corsair on missions that she must undertake. The cost of mounting the mission
(including paying her crew) is borne by the Corsair, although as with all of her other
activities she may keep 10% of what she finds. Finally, Corsairs are obligated to defend the
home base.
Adapted from: The Complete Space Farers Guide & Pirates of the Fallen Stars by Curtis Scott.
Moondark Hexblades
For the clan members of the Vyshaan Hex magic was a form of sorcery that manifested at a
young age in a few lesser septs of the clan with some Dark or Green Elven ancestry in the
bloodlines. It tended to occur in the poorer families where magical training and education
were unavailable, though this was not always the case. These youths tended to study this
form of dark sorcery in depth, becoming dark masters of the dark light of hex magic-- the
allure of hex magic being seductive and especially strong amongst the disenfranchised
members of this elite clan. They embraced a "might makes right, you keep what you kill"
attitude, viewing academia as pointless, asceticism as foolish, do-gooders as deluded, and
book-learners as weak. Many Hexblades were adopted by elder mentors who turned the
Dark Blades rage upon the clans enemies in a school hidden deep within the forbidding
forests of the Darkmoon Vale. At this school, generations of Hexblades studied to become
elite bodyguards and officers in Vyshantaars growing armies.
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MELIRA TARALEN (The Songstress, Patron of Bards and Minstrels magic, Spell
Singers & Blade Singers etc.)
Lesser God
ALIGNMENT: Neutral Good
TYPICAL WORSHIPPERS: Any non-evil Half-Elven bards, Elven minstrels, songwriters, spell
singers, blade-singers etc.
SYMBOL: A golden lute on a blue background
DOMAINS: Good, Luck, Protection.
Melira Taralen is a lesser goddess (the daughter of Hanali and Labelas), who, like many of
her followers, has a patron (in this case, Corellon). It is said that her mother Hanali Celanil
sent her to Corellon to serve as an apprentice. Meliras faithful tend to be musically-inclined
and appreciative of music. Not only are musicians favoured by her, but also those who act as
patrons and those who treat their musicians well are said sometimes to receive a boon from
the goddess.
order shrouded in mystery, mostly because these enigmatic priests were loath to share their
sacred and often forbidden knowledge. Dedicated to the service of the temple of Labelas,
the Archivists were the Lore Lords of the empire whose sole roll it was to record then safely
store the collective lore of the vast and burgeoning empire. They occupied a small but vital
niche in Aryvandaaran society focusing entirely on the accumulation of knowledge from as
many sources as possible. In many cases, clerics became archivists when their minds were
awakened by a special vision from Labelas, though most members of the order were
recruited from the more scholarly families and from various schools and institutions where
certain individuals showed a certain knack or talent for acquiring knowledge.
Aryvandaaran Warmages
Aryvandaaran Warmages were the undisputed lords of the battlefield, equipped with a
greater array of destructive evocation and conjuration spells than any other being. Despite
their great power, Aryvandaaran Warmages suffered from a lack of respect off of the battle
field. To some members of Aryvandaaran society the ability to destroy in a variety of ways
was of little benefit to the Elven people. To others the Warmages served as elite battlefield
generals, espousing the old adage that the best defence is overwhelming offense.
Aryvandaaran battlemages were some of the most fearsome examples of Warmages in
Faernian history. While many of the battlemages were wizards and sorcerers, a significant
portion of was made up of Warmages. Aryvandaaran battle magic involved a mixture of
both destructive arcane magic with gracefully deceptive swordplay, blending the two in
terrifying destructive synergy that would sweep the battle field of enemies in vast and
deadly display of martial-arcane mastery.
Clad in a great cloak of living leaves, Solonor strides through the forests in search of game
and to seek out and destroy evil. His only weapon is a longbow that has a range as far as the
horizon. Solonor will not close to do battle with an enemy, but will track and pursue instead,
firing arrows from a never-empty quiver. He cannot be surprised by any being, due to the
keenness of his senses. When travelling through forests, Solonor becomes automatically
invisible (as in Improved Invisibility, the 4th-level illusionist spell) and completely silent. He
taught the first elves the art of hiding in and moving through natural foliage so as not to be
detected. Elven hunters and fighters frequently worship Solonor Thelandira, and appeal to
him for better catches of game.
Aryvandaaran Duskblades
In the ancient Vyshaantar fighting academies, a martial style developed among young elves
that were gifted in fighting and magic. This was a divergent path of blade singing -- a more
brutal style that incorporated heavier armour and more deadly spells. Originally known as
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Tethrin the Shining One is the patron god of fighter/mages and other multi-classed elves,
and is apparently the son of Corellon Larethian. An adventurous, strident god, he believes in
the power of Elven blades and magic to win the day, and likewise encourages his followers
to use such to protect and further the Elven cause. The goddess Kirith Sotheril is his lover
and confidant. They dwell in a small but pleasant place, complete with a large copse of trees
as well as a fruit orchard. There, amid the trees and open field, followers of his who have
died continually practice and hone their skills.
Araleth is one of the "Second Powers," those Elven gods who came after the Sundering War.
He is engaged in an eternal war against the powers of darkness, and is known for his
relentless pursuit of the dark elves when they came forth again (indeed, one of the most
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commonly known stories concerns his battle with Lolth, from which he bears a scar from her
poisoned bite). Accordingly, he is often the favourite choice of adventurers because of his
aggressive stance. Araleth lives in the House of Glowing Stars, a dwelling beset by drifting,
glowing stars. He works closely with the rest of the Seldarine as needed, and his priests
likewise work with other priesthoods in their efforts to eliminate evil. Araleths clergy have
few holy days except for the spring equinox, whereupon they sacrifice items of beauty
within a circle illuminated by Starshine spells. They prefer to start their prayers at dusk, just
about the time that their gods presence in the heavens can be felt. While within the
confines of the church (or on holy days), clerics and specialty priests of Araleth wear robes
of white. At other times theyre free to wear whatever they choose (though dark-coloured
cloth is frowned upon and considered a minor transgression).
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Resources Used
The Grand History of the Realms Brian R
James & Co
Lost Empires of Faerun Eric Boyd,
George Krashos & Co
Cloak and Dagger Eric Boyd, Steven E
Schend & Co
Hellgate Keep Steven E Schend
Cormanthyr: Empire of the Elves Steven
E Schend
Evermeet: The Island of the Elves by
Elaine Cunningham
Elves of Evermeet by Anthony Pryor
Forgotten Realms Adventures
Forgotten Realms Players Guides 1-4
Forgotten Realms Campaign Guides 1-4
The North: Boxed Set Ed Greenwood
Lands of Intrigue: Boxed Set Steven E
Schend
Last Mythal Trilogy: By Richard Baker
Realms of Elves by various Authors
Ascendency of the Lisa Smedman
Players Handbooks: All
Dungeons Masters Guides: All
Elves of Evermeet
Complete Elves Handbook
Elves of Faerun Steven Sypa
Mintipers Chapbook Eric Boyd
Perilous Portals Bandit Portals
Volos Guides all of them.
Demihuman Deities by Eric Boyd
Blackstaff (The Novcel) by Steven R
Schend
The Year of Rogue Dragons Trilogy
Richard Lee Byers
The Savage Frontier by Paul Jaquays
Vyshaan by Jeiroth C.K. Scribe... 14 Apr
2008
Ecology of the Sharn by Brian R James,
Dragon No. 373
The Serpent Kingdoms by Ed Greenwood,
Eric Boyd & Darrin Drader
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