The Songs of EAERLANN

715 DR

Compiled & edited by

“Snowblood”

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Table of Contents

Overview of the realm page 3

Map of the Realm of Eaerlann page 4

History of the Realm page 5

The Laranlars &Rysars of Eaerlann page 35

Geography of the Realm. page 36

Teauveamanthaar page 37

Mhilamniir page 54

Ascalharla & Ascalhorn page 65

Elvenport (Teu’tel’Alu) page 77

The Shining Falls page 96

Other Places of Interest page 97

Secrets of Aryvandaar page 103

Treasures of Eaerlann page 106

Art Work & Map Addresses for Eaerlann page 110

Glaurachyndaar page 112

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Eaerlann, The Guardian Realm of Ancient Secrets

Overview of the Realm

Eaerlann is a powerful nation composed primarily of Wood Elves and Moon Elves that has endured for nearly six thousand years. It exists in the northern and eastern portions of the High Forest, along the western banks of the River Shining, the Delimbyr. The realm is bound by the eastern High Forest, from Turnstone Pass, in the north to the Shining Falls in the south. Its border runs north across the Delimbyr River, taking in the Talon Hills, and the woods of the Far Forest. This shared border with Ammarindaar then runs across the northern Graypeaks, before running down the western bank of the Delimbyr until it reaches the Shining Falls.

Eaerlann was founded in the ruins of Aryvandaar in –4,700 DR, by nobles from Sharrven, who were worried that the ambitious nation of Siluvanede would repeat the mistakes of Aryvandaar, and spark a new Crown War. As such, Eaerlann was founded to stand vigil against the Siluvanedenn and to stand watch over the hidden secrets of Aryvandaar. Now in its waning years its population has began to dwindle as its residents leave for Evermeet or join the newer realms appearing along the Sword Coast. Many Eaerlanni cities consist of hollowed-out trees and platforms connected by dozens of slender rope bridges. Each major settlement holds at least one tree-temple dedicated to the elven gods. Bards liken the lands around the River Shining to a lush garden—where natural beauty is carefully pruned to produce an almost supernatural paradise, fields are exceptionally fertile and farmers raise outstanding vegetables. The meadows are bedecked with wild flowers throughout most of the year. The forests are the province of fey, centaurs, and unicorns.

The realm of Eaerlann is governed by a High Council made up of representatives from all of the major settlements and cities of the realm, along with representatives from each of the Cor’selutaar of the various cities, the major temples, the Ahk’Faern and the Ahk’Velahrn. It is presided over by the Coronal, who represents the will of the people and balances the decisions of the council against what s/he considers is best for the realm. The Coronal is considered the representative in Eaerlann of the will of the Seldarine, and is seen by many ordinary people as their voice in the political games of the High Council. Advisors to the council come from Ascalhorn, Ammarindar, Siluvanede, Silverymoon, Sharrven, Illefarn, Evereska and Evermeet. Whilst they have a voice, they have no voting rights, and must rely on the other council members to get their wants and needs addressed.

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History of Eaerlann

-9000 DR burned or pulled to the ground. The High Priests of the various Seldarine faiths flee The Fifth Crown War ends. The elves of east into the High Forest, guiding their Aryvandaar abandon the High Forest. faithful, as priests and their followers are persecuted and driven out of the realm. –8400 DR In response to these pogroms the Coronal A few sun elves return to found Siluvanede and his nobles are declared Apostate by all in the northwestern reaches of the High the churches of the Seldarine. Forest. -7500 DR –7600 DR After wandering the wilderness for nearly Moon elves and a few sun elves disaffected 50 years, the priests of the Seldarine are with Siluvanede’s growing elitism found welcomed into the lands of the Moon Sharrven in the southern reaches of the Starsong clan, in the north eastern High High Forest. Forest. The clan leader donates much of his estate including his family’s ancestral home -7549 DR on Starsong Hill to the establishment of a new centre of religious freedom and

worship. The temple city of Mhilamniir is Naonnyr Durothil becomes the Coronal of founded with the raising of the triune Siluvanede. Mindful of the Elven Court temples dedicated Corellon, Sehanine and decree and fearful of the Seldarine’s Labelas. The city becomes the centre of reaction to their refounding of a Gold Elf religions and learning for elves all across the realm upon the ruins of ancient Occidian, north, including Gold Elven exiles from Naonnyr decrees that all temples are to be Siluvanede. outlawed, all their lands and assets seized and forfeit to the crown. –5300 DR The public reaction to his decree is immediate. Riots break out across Lothen The elves of Siluvanede erect a mythal in and in the major settlements surrounding the city of Adofhaeranede and rename it the city. Many temples and their Myth Adofhaer. communities refuse to follow the Coronal’s decree. Over the next 9 months many –5000 DR temples are converted or closed, others are

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Survivors of House Dlardrageth, a clan of Yrmellda Moonsong, a council of nobles and demon blooded sun elves, flee from Arcorar several Shadow Queens from Lhuve. to Siluvanede. -4690 DR –4800 DR Paranoid Coronal Maelin Starym of Lothen, The Dlardrageths subvert several powerful upset at the moves made by Sharrven Siluvanedenn sun elf houses and, by immediately begins building his own line of encouraging demon-elf crossbreeding, watch tower (many upon the ruins of create the fey’ri. The fey’ri houses conceal Vyshaan citadels) along his southern and their secret heritage and come to wield western borders. Companies of infantry and great power in Siluvanede. archers are sent to watch the borders alert for attack from their treacherous kin to the Founding of the Realm south and east.

–4,550 DR –4,700 DR

The tree city of Teauveamanthaar, founded The realm of Eaerlann is founded by nobles on the present day site of Talltrees, is from Sharrven led by the Lady Moonsong, named the capital city of the nation of who are worried that the ambitious nation Eaerlann. Laranlas Yrmellda Moonsong of Siluvanede will repeat the mistakes of moves the seat of governance to the newly Aryvandaar, and spark a new Crown War. raised Stardark Palace. This grove of 24 Horribly alarmed at these events, nobles of gigantic Redwoods becomes the heart of Sharrven who seek to restrict the ambitious Eaerlanni power and throughout the Siluvanedenn found the kingdom of empires existence. A system of portals is Eaerlann among the ruins of Aryvandaar. established at key points around the realm The Velarshree of Sharrven, backs efforts by along with a series of watch posts and signal War Leader Arccantyll Lighshiver and young towers along Eaerlann’s northern, western nobles to establish the realm. To this end and eastern borders, all interlinked by they begin rebuilding the walls of the ruined portals and communication orbs. capital Sharlarion, renaming it,

Glaurachyndaar, the City of Scrolls, atop the ruins of Sharlarlion, the old capital of -4540 DR Aryvandaar to keep safe the ancient Vyshaanti secrets found buried there deep Laranlas Yrmellda Moonsong invites the within Sharlarlion Tor. religious community of Mhilamniir to join the realm under Teauveamanthaar’s The Young Revivalists led by the enigmatic protection, whilst allowing complete Blade-Singer Yrmellda Moonsong, quickly religious freedom and tolerance for worship establish an active presence amongst the of all the nature spirits and deities transforming ruins of the old city. The first associated with the Seldarine. After months building raised is the High Mages Palace, of debate the high priests of the different formerly the ruling seat of power of House religious communities accept. Vyshaan. This becomes the first seat of governance under the guidance of Laranlas -4539 DR

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traitors to their cause. Arcorar’s people Whilst travelling alone from Darmaerthe to become caught up in the conflict, and there Mhilamniir, War Leader Arccantyll they die. Whilst they had only planned to Lighshiver is attacked and eaten by a rogue imprison the fey’ri for a few centuries, none green dragon and its mysterious demonic survived the war, who knew how to rider. The famed High Mage Delsinor realease them from the magical reverie, Estelda become the next Araegisses of thus in time they were forgotten. Sharrven. Prior to their imprisonment, the Dlardrageths have worked hard and made Fearful of a return to Vyshaan style rule pacts with some of the lesser houses of Coronal Ar’reyla commands, Laranlor Siluvanede to the west, formenting a war Nendryll Silverspear of Ardeep to lead a against their betters (Durothil, Starym) force of Green, Moon and Gold Elves into …and Eaerlann. the High Forest to put down the Siluvaneden/Vyshaantar menace once and –4500 DR to –4300 DR for all. With ruthless efficiency, the implacable Nendryll Silverspear, with lady Seven Citadels’ War Yrmellda Moonsong acting as his second, leads his troops on the systematic

destruction of all of Siluvanede’s southern These battles and skirmishes between the and western holdings, settlements and elite forces of Siluvanede and the fledgling cities. Faced with invasion, the common forces of Eaerlann are sometimes folk of Siluvanede rally to their leaders, collectively referred to as the Sixth Crown most of whom support or are in league with War. the daemonfey.

–4500 DR The Siege of Bellan’

A dozen Mages and their heirs who had originally imprisoned the Dlardrageths, -4498 DR from Arcorar, track House Dlardrageth to a secret lair beneath Ascal’s Horn. With the Moon, Gold and Green Elf forces from aid of Eaerlanni forces headed by Laranlas Eaerlann and Ardeep lay siege to the Yrmellda Moonsong, they slay several of the Siluvaneden citadel of Bellan’daaran. Dlardrageths. Other Siluvanedenn houses Laranlas Yrmellda Moonsong is killed in the under Dlardrageth influence retaliate, fighting when her command post and beginning the Seven Citadels’ War. Sarya banner bearers are immolated by a furious Dlardrageth and her sons are captured, but storm of high magic launched from the city the fey’ri-led Siluvanedenn fight on. walls.

The offensive actions against the Fey’ri by This move enrages the attacking elves and the combined might of the magi of Eaerlann the small fortress city on the southern and Arcorar help ignite the flames of war. slopes of the Lost Peaks is quickly over-run, Fey’ri led forces begin by attacking the and a guerrilla style of warfare persists for noble estates of Houses Durothil, months amongst the hills and valleys Moonflower, Swordstar, Irithyl, and Starym surrounding the mountains. The newly those Moon and Gold Elf families seen as crowned Coronal Terriavor Starym of

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Siluvanede is killed in the battles for the city. Dismayed by the initial losses by -4409 DR Siluvanedes troops, the new Coronal, the weak-minded Terralass Starym is forced to Laranlor Karrollyndor Moonsong and his pay closer attention to his generals, the entire command are slain when a balor lord Lords Floshin, Ealoeth, Reithel, Yesve and and his army of fiends suddenly appears in Aelrothi. their camp east of Riven Rock. The fiends rend their way through much of the Lords Lord Karrollyndor Moonsong, Lady personal guard before finally teleporting Yrmellada’s brother Eaerlann’s Araegisess, away. Seriously wounded is the High Priest is quickly promoted in the field, becoming of Corellon, and Lord Karroll’s twin brother, the next Laranlor of the realm. the newly promoted Laranlor, Yrinsia -4489 DR Moonsong.

After suffering grievous losses from the -4402 DR outset of the war, the demon tainted houses of Siluvanede open the Vyshaan armouries left to them by House The Battle of the Grandfather Tree Dlardrageth. Eventually the Gold Elves open four of the five armouries, unleashing While camped within the Vale of the horrors upon the world that have not seen Grandfather Tree, Coronal Terralass Starym daylight for more than 5000 years. and his loyal retainers are attacked by a horde of demons and yugoloths led by This move seriously undermines the efforts winged, red skinned Elves wearing sable of Lords Nendryll Silverspear and and scarlet. Finding his courage at last, the Karrollyndor Moonsong to contain the Coronal summons a mighty Soul Dragon to growing threat posed by the Sun Elves. obliterate the demonic host. This allows Outraged by the presumptive arrogance of several of his followers to flee, including the the Siluvaneden Gold Elves, the Araegisess High Herald Danthanae Mistrivven, who of Sharrven declares war upon the Vyshaan carries word south to Lothen, of the pretenders, which in turn draws Illefarn into Coronals betrayal and murder by his the conflict. generals.

-4449 DR In the aftermath of the massacre of Grandfather Woods, the Fey’ri Lord Maerytim Reithel crowns himself Coronal of Sack of the Sunlit Spires Siluvanede, this with the full backing of his fellow Fey’ri Lords. At Coronal Ar’reyla Moonflower’s command, Laranlors Nendryll Silverspear Being basically good people the common and Karrollyndor Moonsong lead an army of folk of Lothen are horrified, and when the volunteers to attack the southern fey'ri secret escapes. This news sparkes a Siluvaneden city of Arselyndaar. After a rebellion amongst the common folk and protracted siege they manage to eliminate those nobles still loyal to the former many of the Fey’ri root and branch, but the Coronal. This leads to a three-way war for city is all but destroyed in the process.

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several years, with the fey'ri fighting complete annihilation of the Sharrven Siluvanede's populace, and both of them fortress city of Tiru Orindraar. fighting the Eaerlanni and Sharrven -4357 DR -4400 DR The Rape of Telardon The Battle of Aelyth (Swanship War) Joining a combined army from Shaarven Greatly strengthened by their use of and Eaerlann, the elves of Ardeep and Vyshaan battle crawlers, and worse, the Illefarn, sack and level Telardon, the City of fey’ri led troops of Siluvanede finally meet the Emerald Spires in retaliation for the full might of Eaerlanns’ and Sharrven’s Siluvanedes use of forbidden Vyshaanti military forces when to two sides meet in weapons and magic. The combined might the glades and meadows surrounding the of Sharrven, Eaerlann, Illefarn and Ardeep Gold Elf settlement of Aelyth’vorshin, (a reduces Telardon to rubble. Much of the tree town nestled upon the northern banks fey’ris strength is slain defending the city, of Starfire stream, a minor tributary of the along with its Coronal, the Lord Karstelmor Dessarin. Ealoeth. Much of the fleeing populace is slain by Nendryll’s Green Elf (Gruarch) In a battle that rages for 21 days and nights mercenaries, as they scatter into the forest. across vast stretches of forest, the combined might of Eaerlanns’ and Down but not defeated the Daemon’fey and Sharrven’s armies, mages, dragons and the many of their noble followers retreat to the timely arrival of the Skyfleet from Illefarn hidden valleys and redoubts of the Lost sees the demonic elves and their gold elf Peaks whilst sending the newly crowned minions routed from the woods east of the Lord Aliorfindor Floshin with the bulk of Lost Peaks and the Usurper Maerytim their army back to Lothen where he turns Reithel captured by Laranlor Yrinsia them loose upon a rebellious populace. The Moonsong, questioned at length and then result is much raping, looting, burning and beheaded for his crimes. killing within the city walls before order and an uneasy calm is restored. With Maerytim Reithel’s untimely death, the Dlardrageths crown Lord Karstelmor -4354 DR Ealoeth as the next Coronal of the dying empire. In a move designed to split the coalition of realms arrayed against them, the fey’ri -4363 DR secretly send out yugoloth and demonic assassins to kill of their enemies leaders In revenge for their heavy losses sustained meeting ‘secretly’ in Glaurachyndaar to at Aelyth, the Dlardrageth’s convince discuss the progress of the war. Sneaking in several of Telardon’s Selutaar to make use via hidden portals and guided by disguised of a Vyshaan War Mythal. In an act of fey’ri agents, the fiends attacks the High human-like treachery the Fey’ri magi allow war Council reducing the High mages palace their Gold Elf lackey’s to die whilst they cast to a smoking ruin. an abomination that brings about the

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Miraculously only one major leader is slain to them. The final battle unfolds as whilst most others are wounded to some Sharrvenar High Mages, Dragons and degree. Laranlor Yrinsia Moonsong is laid to Windriders, battle with the fey’ri and their rest in the crypts beneath the city with full demonic allies as they emerge from the fifth honours and his daughter, the Lady armoury, Nar Kerymhoarth, in a desperate Yrdianne Moonsong is elected by the and unsuccessful gambit to reverse their Council of Lords to replace her slain father. fortunes in the war. The legacies of the Vowing revenge for her father’s death, the Vyshaan that cannot be destroyed are again Dragon Riding Lady Yrdianne begins hunting stored away in the darkest vaults and the fey’ri responsible, in earnest. galleries of the armoury. Once sealed the Moon Elves refuse, and forbid anyone from -4331 DR speaking its name, and establish a garrison of strong Spell blades to forever watch over Coronal Aliorfindor Floshin of Siluvanede is this darkest of evils. captured by dragon riders from Eaerlann and Sharrven, lead by Laranlas Yrdianne With the death of Coronal Astirya Aelorothi, Moonsong, as he and his Sun Knights exit a the final surrender of Lothen and the defeat Daemon’fey armoury in the northern forest. of the fey’ri, the Seven Citadels’ War ends, Taken east to Teuveamanthaar, his capture and Eaerlann forcibly annexes Siluvanede. and the intelligence learned before his Upon discovering the deceit of the fey’ri, execution leads the elves of the grand untainted Siluvanedenn High Mages place alliance to discover the full extent of the the city of Myth Adofaer in magical stasis, Daemon’fey’s nefarious plans and effectively fleeing to the far future to treachery. escape association with the fey’ri houses. Most of the surviving fey’ri warriors are Having learned of her leaders demise, the imprisoned in Nar Kerymhoarth, the unsympathetic ruler of House Aelorothi, Nameless Dungeon but some avoid capture Astirya Aelorothi assumes the throne and and eventually spawn long-lived houses of control of a realm consisting of Lothen and demon-tainted elves that successfully its immediate surrounds. conceal their nature.

–4300 DR Coronal Ar’reyla sends a contingent of Armathors and Song Knights to watch over the various Fey’ri prisons, and to assist with The Sack of Lothen the hunting down of any who remain.

With the full backing of the forces of The crusades leaders, the rulesr of Illefarn, Sharrven brought to bear against the Ardeep, Sharrven and Eaerlann order their increasingly desperate Siluvaneden, the troops to occupy all the remaining Seven Citadels war is finally ended by settlements, cities and towns of Siluvanede. Laranlas Yrdianne Moonsong and the They begin a program of active;ly disarming legions of Eaerlann, Ardeep and Illefarn, the populace and holding trials for those with the sacking of the capital Lothen. guilty of the worst crimes that the people Fleeing with their surviving forces, the can imagine. Many committed while Daemon Fey head to Nar’kerymhoarth to working alongside the demons. open the final, and greatest armoury known

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Lady Yrdianne Moonsong travels to -4260 Evermeet to meet with her 4 children and invite them back to live with her now that Laranlas Yrdianne Moonsong ends the High Forest is at peace. Her son, Lord Siluvanedes formal period of occupation Hiyandar Moonsong and his family take up with the appointment of the first Duke of the offer as the lady also brings back many Lothen, Aulathar Starsword. Siluvanede treasures back from the west, including ceases to be an independent realm with the casket containing a seed carefully nurtured establishment of this new Duchy. since the death of the original Tree of Life in Tintageer. -4188 DR -4177 DR The Cloven Shield Goblinoid Horde led by the Ogre-Magi K’jaius Nathrglasht thunders After a long and at times difficult reign, Lady out of the Crags and Spine of the World. Yrdianne is laid to rest next to her husband They quickly over run many of Illefarn’s in the family crypts beneath the High Mages northern settlements with refugees pouring Palace in Glaurachyndaar. At ther into Aelinthadaar via the portal network. coronation ceremony held in the Leading a small relief force from Caelpiir Contemplation Glade of Mhilamniir, Prince Kassaldor Estelda manages to save Hiyandar Moonsong becomes the last countless elves whilst buying time for the Laranlor and the first Coronal of Eaerlann. Coronal to gather her forces. –4160 DR Lady Yrdianne orders Araegisses Honolwynn Auglamyr west with three battle hardened The Shield Dwarf Prince Ammar Ironfist legions of infantry, along with 2 legions of leads a collection of clans north from the archers and a contingent of spellblades. In shattered remnants of Shanatar and all 45000 Elven warriors march to Illefarn’s Besilmer to establish a new realm in the aid. central Grey peak Mountains Ammar Ironfist I becomes the first king of the newly The War of the Moonrose established realm of Ammarindar. Lord Ammar approaches Coronal Hiyandar Leading the largest army of elves seen since seeking permission for his people to settle the end of the Sixth Crown war, Coronal in the high valleys and hills above the Yrgenta and her 100000 warriors smash the Greyvale. This agreement suits both parties Cloven Shield Horde upon the Plains of as the dwarves guard the under ground Iliyannar outside the gates of the city approaches and provide valuable materials currently under siege. Singling out the and the elves gaurd the surface and do hordes leader K’jaius for single combat, likewise. With prompting from the Coronal Yrgenta manages to slay her, but not of Eaerlann, Laranlor Aulathar instigates a without being mortally wounded in the free trade agreement between the two process. realms in an attempt to make up for past ill deeds between the two races. -4181 -4002 DR

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finished royal vaults established beneath Coronal Hiyandar Moonsong suddenly falls the centre of the Shining Falls. Ammar’s son ill, a victim of an outbreak of blacklung that Ammar II is crowned the new king of no knowm spell can cure. At least 1000 Ammarindar. elves die before the outbreak runs its course, including the Coronal. His death is -3843 DR mourned by many, but he is not alone as the realm grieves for the deaths of most of The city of Ched Nasad is founded, the Coronal’s immediate family. Hiyandar’s beginning centuries of strife between the closest living relative Daenthiara drow and the dwarves of Ammarindar. Moonflower is crowned the next Coronal of Eaerlann. –3900 DR, Delzoun, the great Northkingdom of the dwarves, is founded. -4001 DR –3845 DR The dwarves of Greyvale Delving discover the crystal filled caverns of Splendarrmornn The Elves of Eaerlann began discreetly beneath the western most Greypeak, observing the fledgling nation of Netheril. naming it the Shining Mountain. After little After fifteen years of observation, the Elves debate Ammar Ironfist I elects to establish formally approached the Netherese his realms capital beneath the Shining Falls. Humans, with promises of teaching them Collectivley the elves and dwarves begin the secrets of Mystra’s Art. Accepting, construction of the twins ports of the Therion of Gers becomes the first student of Shining Falls, the portage between them the Eaerlanni Elves, and the first Arcanist of and the Shining Falls Keep, situated above Netheril. Coronal Daenthiara warns that if the falls. humans are not taught to use magic in a responsible and mature manner then they –3917 DR are very likely to repeat the planet shaking mistakes that doomed the sarrukh and The drow city of Menzoberranzan is almost doomed the elves to nearly total founded by Menzoberra the Kinless. In that destruction. same year, Aradoness Kassaldor Estelda, is slain by drow raiders looking for ancient -3656 DR Vyshaan weapons and magics in the ruins dotted about the High Forest. Laranlas Ysmyra Starsword and a contingent LaranlasYsmyra Starsword leads a punitive of Songkhights are killed at the Citadel of expedition driving hundreds of Drow raiders Mists, when a gate they are travelling deep into the Lost Peaks before trapping through mysteriously malfunctions. The and slaughtering more than 900 Dark Elves Araegisess, Shantelor Starsword beneath the cliffs in the Vale of Riven Rock. immediately assumes the mantle of Laranlor of Siluvanede, becoming the Third -3850 DR Duke of Lothen.

King Ammar Ironfist I dies of extreme old at The High Magi of Tall Trees erect a mythal the age of 691 and is interred in the newly warding the Citadel from future portal

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mishaps and further binding its demonic the newest ruler of Eaerlann. In a ceremony inhabitants to their eternal slumber. of solemn beauty, Lord Daenthiara transcends his mortal form along with –3655 DR several dozen other elders in the contemplation glade in Mhilamniir in a pour forth from the Spine of the ceremony known as the Gathering of the World, first meeting a mighty host of Gold Leaf Wardens Souls’. Elves marching out of Siluvanede, the orcish vanguard is annihilated at heavy cost to the –3533 DR Gold Elves whilst the main host continues its destructive run south where the elves of A group of Netherese explorers enter into Illefarn and Eaerlann stand to meet them on ruins located in the eastern Nether the west bank of the Dessarin River at the Mountains, an ancient citadel dating from Battle of Weeping Arrows. old Aryvandaar, after slaughtering the band of resident Tomb Guardians and Song Just about to be overrun by the 150000 Knights as well as a tribe of Mountain Green strong horde, a relief force in the form of Elves camped nearby they return to their dragons from Sharrven and Dwarves of home with a very special prize in tow: The Ammarindar led by King Azkuldar, turn Nether Scrolls. Using the knowledge that them back with help from the fledgling The Nether Scrolls grants them, the Netherese Empire and the Rengarth Netherese begin relying less and less on the barbarians. Driven south this orcish magics that the Eaerlanni are teaching incursion last 19 years. them. Eventually, they completely abandoned their Eaerlanni tutors, in favour –3649 DR of the power The Nether Scrolls give them.

The Netherese begin to enslave the rock - 3520 DR gnomes living in the hills nearby. Fleeing refugees begin creeping into the Greystone The Elvish agents of the Coronals hills in the north western reaches of N’Vhaelurr of Eaerlann begin quietly Ammarindar. Alarmed at such a turn of rescuing captives enslaved by the events, Coronal Daenthiara orders his Netherese funnelling them to the nations agents into the realms of the Netherese to borberds via safe holds in and under begin funnelling out captive gnomes and Ammarindar. The coronal then orders his anyone else seeking to escape the growing own people to assist the small bands of oppression. gnome refugees and others who arrive on their borders. -3616 DR -3274 DR After a long and evenful life filled with many trials and tribulations Coronal Daenthiara Netherese settlers begin moving into the Moonflower hands over the reins of power Greystone Hills (Fallen Lands), lands already to his daughter, the Moon Priestess claimed by Ammarindar, and filled with Daanaluu Moonflower, who with the dwarven farms and steadings. This is blessings of the council of nobles, becomes despite veiled warnings from Coronal

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Daanaluu to Netheril’s rulers not to allow its spreads out of control and beyond the citizens to cross the frontier uninvited. Her Graystone region. Despite her best efforts warnings both veiled and obvious are duly all attempts at compromise are rebuffed by ignored by the greedy land grabbing the over confident Netherese. Netherese. –3150 DR -3270 DR With the help of Songknights from across Greystone Border Wars the north the Trail of Mists (a series gate) is established to speed the escape of gnome The first serious clashes between human slaves from Netheril. Parties of magi and and dwarven settlers occur near the site of Songknights are despatched to set up way present day Storm Keep. These clashes stations along the trail until the gnomes can escalate dramatically when Netherese be taught to manage it for themselves. The arcanists employ potent magics and ruins of an abandoned Vyshaanti fortress monsters to clear away vast tracts of (below what later becomes the Citadels of scrubby forest and dwarven settlements the Mists), are given over to gnomish both. These clashes initiate 300 years of low refugees as a clearing house. level internecine battles known as the Greystone Border Wars. –3149 DR

Eaerlann’s Magi and Priests retaliate by Thousands of gnomes continue to pour isolating and wiping out several contingents across the border into Ammarindar and of Netherese mercinaries and the arcanists overcrowding in the established safe zones supporting them. becomes a very real problem. Contacting his cousins in the Copper Mountains way off -3252 DR to the east King Connar I negotiates the resettlement of many gnomish refugees Queen Freya is killed whilst repulsing a into that region a thousand miles from their concerted Netherese push into the Netherese tormentors. Coronal Daanaluu southern Greystone’s the Netherese are negotiates with the dwarves and gnomes to massacred but at great cost to the dwarves. establish a series of portals connecting Freya’s brother, Connar Tarynstone Eaerlann and Splendarrmorn with the new becomes the next king of Ammarindar. Gnomish holdings to the east. Because of a large influx of gnome refugees into the -3189 DR area, the secret gnome kingdom of Songfarla is officially founded beneath the Sunrise Mountains separating the Horde Coronal Daanaluu Moonflower leads a lands from Faerûn. delegation to meet Netherrils leaders in an attempt to get peace talks underway. With -2990 DR the backing of the Shadow Queens of

Sharrven and the Coronal of Illefarn, Lady After several resounding defeats of their Daanaluu works hard to gain a peaceful eastern armies by the Netherese and their soloution to the border war before it orcish allies, the dwarves of Ammarindar

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relinquish their claim upon the Greystone fiery depths. Hills, ceding them to Netheril. Coronal Daanaluu orders the construction of a series -2871 DR of heavily warded and interlinked citadels and watch towers on Eaerlann’s all the way Standing atop the highest tower in up and down the realms eastern border. Glaurachyndaar the aged and heart-broken Lady Daanaluu immolates herself in a -2837 DR spectacular show of silver-fire, confirming many an elf’s secret suspicions that she was Coronal Daanaluu marries Darraindath a chosen disciple of Sehanine. Awed by the Hawksong of Arcorar. Considered a late age spectacular display of divine power, the to marry, the 800 year old monarch people of the city compose many songs and nominates her grand nephew as the heir odes about their famous queen. At the apparent to the throne. coronation ceremony in Mhilamniir, the new Coronal Astyrondor Moonflower, -2800 DR dedicates a new temple within the Moon Towers precinct in honour of the late Lady A minor Draco rage descends upon the Daanaluu. settlements of the Greypeaks, many smaller villages and steadings are lost to a flight of 2 -2770 DR red, 1 blue, and 4 green dragons. Lord Darraindath leads a flight of dragon riders The Slaughter of Sharrven from Tall Trees and Sharrven against the marauding wyrms. Most of the dragons are Not all of the Gold Elves of Siluvanede either slain or driven off but not without the accept their defeat. Three houses, Floshin, loss of hundreds of lives, including Lord Ealoeth and Aelorothi flee to the depths of Darraindath and the Queen of Ammarindar the pillaged Dlardrageth strongholds. and both of her sons. Where they plot in secret to re-build their strength. Following the example of the -2880 DR Dlardrageths, the Gold Elves summon and breed with succubi and Incubi thus both It is discovered by a court-mage from strengthening and forever tainting their Illefarn that Lipwyll of Ardeep is consorting bloodlines. with a cable of Fey’ri operating from the ruins of Telardon. Advised by the After centuries of carefully selective Corselutaar Adriana Suldusk, Coronal breeding, they create a clan of Fey’ri skilled Yr’nvae orders Ilefarn’s forces to track down in magic and possessing powerful innate and destroy the fey’ri and their allies. In the abilities. Utilising all that they have learned ensuing battle Lipwyll and most of the Fey’ri about the relative strengths weaknesses of are slain by a contingent of High Magi and Sharrven’s defences, the Fey’ri shift their Spell Blades led by Chorara Saarinstar. The base of operations to the ruins of surviving Fey’ri and their demonic minions Tyllathardon in Morynath. There they re- are tracked down by dragon Riders and awaken the citadels abandoned portal destroyed upon the slopes of Mount nexus. Over the next few months using a Hotenow before they can escape into its’ captured colony of Deep Spawn, and an

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alliance with a demon named dragons wielding Elven high magic led by Malorus’kand, they summon hordes of the Grand High Mage Zaofhaor demonic minions and enslaved goblins, Moonflower, manages to stem the worst giants, and trolls. Others make use of ravages of the horde preventing it from captured Dragon Orbs to summon and spreading across the Lhuvael River (Hearts unleash a Dragon Rage. Blood River) and into Eaerlann. King Connar IV of Ammarindar vanquishes many of the The fey’ri choose the autumn equinox to creatures that have devastated Sharrven, unleash their hordes through the very including the red wyrm Rithaerosurffel, portal network established by the Vyshaanti known as the Bane of Sharrven. so many millennia before. Using spells Ar’corselutaar Zaofhaor Moonflower takes taught to them by demonic powers the temporary command of Sharrven’s and Fey’ri magi cast spells that transform the Eaerlann’s scattered forces. very forest animals into unspeakable horrors. These along with their summoned Oluevaera Estelda leads a ragged group of and suborned minions begin pouring forth 3000 survivors west to Arcorar where they from their hidden caves and grottos. establish a small refuge an name it in honour of Oleuvaera’s Silver Dragon clutch The Daemon’fey’s careful planning and mate, the young wyrm Sshrinnishaaress. spells cause a seeming explosion of The people calling themselves the Lost Elves monsters that begin appearing right in the of the Srinshinnar. heart of almost all the major cities and settlements within Sharrven, and beyond to Using the portal network established so Illefarn, Eaerlann and Ardeep. The ensuing long ago by the Elves of Illefarn, Coronal slaughter leads to the collapse of Sharrven, Orm’lanass orders Illefarn’s troops into the leaving naught but a few Elven settlements Hills of Dardath and beyond, to stem the and outposts in the southern High Forest. monster hordes southern advance. After Along with the thousands of nobles and many days of running forest battles, common folk killed in the fall of Lhuve, Araegisess Valiaor Ildacer and King Connar Coronal Astyrondor Moonflower of IV of Ammarindar meet at the confluence of Eaerlann and most of his entourage, are the Delimbiyr and Lhuvael Rivers atop the amongst the slain. corpse of a great red Wyrm the dwarf has just slain. Having been in the job for only 20 years Oluevaera Estelda leads Sharrven’s Outraged by this sudden reappearance of a shattered forces in a series of desperate menace long thought laid to rest, rear-guard actions, from Tel’riincaer in the LaranlorTamadyws Amarillis secretly leads west to burning Lhuve in the east. Finally all of the knights of the Reformed Order of when she thinks that no more can be done the Midnight Sun, south to Morynath to to save her dying realm, help arrives in a root out the fey’ri menace once and for all. form she daren’t ever look for. In the ensuing battle 500 fey’ri are trapped and systematically slain within the tunnels Survivors flee to Cormanthyr, Ardeep, and ruins when they find all of the portals Illefarn, Eaerlann and Evereska. The leading from the citadel do not function, mysterious arrival of a flight of silver but still some hundred manage to escape

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via deep tunnels into the . west with many Gold and Moon Elves from Shilrua, the second Siluvanedenn city to be Frustrated by the escape of so many erased from the realms. The 1200 year old Tamadyws Amarillis resigns his commission High mage and most of her 9000 kin make and gives up the crown so he and his up the bulk of the elves sailing west upon remaining knights can run the remaining the swan ships of Evermeet. fey’ri to ground. In his place, his daughter Labelia Amarillis accepts to title and In her place, the Lords of Eaerlann select responsibilities that go with being the the Spellsinger and Armathor, Hastarlon newest Duchess of Lothen. Goadulphyn as Siluvanedes sixth Duke of Lothen. With the immediate crisis over, Coronal Zaofhaor Moonflower hands the reins of –2387 DR power back to the rightful heir, and assumes his place as Lord of After intense negotiations, trade embargoes Glaurachyndaar and Grand High Mage of and sabre rattling by Eaerlann, Illefarn and Eaerlann. The Duskblade Songknight Eafora Ammarindar, Netheril releases all its gnome Starsong becomes the next Coronal of the slaves who promptly leave the empire Empire and announces the formal heading west, south and east to Songfarla annexation of ruined Sharrven, creating two via the portals established by the new duchies for the realm. Songknights in Ammarindar and Eaerlann.

The sudden population influx, coupled with -2119 DR the possibility that someone attempted to destabilize Eaerlann’s government, caused Lady Eafora Starsong the Peace Bringer, the Eaerlanni Elves to retreat within finally lays aside her cares for the world and themselves, maintaining a neutral outlook joins her husband in the forests of on other nations, as not to incur the wrath Arvanaith. Before fading from this world of any nation during the tumultuous time. she nominates her grand-daughter, the High Mage Ealanndra Starsong as her heir. A -2357 DR nomination resoundingly supported by the Council of Nobles in Teuveamanthaar. Laranlas Labelia Amarillis travels to Evermeet to see to the settlement –2103 DR arrangements of those citizens of Siluvanede who wish to migrate west. The A horde of orcs from the Spine of the first major settlement to elect to retreat are World, led by giants and their ogre generals, the Gold Elves of Orlgotha, the 7500 crushes the human civilization of Illusk Ar’tel’Quessir give up their homes, as despite aid from Netherese arcanists led by Lothens High Magi erase the city from the Jeriah Chronos the Chronomancer. face of Faerun Heading south they run into an alliance of Elves from Illefarn, Siluvanede and -2263 DR Eaerlann. In the ensuing battle, known to bards as the War of Wailing Shadows, the Lady Labelia Amarillis herself sails into the combined High Magi of the three realms

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bring down boulders and stars from the sky Forest. upon the mighty horde, whilst the armies round up and exterminate the survivors. –1700 DR The retreating horde is crushed by a legion of Steel Shields and Griffon Riders from The gnomes are forced to erect additional Fellridge who leave not one goblinoid or wards around the ancient armory beneath giant alive. the citadel of Mists and abruptly cease using it as a central way station of the Trail -2020 DR of Mists. One or more of the bound demons that have long guarded the legacies of the Laranlor Hastarlon Goadulphyn marries his Vyshaantar Empire manages to escape the long time love, the Lady Amellia former armoury’s lower catacombs and Moonflower in a majestic ceremony only the desperate action of a small band of attended by the who’s who of Elven society forest gnomes and moon elven adventurers at the feet of the Dancing Falls. The couples manages to keep the unbound demons union is attended by heads of state from all from escaping the upper catacombs as well. across the twin empires of Illefarn and Eaerlann. Eventually High Magi from Eaerlann reinforce and repair the mythal keeping the -1984 DR fiends and many other horrors locked within. Coronal Ealanndra Starsong marries her long-time love, the Duke Berenyll Hawksong -1643 DR of Arcorar, and it is not long before they are celebrating the birth of their first child, the Coronal Ealanndra Starsong, the High Prince Earrollas. Priests of the many temples and a circle of High Magi from Glaurachyndaar raise -1902 DR powerful mythal over the city of Mhilamniir, in effect creating twio citys in existence at Celebrations are held across the empire as 3 the same time. This is done in response to new temples to the Seldarine are raised in a prophecy discovered in an ancient vault, Glaurachyndaar, Teu’tel’Alu and dating from the fall of Occidian, only Teuveamanthaar. This year is also marked recently unearthed in Lothen. by an unusually high number of births amongst all the peoples of the realm. -1500 DR

-1826 DR After a long and peace filled reign Coronal Ealanndra Starsong passes on to Arvandor The practices of combining art, song, dance as her son, the Knight Prince Earrollas and magic reach their heights with the Starsong takes over from his mother, commissioning of many new works and the finding almost straight away, that they are opening of the Spellsong Academy in very hard shoes to fill. Mhilamniir and the laying of the mythal around the spellsong wroght city of -1465 DR-1465 DR Evaliiraardon in the heart of the High

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-1437 DR The Battle of Laughing Giants A new vast load of adamantium is An unholy alliance of cloud, fog and frost discovered beneath the peaks above giants emerges from the Great Glacier, Whitewater. A sudden influx of migrants thundering through the Moon Woods and from other failing realms more than western Delzoun. Sacking and burning doubles Ammarindar’s current population every settlement and steading in their path, to almost 300 000 dwarves. With this this army of over 500 giants and countless sudden influx of wealth and power, Princess ogres and winter wolves is met head on by Lobelia urges her husband to go on a Dwarven Steel Shields of Delzoun, and Gold building spree and thus begin the building Elf Knights and Moon Elf Dragon Riders of the Adamantine Palace in the largest of from Lothen and Glaurachyndaar. the crystalline caverns of Splendarrmornn.

In heavy storms brought on by the druids of A new era of wealth and prosperity is the advancing giants, the Elves, Dwarves enjoyed by the empires of Eaerlann and and Dragons stage a series of running Ammarindar, even as their counterparts in battles and skirmishes all across the Illefarn and Delzoun are on the wane. Evermoors, carefully luring the behemoths Relations with Netheril are stable and trade towards the junction of the Laughing Flow is as strong as it has ever been. and Subrin Rivers. Coronal Forondin Starsong marries the Lady In a ruse worthy of the finest sagas the Tanaavael of Evermeet and together they elves fool the giants into gathering at the tour the realm, shifting the seat of confluence of the two rivers by retreating to government from city to city every 25 years. this narrow tongue of land. Surrounded This is seen as a radical yet important and apparently out-numbered, the rapidly departure as it settles the criticisms of a dying elves led by the Coronal of eaerlann ruler distant and out of touch with his and his battalion of Duskblade, suddenly people. spring their trap as almost 50 High Magi, a dozen dragons and three whole circles of -1384 DR druids cause the waters to rise up, the sky to rain fire and the earth to swallow the Coronal Forondin Starsong is struck down gathered host of giants, ogres and wolves. by a mysterious shaking illness that leaves Most of the elves die alongside their him speechless and unable to move without giantish foes acting as an anchor for the help. The princess Tanaavael rules in his Spell Storm. Amongst the dead are the self- name much to the annoyance of those sacrificing Coronal Earrollas Starsong and power hungry sycophants who were close 300 of his bravest knights and spellblades. to the formerly healthy Coronal.

The Araegisses of Eaerlann, the late rulers -1291 DR cousin, Forondin Starsong becomes the next to wear the Crescent Moon Crown of Dark elves attack the halls beneath East Eaerlann. Keep, in a sudden reversal of fortunes the previously spineless king leads his armies to

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counter the increasingly aggressive moves they enjoyed under Lord Hastralon. in the mountains north of Horindon Lhar. The Star Knight Lady Tanaavael Durothil -1123 DR leads a contingent of knights, magi and spellblades into the caves of Horindon Lhar Coronal Forondin Starsong finally succumbs and succeeds in saving several besieged to his illness and passes quietly onto dwarven holds and killing many hundreds of Arvandor without his tacit support the Lady drow and several thousand goblinoid slaves Tanaavael is removed from office and in the process. imprisoned by her nephew Faranllass Starsong who is elected the next Coronal of -1246 DR Eaerlann by a greatly trelieved council of nobles. The Battles of Bloody Snows –1100 DR The drow of Ched Nasad are finally driven The Retreat to the Undying Lands from their surface holdings and upper underdark halls by a combined effort Illefarn’s last coronal, Syglaeth Audark, Ammarindar and Eaerlann. In order to commands a Retreat to Evermeet. The prevent the drow from re-establishing remnants of the elf empire fragment into within these ranges Ammarindar the independent realms of Ardeep, establishes a colony and fortifications Iliyanbruen (in Neverwinter Wood), and around the newly conquered drow mines Rilithar (in Westwood and Kryptgarden calling the new delves, North Peak. In an Forest). agreement with the elves, the dwarves build a series of watch towers jointly Joining the exodus from Illefarn, Lord and garrisoned by both races. Lady Neradass & Cataliya Starsong lead almost half of Siluvanede’s Gold Elves west -1186 DR to Evermeet. High Mages from Lothen proceed to erase the settlements of Aelyth After a lengthy and peaceful reign the aged and Bellan from the map of the realm. A Laranlor Hastarlon Goadulphyn quietly goodly number of Gold and Moon Elf passes onto Arvandor, despite persistent stalwarts reject the Lord and Lady’s rumours, his draconic status is never command and elect to stay in Lothen rather publicly revealed, thus giving Lord Hastarlon than join the retreat. the unique sobriquet of Hastarlon the Immortal Mage. With the disillusion of Illefarn, Eaerlann’s Coronal becomes the paramount symbols of In a break from tradition, the Coronals of Elvish political power in western Faerun. Eaerlann and Illefarn agree that their Touring the new splinter kingdoms he married children shall jointly rule the realm invites many of their residents to join his in preparation for its eventual retreat to people. At the same time the rulers of Evermeet. This Neradass & Cataliya Rilithar, Ardeep and Illiyannar recognise the Starsong become Duke and Duchess of Coronal’s suzerainty over the Tel’quessir Lothen. A move that angers many staunch west of the Anaurach. supporters of the old system of rulership

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-1014 DR Eaerlann and distant Songfarla.

The Axe, Staff and Sabre Wars -1008 DR

In a move designed to destabilise the After 6 years of often catastrophic warfare, dwarven realm and gain both Ched Nasad King Olaurin and Coronal Faranllass and Netheril much needed resources, both Starsong lead their troops south to reopen realms begin simultaneous raids against the trade route through the Vale of Ammarindar’s eastern holdings. The city of Naurogloth. Confronted by a series of East Keep finds itself besieged above and cunningly built fortifications spanning the below by goblinoid hordes driven to battle pass, they begin laying siege along a 10 mile by their dark elf and human masters. front. Deadlocked after 6 months the siege is finally lifted when reinforcements from At the same time the delves of Greyvale and Netheril are slaughtered by archers and Whitewater come under similar attack. The spell blades from Eaerlann and Ardeep who passes of Horindon Lhar and Naurogloth are perform a brilliant flanking manouver occupied and garrisoned by human and making use of the ancient Vyshaan Portal orcish mercenaries in the pay of their Nexus known as The Thousand Fold Way. human Netherese masters. -1004 DR -1013 DR With Netheril out of the war and a slow A relief force from Glaurachyndaar and trickle of trade beginning to return along Splendarrmorn of elves and dwarves is the southern trade routes, King Olaurin and halted in its tracks at the entrance to Coronal Faranllass marshals their forces for Horindon Lhar by a force of drow and led one more push to oust the drow once more ogres and stone giants assisted by arcanist from their northern conquests. After mercanaries from Netheril. The retreating months of constant fighting the drow and elves and dwarves suffer heavy losses their goblin hordes are finally driven back before finally finding safety in the hills almost to the gates of Ched Nasad. Knowing around Obrynn’s Landing. that they lack the strength to take the city, the Coronal and the King elect instead to -1012 DR seal the nearest tunnels isolating the city from the surface realms for 50 miles Having survived two years of siege, East around. Keep is finally abandoned with great loss of life on both sides. The orcs and drow move –897 DR in and soon turn on the humans who seek to beat them to the hidden armouries and King Olaurin, greatest hero-king of treasuries within the city. Ammarindar, is slain by the deep dragon Erthungaron. His funeral is attended by King Olaurin leads a relief force to Greyvale dignitaries from across the realms. His best and then to Whitewater routing the friend and confidante, Coronal Faranllass humans and goblinoids occupying the vale dedicates a statue raised in his honour with the help of arcane casters from whilst reading the King’s eulogy at his

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memorial service in Splendarrmorn. –461 DR

–550 DR The Phaerimm begin casting the spells that eventually lead to the creation of the Great With help and guidance from Coronal Desert of Anauroch and the abandonment Faranllass High Magi, King Azkuldar III of of Low Netheril. Ammarindar secretly creates the Xothol, an arcane college charged with guarding -400 DR against the increasingly antagonistic Netherese. The greatest students of the Lord Diallor’ and the Siluvanede’s Grand Lost Arts of Rune Chanting come from the High Mage Mithraess Durothil are slain in a ancient clan Ironstar. battle with a cable of Phaerimm as they attempt to raid the royal tombs thought –500 DR well hidden deep within the Lost Peaks. It is thought the Wyrd Worms were attracted by In the North, Citadel Sundbarr is the Mythal protecting the catacombs, deep constructed by the dwarves of Delzoun with beneath the Peak known as Daelyth’s help from the stone masons supplied by the Dagger. clans of Ammarindar. Like Adbar to the north, the citadel is mostly subterranean, The Phaerimm are only driven off when with only a few structures on the surface. Fellonara Amarillis, Ar’corselutaar of Glaurachyndaar sacrifices herself -498 DR unleashing a High Magic ‘Soul Dragon’ upon the ancient worms. Coronal Faranllass sends a party of traders with letters of introduction from King –372 DR Azkuldar and himself. Moon Elf noble and military engineer Ascal -478 DR Rachiilstar builds a fortress citadel upon the very peak that houses the imprisoned (and Coronal Faranllass and a party of nobles are long forgotten) remnants of House killed by drow raiders while they are Dlardrageth. Sensing an opportunity for hunting in the wild woods of the eastern Far possible escape, Countess Sarya instructs Forest. The drow steal the coronal’s blade her son Lord Ryvvik to begin attempts to and hunting crown taking them back to tempt and then turn, the Lord Rachiilstar, Ched Nasad as trophies of their kill. In so that he may set them free. Failing this revenge the Araegisses of Glaurachyndaar Ryvvik then plants the suggestions (over leads a raid into upperdark outposts many years) that others should guard the collapsing the tunnel rooves upon hundreds borders of Eaerlann, from the various of unsuspecting drow. goblinoid incursions from the Nether Mountains to the north. The next rysar of Eaerlann begins with the crowning of Coronal Hallonyrna Starsong. –351 DR

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As the life-draining spells of the phaerimms and humans of the region. rapidly despoil central Netheril, several Netherese arcanists abandon their –333 DR demesnes and begin searching for a place to build a city in The Elves of Eaerlann concede Ascalhorn to the Underdark, beneath the western Netherese refugees, who claimed to have wilderness. forsaken the ways of their ancestors, and were hungry to learn the magic of the Elves Fall of Netheril once more. While this concession would make sense at the time, it would ultimately Nearly all of the Netherese enclaves fall to spell doom for the Elven nation, centuries the earth and are destroyed due to later. Dwarves begin the slow abandonment disruptions in the Weave brought about by of Ascore as the Narrow Sea dries up. the casting of the spell Karsus’s avatar and the subsequent death of the goddess -298 DR Mystryl. The body of the momentary god Karsus falls to earth in the eastern region of The city of Karse is built in the High Forest the High Forest. not far from the ruins of Lhuve. Coronal Hallonyrna allows the humans to settle in -342 DR this sparsely settled region so long as they abandon their former ways. Alarmed at events unfolding in the west, Coronal Hallonyrna Starsong of Eaerlann -287 DR summons all her Lords and Ladies to a special conclave to decide what should be The city of Karse falls victim to the done about the encroaching human begrudging followers who believe the god refugees and desert. Working with the Karsus is a sham. The following slaughter of rulers of Evereska, Rystal Wood and the faithful and the faithless sees the elves Cormanthor, the High Magi of all the realms eventually drive the fanatical and violent are contacted by a mysterious group of humans back across the river and south to shape shifting beings who call themselves, below the Shining Falls where they settle the scions of Miyeritar, a shadowy group near present day Secomber. from old Shantel Othreir, the Eldar Sharn. Together they formulate a plan to contain –111 DR the growing Phaerimm menace once and for all. Delzoun is devastated by countless assaults that also destroy other kingdoms of –334 DR the North. Coronal Hallonyrna issues the call to war and the elves of Iliyanbruen, After approaching the rulers of Eaerlann Rilithar, and Eaerlann unite under her and Siluvanede for permission the dwarves leadership to shatter the strength of the of western Delzoun build Besendar’s orcs and halt their rampage into the High Blockhouse on the site that will become Forest and Dessarin Valley. present-day Everlund. The site becomes a place of trade between the elves, dwarves

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–104 DR to the Elves who know their military strength is on the wane. Her death triggers Besendar’s Blockhouse is abandoned by the another wave of migrations to Evermeet by dwarves of Delzoun in the face of countless both Gold, Moon and Green Elf families of orc raids. Laranlas Alameril Korianthil the Empire. More and more holdings and stations a contingent of Songknights in a halls within the cities and woods of nearby hidden redoubt to watch over the Eaerlann stand silent with every passing block house and the portal nexus hidden year. beneath. 6 DR

–100 DR After a lengthy and trouble filled reign Coronal Hallonyrna abdicates in favour of The dwarf realm of Delzoun, the North- her daughter, the Lady Effyssi Starsong, kingdom, falls to encroaching phaerimm beginning the next rysar of Eaerlann. Glad and other dangers. The dwarves’ surface to be free of her cares Lady Hallonyra and citadels survive the attack and remain in her husband, along with many hundreds of dwarf hands. Many dwarven clans abandon the people board a fleet of swanships and the under halls and migrate south to join sail across the sky and into the west. their kin in Ammarindar and Dardath beneath the Horn Hills. Their numbers once 21 DR again swell the realms formerly shrinking numbers and many halls once again ring Just 15 years into her reign the lady Effyssi with the strikes of mining picks and is murdered by feyri sympathisers while hammers and the laugher and songs of asleep in her chamber. The assassins dwarven families in halls long thought tracked back to a remant population of forever silent. house Reithel manage to destroy themselves before they can be captured. Alarmed at this sudden influx of dwarves The new coronal, Lady Effyssi’s younger Coronal Hallonyrna invites the dwarves to brother, the Blade Singer Gilldarron enter a new trade and protection treaty Starsong hunts down and slays all those seeking greater transparency in each connected with his sister’s death. other’s political dealings. 52 DR 1 DR An enormous orc horde, matched in size The dwarves of Ammarindar complete only by the “Black Horde” centuries later, Citadel Yaunoroth. pours of their caves and captured dwarf holds in the Spine of World Mountains, 5 DR Nether Mountains, and Ice Mountains. The attackers become known as the Duchess Alameril Korianthil of Lothen falls “Thundering Horde” due to their extensive to raiding orcs whilst leading her army use of Warg Riders and enslaved stone against a horde pouring through the Subrin giants. Two additional clans move Gap. The horde is crushed but at great cost

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northward out of the High Forest. The the frontiers of the empire. In short order dwarves of Delzoun are crushed beneath Sharrven and Lower Siluvanede are the horde, with only a few scattered halls abandoned as are the citadels of the Far and citadels remaining. The kingdom of Forest and Horindon Lhar. Delzoun is destroyed. Amongst the ruins created during this time include the loss of 149 DR Koligswinter (renamed the Dungeon of the Ruins), Vaarcutt (now known as the Hall of Invited by Coronal Gilldarron Starsong, the Four Ghosts), and ForgeHoln (now Dwarves of Ammarindar led by Iirikos named the Strong Hold of the Nine). Stoneshoulder build a stone bridge across the River Shining at the site of present-day The settlement of Honig’s End, now Loudwater to help facilitate trade and to over 5,000 strong and covering more than replace the aging ferry service that can no 20 square kilometers, is utterly destroyed longer cope with the increased amount of by the horde. The surviving inhabitants traffic making use of the road. scatter across the north and never again will a sizable halfling settlement exist in the 200 DR North. The inhabitants of Griffon’s Nest are also slaughtered by the hordes; lessthan Irikos Stoneshoulder and his masons build 100 gnomes survive the massacre. extensions to the walls around Glaurachyndaar and complete the city’s Flintrock is also destroyed, though the new high domed library. Many rare tomes majority of inhabitants escape to the safety from extinct Uvaeren are housed within the deeper tunnels before the gnome these newly hallowed halls and scriptorums. wizard Pizt Keenears brings down the entrance on top of himself and the 216 DR onrushing horde. The surface structures of

Flintrock remain abandoned for over a The North erupts in battle as many orc century before reconstruction begins. bands vie for supremacy, and countless

thousands of goblinkind perish. Upon the Coronal Gilldarron Starsong once again death of the Stag King, his five sons, known issues the call to war and the elves of thereafter as the Warring Princes of Eaerlann manage to stem the tired of the Athalantar, begin open battle for the horde, thanks in large part to the aide of throne. the treants of Turlang and the silver dragon

Al’thesatuva. However, the elves losses are great and this marks the beginning of the 220 DR end of the empire of Eaerlann. Coronal Eltargrim opens the forest of 100 DR Cormanthor to non-elves, N’Tel’Q uess, primarily druids, great wizards, and crafters

who can add to the glory of Still reeling from the staggering losses Cormanthyr. Coronal Gilldarron Starsong suffered in the last great orcish uprising, travels east to congratulate Lord Eltargrim Coronal Gilldarron Starsong calls for a on his brave move and offers his insights gradual withdrawal of Earlann’s forces from into how to handle fractious gold elf

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elements of his noble elite as well as his so that not 1 in 100 orcs return to its hold in observations about the avaricious and the north. hubristic natures of humans and dwarves. 256 DR 224 DR Tired of the constant infighting, political The Mages, Priests and Druids of Lothen bickering and manoeuvring of the newly and Earelann spend much of their time arrived Gold Elf houses from Cormanthor, fighting vast forest fires set by both orcs Laranlor Hasstarlon Durothil sails west with and humans across the north. In his family to settle into retirement upon his retaliationDuke Hasstarlon Durothil orders family’s estates outside of Luethilspar on his troops to kill any intruding humans not Evermeet. His cousin, the mighty on official business, on sight, no questions Telegaunt of Rystal Wood, Tannyll Durothil asked. The summary execution of any is summoned by the Coronal Gilldarron goblinoids, giant-kin or Drow, is a natural Starsong of Eaerlann to take control of the given for the elves. realm and rein in the potentially seditious hotheads within Lothen. In the south around Port Shining Falls Human Knights from Ascalhorn clash with 261 DR raiders from Athalantar who attempt to seize control of the bridges above The elf city at the heart of Cormanthyr Loudwater. An alliance of elves, humans becomes the unified city of Myth Drannor. and dwarves marches to Athalantar’s Coronal Eltargrim, in an edict called the eastern border, tracking and destroying Opening, declared that Cormanthyr was to raiding bands and companies of be an open realm, accessible to all non- Chondathan mercenaries in the employ of elves (N’Tel’Q uess), following the laying of the Mages of Athalantar. the mythal and the renaming of the city.

225 DR 275 DR

Gluthtor’s great orc horde is turned back by The elves of Eaerlann, weary of near the combined forces of the Elves of Illefarn, constant warfare with the hostile orcs and Ardeep and Siluvanede, at the cost of much creatures of the area begin a slow of their strength, in the battles of the Five withdrawal to Evermeet. Coronal Gilldarron Falcons (east of Stone Bridge), and Hungry allows more humans to settle in Arrows (south east of Besendar’s Glaurachyndaar from the overcrowded Blockhouse). The rise of archery amongst slums of Ascalharla, thus keeping up the the orcs is said to rise from this slaughter as population numbers in this important the surviving orcs saw a few thousand Elven northern bastion. archers slay hundreds of thousands of goblin-kin. 459 DR

The fleeing horde is then crushed under the Silverymoon Ford becomes Silver Village combined weight of the Knights of when a logging camp is built around the inn Ascalhorn and Ammarindar’s Steel Shields and bridge. Coronal Gildarron invites the

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settlers there to accept Eaerlann’s expertise and protection. Moon Elf and Shiled Dwarf The rising power of orc hordes in the North settlers begin arriving in numbers to begin leads to the calling of the Council of Axe and the expansion of the new settlement. A Arrow. There, the humans of Delimbiyran, garrison of knights, archers, magi and the dwarves of Dardath, the elves of Ardeep Spellblades is left there to protect the Forest, the gnomes of Dolblunde, and expanding town. displaced from Meiritin collectively found the Tri-Crowned Kingdom of 461 DR Phalorm. The aging Ulbaerag rejects an invitation to join the Realm of Three Coronal Gildarron and many of his Crowns. King Aoxar sends troops, engineers attendants as well as hundreds of common and arms to help the fledgling kingdom get folk are killed when floodwaters from onto its feet and survive the coming unusually heavy spring rains in the Nether winters. The three kings of Phalorm seek Mountains inundate Teu’tel’Alu. The raging help also from Coronal Aphrael asking for floodwaters sweep away the bridges and arms and magical aid in the troubled times almost every leaf boat and barge upon the ahead. river, including those of the Coronal and his entourage. 574 DR

The crowning of Aphrael Starsong in Duke Tannyll Durothil is assassinated by Mhilamniir begins the 18th rysar of the disaffected Gold Elf nobles from Gold Elf empire. Houses Hyshaanth and Rhae-vaern. In response the Coronal Aphrael Starsong 515 DR strips them of their lands and titles and has those deemed responsible executed for Humans from Ascalhorn resettle Besendar’s High Treason against a sovereign peer of Blockhouse and rename it Everlund. the realm. Coronal Aphrael and the Princes of Ascalhorn build a motte and bailey keep 590 DR naming it Everlund Castle, and garrison it with a population of humans, dwarves, The Dwelf Archmage of Ammarindar, halfings and elves. Isinghar "Feyrune" Ironstar takes his circle of Rune-Casters north from Splendarrmornn 516 DR into Eaerlann and helps raising Myth Glaurach's mythal at the Eaerlanni city of Halflings from Delimbiyr Vale and humans Glaurachyndaar. The mages there in turn from Delimbiyran establish Secomber on agree to lay a similar warding about the the ruins of Hastarl, the fallen capital of deeper city beneath the Shining Mountain, Athalantar. west of Splendarrmornn.

523 DR 604 DR

Realm of Three Crowns The armies of Phalorm drive off an orc horde that besieges Secomber. Ellatharion,

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Phalorm’s elf king, leads an army of elves legion surrounds and smashes the second and halflings into the High horde against Uthtowers mighty walls and Forest in pursuit of the orcs, and neither ramparts. king nor army returns. 671 DR

Leading a follow up force of Steel Shields The Castle of Illusions construction is Duke Hoarvard Ironstar discovers the completed, and travelers become frequent slaughtered remains of the army amongst between Ascalhorn, Everlund and the shattered ruins of Lhuve. No survivors Silverymoon as trade opens up with the are found amongst the thousands of looted dwarves of the North. and despoiled bodies of dwarves, elves and humans. Laranlor Ellatharion’s body is never 694 DR found. The first divinations and portents of doom Coronal Aphrael Starsong sends High Magi, arrive via Darcassan, the diviner of wilderness scouts and priests to investigate. Windsong Tower; he tells the Elders of After an exhaustive search they discover Windsong Tower of the signs, but they keep dark elf involvement leading them to the the knowledge from the public to prevent a ruins of the Gathering Place in old panic. Given the climate of distrust and Miyeritar. factionalism, this news is also kept secret from the Council, as it is uncertain where 612 DR the threat to Myth Drannor's security lies. The Circle of Flames and the wizards of The armies of Phalorm and their allies from Windsong Tower begin spiriting magical Illefarn, Eaerlann, Siluvanede and items and tomes (including the Scrolls Ammarindar, in the North crush the Ardentym and the Keryfaertel) to safety. Everhorde south of Triboar, but their victory Many end up in Ascalhorn and Silverymoon comes at the cost of many lives. The in the trusted hands of colleagues there (in casualties include Lathlaeril “Leafspear,” the the cases of wizards not moving there elf king. themselves), though some wizards take off with their secrets for parts unknown over 614 DR the next twelve years.

Two orc hordes attack Phalorm, a realm 711 DR that has already been gravely weakened by the Everhorde. The dwarf king Oskilar of The Weeping War begins on the Feast of Phalorm dies in battle with the second the Moon with the Northern Massacres horde, and Dolblunde is sacked and campaign as the Army of Darkness engages pillaged. Whilst Phalorm’s northern armies, many elf patrols and destroys many elf still mopping up the remnants of the villages and clan enclaves. The Weeping Everhorde, move south to defend the War continues through the year, resulting in realm but are driven into Uthtower, a relief the deaths of many heroes and the force from Ammarindar escorts the collective Harpers at Twilight. There are survivors of Dolblunde to the portals that four major campaigns this year, and Myth will take them to Songfarla whilst the main Drannor nearly falls prey to the Army of

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Darkness. the west across the seas to Evermeet, and peace. Lady Ollakiira leaves behind her 714 DR daughter, the High Mage/High Priestess of Corellon, Mirjala Durothil to become the Myth Drannor falls. 15th and final Duchess of Lothen.

766 DR Battle of Two Gates’ Fall Construction complete on the High Mages' During this battle in the Weeping War, the Keep of Silverymoon. Whilst the Brothers of city of Delimbiyran and much of the the Black Hand, a cadre of Bane- southern Delimbiyr are devastated by a worshipping evil wizards exiled from magical explosion resulting from the Ascalhorn, steal powerful magical items destruction of the Warrior’s Gate—a portal from Silverymoon, including High Mage in Myth Drannor. Coronal Aphrael Starsong Ederan's Staff of Silverymoon, the chain and most of Delimbyran’s nobles are killed mail Glove of Taarnahm the Vigilant, and in the explosion whilst participating in a Tasmia's Necklace. Their safehouse in council of war called to work out ways to Ascalhorn proves the Black Hand's undoing support the people of Cormanthor in their as it falls to wizardry and baatezu efforts against invading hordes. manipulations, and the Hand's slayers confiscate the stolen items. Horrifed at this sudden and unexpected loss, Lady Aphrael’s sister, the High Mage 820 DR Lassarelle Starsong becomes the next

Coronal of Eaerlann and immediately The Arcanist Wulgreth summons the first dispatches troops and mages and priests to devils to Ascalhorn. help with the clean up and rescue efforts in the lower Delimbiyr Vale.

864 DR Fall of Myth Drannor.

The Sack of the City of Scrolls 715 DR

Orcs of the Nethertusk Horde, armed with Gold Elf refugees from the fall of Myth information passed to them by the Branded Drannor come to Siluvanede, where they King, Malkizid, and aided by Fey’ri sorcerers are settled in the mainly empty noble from Lothen besiege and eventually quarter of the city. overrun Myth Glaurach. Many of the city’s

residents flee to other elven realms via the 731 DR portal network hidden beneath the city. Five Selu’taar along with Coronal Lassarelle Stricken with grief and tired of having to Starsong remain behind to seal the portals, safe guard a dying land, Laranlas Ollakiira and bring destruction upon the orcs and Durothil leads many Gold Elf refugees of their demonic allies by using a modified Cormanthor, and much of Lothens version of Toldines Killing Storm, thus dwindling population on a final journey into

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sealing up the lowers catacombs and wizards to summon Tanar’ri to battle their portals for the next 500 years. Despite the ancient foes. Alerted by their carefully destruction caused by this act the feyr’ri hidden agents and warding devices, this act strike with a legion of specially prepared proves to be the fey’ri’s undoing as the orcs, trolls, giants and demons, sacking and leaders and Selutaar of Eaerlann retaliate burning the city, putting most of its with overwhelming force. inhabitants to the sword and claw. The fey’ri then proceed to loot another Vyshaan Many refugees leave the city of Ascalharla armoury and search the ruins for other and head west to the Eaerlanni towns of hidden secrets and treasures. While their Everlund and Silverymoon taking with them army is more than a match for the over stories of depravity and horror coming from confident humans and elves of the city, they within the walls of Ascalhorn. fail to grasp to obvious fact that dwarves rely on strength of arms and tactics. The 882 DR War Duchess of Yaunoroth, Olmma Snowsbattle leads a force of dwarves north Demons and devils battle in the elf citadel along the Delimbiyr meeting the army of of Ascalhorn. Triumphant demons stream Eaerlann led by Araegisess Eaerandor forth, bringing about the fall of Eaerlann. Starsong , at Teu’tel’Alu. The joined forces The mage Jaluster dies at the hands of the along with knights from Ascalhorn root out baatezu, but the bard Maerstar recovers his the orcs and retake the ruins of the city. Orizon. The first city to fall is the human city of Ascalharla which is burned to the ground 870 DR by demonic gouts of fire and magics. Hordes of lesser demons and undead lead Coronal Eaerandor Starsong orders the by several Balor, Marilith and Hezrou pour borders of the realm drawn back even south out of the Ascalvale and into the further, abandoning all outer settlements so forests around Tall Trees. The mythal that the realm now consists of only its core around Tall trees forces the demons to cities of Teuveamanthaar, Mhilamniir and attack the outlying settlement first. Teu’tel’Alu. The Duchy of Lothen, while still Knowing that it is only a matter of time a vassal realm is left very much to its own brfore the city is over run, Coronal devices. Many thousands of Moon, Green Eaerandor commands a general retreat of and Sun Elves begin the final retreat to the populace. Evermeet, taking much of Eaerlann’s treasure and lore with them. Eaerlann’s forces fight a series of desperate delaying actions over the next few months, 880 DR whilst refugees from Teuveamanthaar flee through portals to Myth Glaurach, and Emboldened by the success of their thence to Ardeep. The river guards of Glaurachyndaar campaign to retake the old Elvenport escort most of the fleeing Vyshaan capital, the fey’r strike again, when populace south along the river road to they take advantage of the rising influence Obrynns Landing where they make their of the Baatezu (who too are supplied by the final stand. fallen Solar, Malkizid), in the city of Ascalhorn to induce the few remaining The last major city to fall is Mhilamniir.

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Surrounded on all sides by thousands of their ancient Dlardrageth armouries and goblinoids and demons and filled with then abandon their ancient realm. In the refugees from Eaerlann and Ammarindar ensuing chaos the role the fey’ri played in the priests of all the temples gather the fall of Ascalhorn and the realms of together and shunt the city and most of its Eaerlann, Sharrven and Ammarindar, let frightened inhabitants into the feywild alone their very existence, is forgotten, as from there most then gate to Evermeet and all of their Eaerlanni captors die in the Evereska. Mhilamniir stays locked in its battles of the “Exodus”. own demi plain on the edge of Faerie along with most of the priests and their A starving orc horde nearly overruns fiollwoers, while back in Eaerlann the Silverymoon, but the city is saved by the temple guards sacrifice themselves sacrifice of High Mage Tanalanthara. The defending an empty simulacrum to elven realm of Eaerlann falls, pressured by complete the bloody and horrendeously the influx of refugees from Ascalhorn and costly deception. the loss of many elves during the years of trying to prevent the demonic takeover of Dwarves allow human refugees to settle in Ascalhorn. Many elves migrate to Evermeet, the surface strongholds of Citadel Sundbarr. leaving only a few scattered villages and settlements throughout the High Forest Moon elf refugees from Eaerlann resettle Ardeep and rebuild the realm. A brief 883 DR alliance with the humans dwelling along the Delimbiyr and the dwarves of the Forlorn After a mild winter spent in mourning over Hills founders because of lingering the loss of their Lady Wolf, Silverymoon suspicions about the role of humans in the elects the humble Tanisell the Cloaked, a fall of Ascalhorn, later to be known as human originally from Ascalhorn, to Hellgate Keep. This alliance is dubbed the become High Mage (the "Cloaked Lord of Fallen Kingdom (the same name already Silverymoon", as a popular ballad called given to Phalorm), much to the confusion of him). Wulgreth of Ascalhorn flees Hellgate later historians. Keep to the ruined city of Karse. The Dire Wood is created when he is slain by The dwarf realm of Ammarindar is overrun Jhingleshod whilst attempting to tap the by lingering horrors unleashed by the immortal power of the dead god Karsus. Netherese of Ascalhorn. The rampaging Upon his death, Wulgreth of Ascalhorn is hordes from Ascalhorn never reach the city transformed into a lich. of Silver Spires thanks in large part to the Fey’ri who lead the demons on their march, The War of the Setting Sun so Lothen is spared from the devastation wrought by demons elsewhere in the high Horrified at the roll their leaders have forest. played in the slaughter and destruction unleashed from Ascalhorn, many of In the last months before their fall to the Siluvanede’s nobles and commoners alike, demons of Hellgate Keep in the waning days take up arms against the evil cancer within of 882 DR, the Moon Elves of Eaerlann their midst imprison the Siluvanedenn rebels within .

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The mobs descend upon the estates of noble families known or suspected of After brief deliberation, the council of having demonic connections. In the elders announces through Laranlas Mirjala ensuing slaughter hundreds of nobles, Durothil a general retreat to Evermeet. The families and retainers are put to the sword gathered populace of Siluvanede begin and spell. Only those nobles and Fey’ri away emigrating to Evermeet via a series of from Lothen at the time, escape the battles specially prepared portals and gates. For and butchery. those further out or to far or infirm to travel to the staging areas a fleet of Monarchs, The Laranlas of Lothen, Mirjala Durothil, Leaf and Swan Ships land to pick up those vows never again to allow the Ar’tel’Quessir wanting to make the retreat. to be the unwitting dupes of arrogant nobles and their hubris and stupidity. The capital, Lothen is largely abandoned, the Gold Elves agreeing that a return may 884 DR, someday occur, but only when they can atone for and learn from the sins and The dwarves of Citadel Sundbarr come to mistakes of the past. the aid of a group of human refugees, led by Prince Simberuel Astalme, fleeing the fall 1369 DR of Ascalhorn. The humans are offered a home in the abandoned surface portions of The Harpers destroy Hellgate Keep. The the citadel and over time rebuild and re- surviving daemonfey of House Dlardrageth found the settlement of Sundabar. are freed after millennia of imprisonment. The High Forest expands under the 885 DR direction of Turlang the Treant.

Everlund survives the fall of Ascalhorn and 1371 DR is ruled for a time by Sarvukul's Swords, a human adventuring band from Tethyr. The Silver Marches is established. Forces from the Scourged Legion secure 886 DR Northpeak.

Wards are established around Hellgate 1372 DR Keep by the Harpers, to strip the tanar'ri of their gating abilities. Daemonfey occupy Myth Glaurach.

890 DR 1372 Uktar 3: The drow city of Ched Nasad is destroyed in an attack by duergar The demons beneath Hellgate Keep begin mercenaries hired by House Zauvirr, a drow tunneling to bypass the Harpers’ wards. family seeking to seize power in the city. In their attack, the duergar use “stonefire” 890 DR incendiary bombs, sold to them by the Jaezred Chaulssin, that burn The Retreat the webbing supporting the castles and suspended thoroughfares of the city,

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causing a general collapse into ruin. The intention to lead a volunteer army to assist duergar may well have intended the Evereska. destruction. Ches 16: Troops from Seiveril’s Crusade Uktar 15: Kaanyr Vhok the Sceptered One, begin to arrive in Evereska. leads the Scoured Legion in a siege against Menzoberranzan with the secret backing of Ches 20: Seiveril resurrects Fflar Shardrow the Jaezred Chaulssin. Melruth.

Ches 30: The Scoured Legion withdraws its Tarsakh 12: In the wake of a failed assault troops, and the siege of Menzoberranzan on Evereska, the half-fiend gold elves of ends. House Dlardrageth returns to Myth Drannor, accompanied by a legion of fey’ri 1374 DR liberated from the Nameless Dungeon.

The Last Crusade Tarsakh 19: The elven Crusade arrives in Myth Glaurach. The daemonfey Sarya Dlardrageth frees the fey’ri imprisoned within the Nar Mirtul 6: House Dlardrageth’s legions Kerymhoarth. Her army of orcs, ogres, and destroy the Morninglord’s temple in Myth fey’ri is defeated by the elves of the High Drannor, killing most of the clerics, although Forest and forces from Evereska, Evermeet, a few escape through and Silverymoon. a portal.

Hammer 18: Daemonfey attack Tower Mirtul 13: Lady Sarya Dlardrageth, matron Reilloch in Evermeet and steal part of the of House Dlardrageth, summons Malkizid , Gatekeeper crystal. an exiled archdevil, to Myth Drannor.

Alturiak 16: After gathering the final piece Mirtul 19: Araevin Teshurr and his of the artifact, Sarya Dlardrageth uses the adventuring companions uncover the portal Gatekeeper crystal to free the fey’ri network Sarya used to move her army from imprisoned within the Nameless Dungeon. the ruins of Myth Glaurach, her bastion near the High Forest, to Myth Drannor. Alturiak 17: House Dlardrageth leads an attack on shades in the ruins of Karse . Mirtul 24: Lord Seiveril Miritar of Elion, leader of the Crusade from Evermeet that Ches 1: The daemonfey lead an army of orcs rescued Evereska, convenes a Council of and ogres from Myth Glaurach to attack elf War in the ruins of Myth villages of the High Forest. Glaurach. The commanders of the Crusade agree to travel by way of the portal network Ches 8: A branch of the fey`ri army marches discovered by Araevin to Semberholme in southeast to assault Evereska. hopes of defeating House Dlardrageth once and for Ches 10: Seiveril Miritar resigns from the all. ruling council of Evermeet and declares his

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Mirtul 28: By the shore of Lake Sember, Seiveril revives the Dales Compact Eleasias 20: The Crusade surrounds Myth with Battledale, Deepingdale, Mistledale, Drannor. and Shadowdale. Eleasias 22: The Crusade overruns Myth 1374 Kythorn 1: The Crusade marches north Drannor, and House Dlardrageth falls. A toward Mistledale and Shadowdale. handful of fey’ri escape. Seiveril Miritar is slain. Kythorn 4: House Dlardrageth establishes an alliance with Hillsfar and Sembia. Hillsfar Eleasias 27: Fzoul Chembryl meets in secret begins mustering an army to send south with Jezz the Lame of House Jaelre and down the Moonsea Ride to Mistledale and representatives of the Auzkovyn Clan. The Battledale. Sembia recruits a mercenary three groups agree to army to send work in concert to destroy the Fair Folk before north along Rauthauvyr’s Road through they can truly re-establish Myth Drannor. Featherdale and Tasseldale. 1376 DR Kythorn 26: House Dlardrageth attacks the city of Hillsfar and Hillsfar’s army based at Green and Moon Elves from the High the Standing Stone. The First Lord’s tower is Forest, Evermeet and The North, re-occupy destroyed, Teuveamanthaar, Myth Glaurach and after but Maalthiir escapes. driving out the Wyrms, Mhilamniir, re- establishing the realm of Eaerlann and its 1374 Flamerule 3: House Dlardrageth guardianship over the legacies of breaks Hillsfar’s army at the Standing Stone, Aryvandaar forcing it to flee back to Hillsfar. Sembia’s army begins to dissolve under repeated 1377 DR assault by the legions of House Dlardrageth. The Srinshee returns to Myth Drannor and Eleasias 11: The Crusade allies with Sembia offers Ilsevele Miritar the Rulers’ Blade in against House Dlardrageth. recognition of her wise and resolute leadership in the realm’s Eleasias 17: The Crusade battles the legions refounding. Ilsevele humbly accepts the of House Dlardrageth in the Vale of Lost Rulers’ Blade and takes the title of coronal. Voices. The Zhentilar besiege Hillsfar. Fzoul Queen Amlaruil arrives to congratulate the issues his terms to new coronal and brings with her the Tree of Hardil Gearas, High Warden of Hillsfar. Souls as a gift to the new realm. The artifact is planted in a ring-shaped colonnade at the Eleasias 18: Malkizid is banished. House heart of the city known as Seldarrshen Dlardrageth retreats from the Vale of Lost Nieryll, the Starsoul Shrine. Voices. Hillsfar capitulates to the army of Zhentil Keep.

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The Laranlars

& Rysars of Eaerlann

-4700 DR until 882 DR Length of Reign Rulers Name Race & Gender

-4700 DR to -4498 DR Laranlas Yrmellda Moonsong Moon Elf Female -4498 DR to -4409 DR Laranlor Karrollyndor Moon Elf Male Moonsong -4409 DR to -4354 DR Laranlor Yrinsia Moonsong Moon Elf Male -4354 DR to -4177 DR Laranlas Yrdianne Moonsong Moon Elf Female -4177 DR to -4002 DR Coronal Hiyandar Moonsong Moon Elf Male -4002 DR to -3616 DR Coronal Daenthiara Moon Elf Female Moonflower -3616 DR to -2871 DR Coronal Daanaluu Moon Elf Female Moonflower -2871 DR to -2770 DR Coronal Astyrondor Moon Elf Male Moonflower -2770 DR to -2770 DR Coronal Zaofhaor Moon Elf Male Moonflower -2770 DR to -2119 DR Coronal Eafora Starsong Moon Elf Female -2119 DR to -1500 DR Coronal Ealanndra Starsong Moon Elf Female -1500 DR to -1454 DR Coronal Earrollas Starsong Moon Elf Male -1454 DR to -1123 DR Coronal Forondin Starsong Moon Elf Male -1123 DR to -478 DR Coronal Faranllass Starsong Moon Elf Male -478 DR to 6 DR Coronal Hallonyrna Starsong Moon Elf Female 6 DR to 21 DR Coronal Effyssi Starsong Moon Elf Female 21 DR to 461 DR Coronal Gilldarron Starsong Moon Elf Male 461 DR to 712 DR Coronal Aphrael Starsong Moon Elf Female 712 DR to 864 DR Coronal Lassarelle Starsong Moon Elf Female 864 DR to 884 DR Coronal Eaerandor Starsong Moon Elf Male 884 DR to 1369 DR The Hellgate Wars ------1369 DR to 1376 DR Queen Sarya Dladrageth Daemonfey Female 1376 to Present High Council of Eaerlann Green/Moon/Avariel Elves

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The Geography of the Realm

The realm of Eaerlann occupies the upper reaches of the Delimbyr Vale, an area of land that surrounds the Delimbyr River, also known as the Shining River and its tributaries. The Vale reaches as far south as the western-most borders of the South Wood to its headwater in the Nether Mountains. Deep, dark, and enigmatic, the High Forest is inarguably the greatest forest in Faerun, since it has resisted the woodsman’s axe for untold centuries. The sylvan woods expanse covers more than 500 miles from its southern edge near Secomber to its northern reaches at the foothills of the Nether Mountains.

Climate

Much of the Delimbyr Vale like the majority of the North has a subarctic clime. Long, bitter winters typically last from mid Marpenoth to late Tarsakh, with temperatures dropping to -30° F and rarely climbing past 40° F. Frequent blizzards blanket the land in snow drifts (often 10 feet deep) that isolate communities from one another. In the mountains, temperatures approach arctic iciness, while the forests shrug off the worst effects of winter (some woods, like Neverwinter Wood and the southern High Forest, never feel winter at all). Rivers freeze over with ice thick enough to support wagons and draft teams between Uktar and early Ches. Summers in the vale are short, but hot, temperatures climb to 100° F, which along with high humidity and hot sirocco winds from the Anaurach keeps it warm enough for most anyone (if not uncomfortably so at times). Precipitation normally takes the form of rain, but hail, sleet, and snow are common. Summer is the time for wizard weather, when unpredictable, even magical, weather patterns occur in the vicinity of the High Forest. The cloud cover over the Vale seems eternal and unbroken. Partially sunny days are common, but a day without clouds north of the Shining Falls is difficult to conceive and usually worth noting.

Wildlife

The wilds are a hunter’s paradise. Mundane creatures of all descriptions and sizes usually escape an adventurer’s notice, yet they are vitally important to rangers, druids, barbarians, and others who live off the land. Majestic elk wander the forests, hills, and fens, as do deer and moose. Huge herds of forest shaggun (shaggy bovines, use buffalo statistics) range the central plains and hills, often competing with the less aggressive domestic cattle herds for pasture while at the same time providing both food and tests of courage for the Uthgardt. In the far north, reindeer travel in thundering herds (often followed by tundra tribes), while the white- coated mountain ram commands the lofty peaks. Huge sometimes deadly wild boars lurk in the forests; they.re fine eating, but often at the steep price of men’s lives. Small animals abound everywhere: rabbits, squirrels, red foxes, mice, bats, water rats, prairie dogs, beavers, weasels, and ermines. Common bird life includes game birds like the pheasant, grouse, quail, duck, and geese, and song birds are present in all shapes, colors, and sizes. Fish is the staple of many towns. The succulent shalass found primarily in the Dessarin network is a brown, trout-like denizen of the Delimbyr and Unicorn Run. Each spring, salmon run up the River Shining to spawn. Finally, there are the predators. The mountains are home to the agile red tiger, or snow

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cat. Wolves are almost everywhere, and bears are common in forested or mountain areas, the Delimbyr Vale is also home to many unusual beasts as well, better known as monsters. Teuveamanthaar

Elven Tree-City & Capital of Eaerlann

Teuveamanthaar (Large Tree City): Population 85000; Mixed (40% Moon Elf, 40% Green Elf, Half Elf 5%, Human 5%, Shield Dwarf 5%, Halfling 5%, Other 5%) Exports: Fruits of the forest, weapons & armour, leather goods, timber products, live stock, herbs & spices, books, scrolls & other lore keeping devices, minor magical items, rare pets & animals, horticultural products, horses, wines, meads, ales, juices, pottery. Armed Forces: 40 Dragon Riders: Elven platemail, broadsword, shield, shortbow, 50 arrows, heavy lance, javelins, dagger, 500 eagle riders: Chainmail, elven longsword, shortbow, javelin, dagger. 1000 Griffon Riders; Chainmail, elven longsword, shortbow, lance, spear, dagger. 2500 light cavalry: Chainmail, shield, elven longsword, shortbow, spear, dagger. 5000 Infantry; Chainmail, kite shield, elven longsword, spear, dagger, 5000 Archers: Studded leather, elven shortsword, dagger, longbow, 100 arrows. Royals Scouts & Guides: 250 rangers, wilderness warriors & rogues: studded leather, elven longsword, dagger, elven shortsword, longbow, 30 arrows.

From its founding circa –4,500 DR, the elven tree-city of Teuveamanthaar is the capital and largest city of Eaerlann, the moon elven realm within the northern and eastern reaches of the High Forest amongst the ruins of Aryvandaar. Built atop steep-sided ridges, Teuveamanthaar is known for its soaring oak trees, which tower over the rest of the forest like hill giants to human youth and whose trunks are said to be the width of most northern human villages. Teuveamanthaar is also known as Tall Trees, and the city’s ancient trees are amongst the oldest of the High Forest.

The majority of buildings of Teuveamanthaar lie high above the forest floor, linked by a network of magically warded and preserved rope bridges. Only a handful of rope ladders lead down to the ground, and they are normally drawn up into the trees. Ancient wards dating back to the earliest days of Eaerlann protect the Tall Trees settlement from magical and non-magical fire, the danger of lightning strikes, and the threat of rot and disease. The inhabitants of Teuveamanthaar have created fabulous dwellings from hollows painstakingly shaped into the trunks and branches of the great trees as they grow. Far above the forest floor, rope bridges criss-cross the distance between the massive oaks and lead into masterfully shaped living

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chambers inside the trunks. The city itself is made up of several key locations spread over a large area of the forest slopes stretching along the valley upon which the city rests.

Architecture

With the exception of a few ground-built shelters, Teuveamanthaar is exclusively an arboreal community, built within some of the thickest foliage in the High Forest. Grand buildings high above the ground were built by members of various elven clans. Residents of these tree dwellings are never more than a few moments from the forest floor. The few ground dwellings in the city are extremely well built, and in some cases, very well hidden. Some are carved out of the base of colossal oak trees, being careful not to kill the tree in the process. These dwellings often lead to small underground chambers that store perishables for the community, or the treasures of individual clans. Others are built out of quarried stone (often marble or some other elegant flagstone) imported from Myth Glaurach. These dwellings are for the infirm or the very young.

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Down Town Teuveamanthaar

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Teauveamanthaar Location Key

1. The Sun Glade

2. Stardark Palace

3. The Great Elm

4. Ahk’velarn School or Arms

5. School of Corellon’s Arts

6. Sehanine’s Silver Blooms

7. Ahk’faern School of Magic

8. Temple of Corellon’s Majesty

9. Tree of Life (The Soul of the Forest)

10. Rainbow Falls of Hanali

11. The Fields of Angarradh

12. The Market Glade

Magic Use within the City

Sy’Tel’Quessir mages are rare whilst Teu’Tel'Quessir mages dominate those found within the confines of the city. No human mages are permitted to practice their arts within the city’s limits, being directed to Myth Glaurach, the great Wizards Colleges of Ascalhorn. The wild and impetuous nature of the green elves makes them unlikely to practice wizardry. Even those raised away from the natural environs of the Sy’Tel’Quessir grasp only the most simplest of magical techniques. Instead the Sy’Tel’Quessir rely heavily on priestly magic, specifically druidic magic. Elven druids are rare except among the Sy’Tel’Quessir. While there are always instances of priests of other elven gods, druids of Rillifane Rallathil are by far the most common. Though they never live within the villages themselves, druids are part of every Sy’Tel’Quessir community. In the name of Rillifane the druids adopt Tel'Quessir communities within the city, watching over and protecting them with their magic. These druids watch over warriors on patrol, officiate over births, escort elderly to the Vale of the Lost, and maintain a balance of nature in the High Forest.

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The Teu Tel & Sy’Tel’Quessir learn to use magical weapons and from an early age, but they are much more likely to rely upon the finely crafted bows and swords of their weapons makers that are of near magical quality without being enchanted (+1 to hit and damage). In the years following the coming of the Netherese it has become common for the elves of Tall Trees to possess magical potions, scrolls, and other minor magic for defense.

Religion

The most commonly worshiped elven deities of the Tall Trees are Rillifane Rallathil, Sehanine Moonbow and . Rillifane is the more highly venerated of the three, with Corellon being paid homage as he who gave birth to the elves, and Sehanine being the Patron Goddess of the Moon Elves. Rillifane has always been recognized as the patron of the Sy’Tel’Quessir, protector of the woodlands and guardian of the harmony of nature. Shrines to Rillifane cannot compare to the embellished temples of the other Eaerlanni cities but instead often comprise a single tree in the forest. The druids of Rillifane choose a grand oak tree and carve a small canary in the trunk, two feet from the ground. Such trees are never chosen at random, but usually appear to druids in dreams or other visions. Should a shrine be defiled, the dedicating druid (or the nearest worshiper of Rillifane if the druid is dead or unavailable) instantly knows of the action death. Deep in the Heart of Tall Trees Vale are Teumyshaaril, the Tree Temple to Rillifane Rallathil, the Temple to Corellon, and Ru’Iannahar, The Temple to Sehanine.

The Mythal (by Eric Boyd)

Ere the fall of Netheril, when the Eaerlanni elves ruled the High Forest, there appeared a hamadryad skilled in sorcery whose mastery of the Art was said to rival that of the most accomplished elven High Mages. The Hamagess, as she is sometimes known, is said to have sprung from the heart of a Turlang, the first wood nymph born of a Treant and not an ordinary oak tree. Turlang and the Hamagess ruled the High Forest as king and queen for over a millennium before the fall of Ascalhorn in the Year of the Curse (882 DR) threatened the High Forest with the taint of the Abyss. The Hamagess is said to have given her life to form a living mantle around the High Forest to shield it from infestation by the twisted vegetation of the Abyss. Although her death was an occasion of great sorrow for those races that live in harmony with the great woodlands, it is said that the Hamagess’ songs still drift through the Woods of Turlang each autumn, whispering words of comfort and magic to her mate. If her breath touches a brilliant yellow leaf in the process of drifting to the ground from the limb of a long- slumbering Treant, it leaves in its eddy a leaf of pure gold inscribed with the workings of a rare or unique spell. Through these Leaves of Gold the forest can be defended against looming threats to its existence.

The living mantle that envelops the High Forest is somewhat akin to a powerful ward or minor mythal. While it stands, vegetation native to the Lower Planes, such as viper trees, cannot grow

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within the borders of the High Forest, and the taint of fiends from the Lower Planes cannot corrupt any plant that grows within the confines of the great woods. Ancient wards dating back to the earliest days of Eaerlann protect the Tall Trees settlement from magical and non-magical fire, the danger of lightning strikes, and the threat of rot and disease. Magical fires burn out after one round, and fire spells above 2nd level will not function at all. (The Dire Woods are believed to be an exception of sorts to these restrictions.)

Places of Interest In the Vale of Teuveamanthaar

The Sunglade

The Sunglade is an important site in the Vale of Teuveamanthaar. This magical site, and it is magical, for it has been enchanted to resist the ravages of time is dedicated to Labelas. It contains two sets of concentric circle stone menhirs. The outer circle has rocks that are up to twenty feet tall. These stones, which number twelve, are marked with ancient Espruar runes dedicating each stone to a particular member of the Seldarine. The inner circle has rocks that are about six feet tall. These tones, which number ten, are marked with faded Espruar runes dedicating them to the members of the ancient Seelie Court. The runes themselves mark dedicated gateways to different Elven realms across Toril. Only the priests of the temple know the secret to the gates operations and eventual destinations, and it is rumoured that a time portal lies within one of the stone archways as well.

Stardark Palace

This grove of 24 gigantic (high magic enhanced) Redwoods, towers nearly 500’ above the forest floor, spiraling staircases wind their way up 200’ to the lowest levels of the palace which takes in 100 smaller chambers, flets, and tree homes as well as the larger Star Speakers Hall, High Council Chamber and the throne room set near the very tops of the tree circle. Each tree is 50’ wide and houses many extra dimensional spaces within its trunk. A circle of 12 landing platforms radiate out from the palace ring allowing giant eagles, griffons and dragons of large size or smaller to land in safety. There are aeries for 24 giant eagles and their riders based in the very top of the palace. At night the trees are lit by faerie lights that twinkle like multi colored stars when seen from below. The palace is a city unto itself with the day to running of the city taking place here. A vast administrative and military complex of giant shadowtop and redwood trees surrounds the central palace, each joined by rope bridges, wooden walkways, and the like. The palace itself houses around 1200 people whilst the surrounding tree complex holds another 2500. This includes residence for administrators, counselors, scribes, smithies, stables, shrines to the Seldarine, and quarters for all of the attendant staff and their families. Also house here are the household guard which includes contingents of Eagle Riders, Coronals

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Knights, Knights of the Sun, Knights of the Crescent Moon and the Royal Regiment of Teuveamanthaar, made up of members of the Ahk’Faern, Ahk’Velahrn and court based Armathors.

The Great Elm

High Mage of Teuveamanthaar: Though unremarkable when compared to the tree dwellings surrounding it, the home of the Grand High Mage is far from ordinary. The High Mage’s residence is guarded by powerful spells, the passwords to which are known only to him and a few select apprentices. Other portions of the building, those containing secrets and treasures, are warded against all but Grand High Mage. The interior of the structure is twice as large as the exterior resulting from a variation on a distance distortion spell that actually affects physical matter. This also makes the residence large enough for some the High Mage’s apprentices, those more advanced in the Art, to room with him. Others (if any) live in a small structure nearby.

Ahk’Velahrn School of Arms

Swordplay, archery, unarmed combat, and other forms of warfare are taught diligently in and around this large tree dwelling. Second in size only to the Hall of Trees, the School of Arms is supervised by some of the most prominent warriors in Teuveamanthaar over the years. These instructors are typically officers in the Eaerlanni military whose families live in and around Teuveamanthaar because of births among their children. Instructors serve terms as long as 20 years before returning to their clan.

Every type of weapon used by the elves of Teuveamanthaar (and a few exotic weapons from far off lands) can be found in the School of Arms. Few of them are magical, since impetuous students often borrow these items, which more often than not result in their loss. There also is the popular argument that weapon skills should be taught without the aid of magic, to sharpen students expertise at an early age.

School of Corellon’s Arts

Elven philosophy, music, song, and assorted artistic skills are a primary part of elven culture in Teuveamanthaar. While there have been places elsewhere that were more learned, none devotes more time to educating young elves in said skills than School Corellon’s of Arts. Like the School of Arms, this institute has many different instructors, depending on their residency in the city. For many the School Corellon’s of Arts has become a place for elderly artisans to pass on their knowledge before departing for Arvandor.

Sehanine’s Silver Blooms

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Not all schools in Teuveamanthaar are for education. Like many races (though elves hate the comparison), children need time to have a childhood.. This is where Sehanine’s Silver Blooms come into play. Here elves can have fun interacting with other elves, learn history through the artistic storytelling of the elderly, and at the same time learn beneficial skills such as climbing, swimming, and learning of the animals and plants of the forest. Prior to the age of 20, young elves spend considerable time at these schools. Beyond that, much of their time is spent at the other institutes, to learn some of the more advanced teachings they need for adulthood. The schools are run by parents (usually female) and local elderly who take great joy in the shaping of young elves. There has never been a shortage of tutors for these schools.

Ahk’Faern School of Magic

Given the elf’s high aptitude for magic, all youths spend a minimum of one year at the School of Magic whether or not they are destined to become wizards. This is done primarily by moon and gold elves; few green or aquatic elves ever set foot in the school. Here young elves learn the basics of magic and determine if they have any aptitude for the Art. Those already accomplished wizards with exceptional aptitude upon their own request are immediately taken for testing for their potential to use High Magic. The tests are arduous and deadly, failure brings at best a swift death or at worst a lingering existence as a wizshade, watch ghost or worse.

Temple of Corellon

Much like Corellon's marble tower in Arvandor, Teuveamanthaar’s temple to The Protector is a beautiful white oak of purest alabaster that reaches high into the trees. Located at the heart of the vale, the temple to Corellon is the second largest ground structure in Teuveamanthaar. The clergy of Corellon is the second largest in Teuveamanthaar, its numbers ranging from 20-40 at any given time and consisting of both genders. The parents of elven children in Teuveamanthaar often send their young children to the Temple of Corellon, even if they are not devout worshipers of the creator of the elves. Most of these lessons are for youth from the ages of 15 to 20. Green, moon, and a few gold elven families feel that, because Corellon is the leader of the elven gods and is said to be the father of the elven race, he should be revered by all in Eaerlann.

Tree of Life

Near the center of city, not far from the Temple of Corellon, is the largest tree in all of Teuveamanthaar, The Tree of Life. This ancient alabaster barked oak has stood tall and proud since the coming of Corellon’s avatar thousands of years ago, and is said to be a vessel for the great go

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Ahk’Velahrn School of Arms

School of Corellon’s Arts

Sehanine’s Silver Blooms

Ahk’Faern School of Magic

Temple of Corellon

The Great Elm Tree

Aside from being an enormous tree (with a 100-foot diameter), there appears to be nothing extraordinary about it at first glance. The tree emanates no detectable magical or spiritual power that anyone has been able to find. Nevertheless, many rumors and legends surround the Tree of Life. The one most widely believed is that the large oak is the father of all treants in the woods of Eaerlann. Should the Tree of Knowledge ever perish, the treants would not rest until every elf in Faerun was dead. Another legend says the spirit of all trees in the High Forest is held within this one oak. If it were to die, then all the trees in the High Forest would perish. The Tree of Life gained its name hundreds of years ago, when it became apparent that elven children paid more attention to their teachers and retained more information when sitting beneath the great oak. Some of the most important lessons taught to the young elves of Teuveamanthaar are learned beneath the Tree of Life. Also, elven druids have often stated that they’ve reduced the prayer time for their spells to one-half while sitting in the shadow of the Tree of Life.

The Secret

The Tree of Life is powerful, but not only because of its origins, or because of what it symbolizes. In and of itself, the Tree of Life has many powerful magical effects. The tree itself acts as a permanent Gate to Evermeet. If one were to walk up to the tree once, and speak the proper phrases- that, thus far, is not public knowledge- and step into the tree, they would suddenly find themselves in Corellon’s Grove, on Evermeet. The Tree of Life also exudes an intangible aura of goodness for at least a mile radius. This aura repels and dispels Demons, Devils, and other evil, extra-planar creatures.

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The most important benefit is the fact that the Tree of Life allows for the casting of Elven High Magic, without any harm, as on Evermeet. So long as a Selu’taar performs a High Magic ritual within 10 miles of the Tree of Life, he/she is not drained, as is what happens when High Magic is used in all other places, aside from Arvandor and Evermeet. The Tree of Life began its existence as an Elder Treant, whilst still conscious it has become restful and contemplative over the eons, and sees its role as that of teacher and Elder Guardian to the trees of The High Forest. Turlang is its oldest surviving child.

Rainbow Falls

Set on the floor of the Vale of Teuveamanthaar, this ancient place is dedicated to Hanali Celanil. The place is scared to all elves, but is especially important to young lovers, or those elves renewing their vows. It is said here that those elves, or half elves who bath in the waters beneath the falls will be blessed by Hanali, Sehanine and Labelas. It is true that wounded, cursed, sick or ailing elves have their ailments completely cured by bathing in the waters under the light of a full moon. Offerings of beauty, or heartfelt prayers and vows offered up whilst under the falls, can sometimes see Hanali’s blessing by having all blemishes, scars and deformities removed and the elfs charisma raised by 2 points. Babies brought to be blessed within the waters of the Rainbow Falls, are said to gain an extra 5d20 years of youthful life if their parents dedicate the child to the protection of the people and this blessing extends to the child being immune to all aging effects as well. Each blessing can only be recieved once in an elfs life, and form part of the coming of ages rituals within Teuveamanthaar’s society.

The Vale of Memories

Here long ago an orc horde led by giants, and a green dragon came out of the mountains and a terrible battle was fought. Thousands died. Since then the place has become one of reverie and solemnity for the Elves of the High Forest. It is where the Elves of Eaerlann come to bury their dead, here amongst the heroes of bygone ages. The floor of this vale is still littered with the moss covered bones of intruders and invading armies who have sought to plunder the hidden wealth of the great Aryvandaaran and Eaerlanni houses. The place itself is heavily warded with repulsion magics, and the guardians are a mixture of Banshees, Baelnorn, Watch Ghosts, Watchnorns, Reverend Ones, and other assorted restless spirits of invaders who find no rest beneath the boughs of this haunted vale.

The area is regularly patrolled by troops from Tall Trees along its borders. Entry into the vale is reserved for those burying their dead. Looters and creatures not of the natural woodlands are attacked and destroyed without mercy. It is said that ancient treants, now transformed into flesh-mulcher trees stand silent guard throughout the Vale of Memories.

Teumyshaaril

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In the heart of the ancient forest deep inside the Vale of Teuveamanthaar, a great oak broods, sheltering the forest floor and even the other trees of the forest beneath its massive canopy. The trunk of this tree is as wide as a small hamlet, and its crown soars as high as a hill top. Hidden inside is Teumyshaaril, an ancient temple dedicated to Rillifane Rallathil. (See Champions of Valour pg 137 - 139 for more details and a better map…hehehehe)

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Adapted from “Champions of Valour”, Pg 137-139

Hall of Trees

This grand arboreal dwelling serves as both a common hall for the residents of Teuveamanthaar and as a meeting place for the Council of Trees. Not as far from the ground as other tree structures, the Hall of Trees is the largest of all tree structures in Teuveamanthaar. Though not elaborate at first, the Hall of Trees has become the object of creativity for many young artists

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practicing their trade. Several wealthier clans with young artisans donated precious metals and jewels to show off the skills of their young. Though not as exalted as some of the structures of Myth Glaurach, citizens of Teuveamanthaar view it as a crowning achievement to their dedication to the People of Teuveamanthaar.

Plants Peculiar to the High Forest

Dream Leaves

Dream Leaves are often used in Green Elf rituals and ceremonies, most commonly vision quests, and to make contact with their animal spirit guides. A few other Druidic circles around the Realms also use these leaves for roughly the same purposes. In a few metropolitan areas, like Waterdeep, or Baldur’s Gate, Dream Leaves are also used by the rich, as a novelty, and by the downtrodden and disenfranchised, to escape reality for a brief period.

The plant itself grows about ankle high, in heavily wooded areas, under, or next to large trees. The plant consists of a central stem that is more akin to a vine than anything else, roots, a small bud at the top, and leaves that slowly grow over the course of the year. The central stem is reddish near the roots, and progressively gets greener and greener the further up you observe. It is quite thin, only being about a finger length in diameter. The bud at the top of the stem, which looks like a tiny, rust-colored acorn, is prickly, as to attach itself to anything that brushes against the plant. When the seed is mature, it grows a small five-petal red flower, which attracts animal life to it. The roots of the plant do not dig very deep into the ground. If multiple root tendrils are ingested, they actually induce nausea and vomiting (DC 5).

The small leaves that grow towards the bottom of the plant are green, with a yellow stripe going down their center. The leaves are roughly heart-shaped, with the tip facing outwards, although some variation exists from plant to plant. The plant is hardy, and does not hibernate during the winter, although it grows very slowly during this time.

The leaves of this plant are cultivated. They are dried in a variety of methods, depending on who harvested them, and then crushed into small flakes. It is in this form that their potent hallucinogenic effects can be tapped. Once the Dream Leaves have reached this point, they are considered a drug by most authorities.

Dream Leaves causes a sentient being to hallucinate, hear things, and feel a constant wave of vertigo and euphoria at the same time. Many describe the sensation as being in a dream, which

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is where the name is derived from. Those who are under the effects of Dream Leaves feel sluggish (-5 to Reflex Saves and Dexterity checks) and muddled (-5 to Intelligence and Wisdom checks). When used in excess, the drug becomes addictive, although when used sparingly, it does not (DM’s digression).

The common method used by Green Elves is to pour the shredded leaves in an open brazier, and lighting a fire underneath. This is done during many of their religious holidays, as well as coming-of-age ceremonies. Soon afterwards, the smoke from the brazier fills up the enclosed space, affecting those who breathe it in. Alternatively, a person can stick their face next to the brazier, and inhale deeply, taking in the smoke from the Dream Leaves. In both cases, the hallucinogenic effects begin in a few minutes (1d6 minutes), depending on how hardy the individual is (DC 10 every Round until failure), and last for an hour or two (2d6 X 10 Minutes).

Sometimes, the chopped up Dream Leaves are put into tea bags, and can be brewed as tea. This is the method preferred by the rich, who are experimenting with the drug, because it is not overt, as other methods. When the brew is imbibed, the hallucinogenic effects begin in a few minutes (1d4), depending on how hardy the individual is (DC 10 every Round until failure), and lasts two to three hours (3d6 X 10 Minutes).

Finally, drug dealers often sell the poor and disenfranchised Dream Leaves rolled in paper. One end of the paper is lit with a flame, and burns. The other end is put to your lips, and inhaled from. The hallucinogenic effects, when “puffed” begin in a few minutes (1d6 minutes), depending on how hardy the individual is (DC 10 every Round until failure), and last for about an hour (1d6 X 10 Minutes). On the black market, because that is only where Dream Leaves are available from, a single tea bag containing Dream Leaves costs about 25 GP, and a single “puff stick” costs 5 GP, though prices fluctuate with availability and time of year.

Sehanine’s Kiss

Sehanine’s Blush is the name of a flower that grows in the Vale of Teuveamanthaar. It is a wildflower that grows in dark places, such as in the shadows of large rocks, or trees, or under a thick forest canopy. Sehanine’s Blush is a vine, growing very low to the ground, in long tendrils. The plant grows slowly, but when it does grow, it creeps around to expand as much as possible.

When a vine reaches maturity, it begins to flower. Mature vines are easy to differentiate from immature vines. Mature vines are a blue-white color, while immature vines are a fresh green color. The small flowers that bud on mature vines are crimson, some of which have blue and white flecks on the petals. The center of these flowers contains sweet smelling white pollen.

On nights of a full moon, when moonbeams shine down upon these flowers, the pollen within

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goes through a remarkable magical metamorphosis, the ordinary white pollen begins to glow a soft, milky white luminescence.

If the pollen is extracted from the flower during the night, after the pollen undergoes this transformation, it continues to glow, and exhibit these unusual characteristics. If the pollen is not extracted, it returns to normal upon the setting of the moon, and the rising of the sun.

The pollen, in this form, is known as Sehanine’s Kiss. Not surprisingly, due to its origins, the pollen has magical properties. Numerous magical properties actually, it takes only a few ounces of the powder- enough to fit in a small vial- to activate any of the pollen’s numerous magical properties.

When sprinkled in water, or food, the pollen purifies it, like the Purify Food and Drink spell. The taste the pollen leaves in the food or drink, a slight sweet taste, is very faint. When someone who is poisoned ingests the powder, it detoxifies them, like the Neutralize Poison spell. When the powder is sprinkled in an open wound, it heals the person who was injured (2d6 HP).

Vials of Sehanine’s Kiss are commonly available in Teuveamanthaar. Most vendors who sell the pollen package it in two-ounce vials, which is enough for one personal use. Those who sell it to larger institutions, such as academies, or temples, sell it in larger quantities. Two-ounce vials sell for 100 gold pieces each, four-ounce vials, which contains enough pollen for two dosages, sell for 200 gold pieces each.

Leaves of Gold

Autumn’s turning yields leaves of gold, A mantle fit for woodland kings. Wood nymphs weep cold tears of sorrow, And yet the fair Hamagess sings. commonly recounted poem attributed to Mintiper Moonsilver Year of the Moonfall (1344 DR)

Oft confused with the Nether Scrolls, the Leaves of Gold are obscure magical phenomena believed to be unique to the northern High Forest, specifically the region of the woods that lies between the city of Everlund (commonly known as the Woods of Turlang) and the Vale of Memories. The Leaves of Gold take the form of living oak leaves fashioned of pure gold, each of

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which is inscribed with the runes of a single wizard’s spell. No more than a dozen such gilded leaf-scrolls have been recovered in a single season, and each has been found near the base of ancient tree believed to have once been a great Treant in centuries past.

Golden Leaves of the Vale of Teuveamanthaar

Ere the fall of Netheril, when the Eaerlanni elves ruled the High Forest, there appeared a hamadryad skilled in sorcery whose mastery of the Art was said to rival that of the most accomplished elven High Mages. The Hamagess, as she is sometimes known, is said to have sprung from the heart of a Turlang, the first wood nymph born of a Treant and not an ordinary oak tree. Turlang and the Hamagess ruled the High Forest as king and queen for over a millennium before the fall of Ascalhorn in the Year of the Curse (882 DR) threatened the High Forest with the taint of the Abyss. The Hamagess is said to have given her life to form a living mantle around the High Forest to shield it from infestation by the twisted vegetation of the Abyss. Although her death was an occasion of great sorrow for those races that live in harmony with the great woodlands, it is said that the Hamagess’ songs still drift through the Woods of Turlang each autumn, whispering words of comfort and magic to her mate. If her breath touches a brilliant yellow leaf in the process of drifting to the ground from the limb of a long- slumbering Treant, it leaves in its eddy a leaf of pure gold inscribed with the workings of a rare or unique spell. Through these Leaves of Gold the forest can be defended against looming threats to its existence.

The Hamagess’ Staffsprout

(Wiz6; Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: Two rounds per branch created Area of Effect: One wooden rod, staff, or wand Saving Throw: None

This spell affects only wooden rods, staves, and wands of magical construction that are usable by wizards and have more than two charges remaining. This spell or similar variants can affect such items at most once per thirty days. When cast upon such items, the Hamagess’ Staffsprout spell causes small branches to sprout along the length of the target. At most one such branch can be created for every two levels of experience of the caster, although less can be created if desired. The number of branches is further limited by the number of charges in the targeted item, as explained below.

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As chosen by the caster, this spell directs a single spell effect from the target magic item and the corresponding number of required charges to unleash it into each created branch. (Note that the effects of breaking the original item, such as the retributive strike power of a staff of power, a magical attack and damage bonus, or any other effect not powered by charges cannot be directed into a branch.) Each branch can then be broken off and employed as a single shot magical item capable of unleashing only the chosen spell effect at the cost of the siphoned charges. Once cast, charges siphoned off into branches by this spell cannot be restored (although it remains possible to recharge the original target if normally possible). The use of this spell always expends one more charge than the total needed to power the effects imbued in all of the branches, regardless of the total number of branches created. In addition, at least one charge must remain within the original magic item after the casting. As such, the number of available charges limits the number of branches that can be created.

Once created, each branch has a unique word of activation, as specified during the casting by the creator. Each branch must be used within twenty-four hours of its creation or the magic fades and the charges are lost. A branch cannot be recharged, and its spell effects function at the same level as the original item.

The material components for this spell are the magical rod, staff, or wand to be targeted and a green (just broken off) branch from a tree of the same species as that was used to fashion the wooden item. That tree must have grown for at least nine years while in contact with an item bearing an enchantment, either among its roots, stored in a hollow within it, or that the tree has grown around. Also, the tree must have been in continuous contact with that enchanted item at the time the green branch is broken off.

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Mhilamniir The Temple City of Eaerlann

Mhilamniir (Medium Temple & City): Population 23500; Mixed (30% Moon Elf, 25% Green Elf, Gold Elf 25%, Half Elf %, Human 5%, Shield Dwarf 5%, Halfling 5%, Other 5%) Exports: religious items, leather goods, timber products, live stock, herbs & spices, books, scrolls & other lore keeping devices, minor magical items, horticultural products, wines, meads, ales, juices, pottery. Armed Forces: 50 eagle riders: Chainmail, elven longsword, shortbow, javelin, dagger. 100 Griffon Riders; Chainmail, elven longsword, shortbow, lance, spear, dagger. 500 light cavalry: Chainmail, shield, elven longsword, shortbow, spear, dagger. 1500 Infantry; Chainmail, kite shield, elven longsword, spear, dagger, 1500 Archers: Studded leather, elven shortsword, dagger, longbow, 100 arrows. Royals Scouts & Guides: 50 rangers, wilderness warriors & rogues: studded leather, elven longsword, dagger, elven shortsword, longbow, 30 arrows. Temples Knihghts; elven platemail, elven longsword, battle axe, mace, kite shield, shortbow, lance, dagger.

Less than two days travel from the end of the Old Road (or three days travel east from the Lost Peaks) puts travelers among the soaring spires, domes and minarets of the temple city of Eaerlann. Mhilamniir boasts a large population, and a great deal of political power. It is known as ‘The Temple City of Eaerlann’ because of the numerous temples that are present in the city, and the numerous priests and priestess’ who reside in there. Clergy members of all members of the Seldarine can be found in Mhilamniir, tending to services in the places of worship for their respective faiths. The entire city is seen as a splendid tribute to the Seldarine as a whole. Mhilamniir acts as the focal point for elven clergy throughout the North, and it is this clergy that gives the realm of Eaerlann its considerable strength and influence.

The city sits atop a large steeply wooded hill surround on all sides by a flowing stream, named Corellon’s Tears. The largest building in the city is the great temple to Corellon with its great golden dome set atop a temple of pearl white alabaster and marble. The city’s oldest temple is that dedicated to Labelas, the Temple Beyond Time. Mhilamniir sits atop Starsong Tor, the ancestral home of the Starsong Clan who dedicated their holdings to the building of the Temple City, 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 the Seldarine. The city proper is surrounded by an ancient yet subtle High Magic Mythal that affects creatures who approach the city in different ways. The mythal extends 500 meters from the outer edge of the stream in a great ring that extends in all directions.

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Powers of the Mythal

The Mythal’s Major Power is its biggest secret, known only to the high priests from each temple. It can only be invoked by all 9 priests in concert, or by default if all 9 priests are incapacitated, die or leave the city. Then the Temple Mount (Starsong Hill), and its surviving inhabitants are shoved out of phase and into stasis, leaving behind empty versions of the buildings that appear surrounded by smoke and fog. The only way to reverse the Temporal Shunt is by a High Magic Ritual of Myriad performed by at least 5 High Mages and High Priests of all 9 major Seldarine Temples.

Creatures approaching within certain distances from the Fey mound suffer certain cumulative effects. 500m – 300m from the mound intruders are greeted by ghostly apparitions of elves greeting the strangers, non-fey creatures must saves vs. fear at -2 or flee. The sounds of ghostly singing and laughter accompany the haunting. 300m- 200m The city seems to shift as Hallucinatory Terrain surrounds the city making believers think they have become lost and disoriented turning around and going back the way they came. 200m-100m Intruders are affected by an Antipathy effect that forces them away from the city if they persist in their advance. 100m-20m Intruders are affected by a Geas Spell that compels them to leave the area and prevent other intruders from entering the city at all costs. 20m to streams edge, Intruders are affected by a slumber spell, then teleported 1d100 x5 miles in a random spherical direction. The Mythals second power prevents the city from being seen (even by magic), by all except elves, gnomes, and perhaps a few other creatures who bear special individually attuned ward tokens. All others who cannot see the city are teleported to the other side. The third power prevents the entry of drow, goblinoids, giants, devils and demons of any sort. The fourth power prevents fires from taking hold in buildings and prevents the use of magical fire above 1st level.

The Temples of the city:

1. Dome of the Corellon's Grace

The Dome of the Corellon's Grace is visited by the Fair Folk of Evermeet for solemn ceremonies, private worship, or simple private meditation. The trees that surround The Dome of the Corellon's Grace magically weave their branches together, preventing entrance to the temple. Treants sometimes join the guardian trees in watching over the shrine, as do the countless sylvan creatures who roam the Green Isle. Wrought iron gates entwined with ivy and blooming roses year round permit passage only to Tel'Quessir who approach, wishing to worship Corellon and the Seldarine.

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From the outside, the southern facade of this grand Temple is shod in gold and its graceful spires tower over 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 vine 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.

Within Dome of the Corellon's Grace may be found shrines to Aerdrie Faenya, Hanali Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, and even the king and queen of faerie, Oberon and Titania. Each shrine contains a white marble statue depicting one of the Seldarine or faerie monarchs, and elves who pray before them are said to sometimes receive magical blessings from the power so depicted. The Ar'Tel'Quessir who constructed Corellon's Grove chose also to include shrines to the rogue powers of the Seldarine including Erevan Ilesere, Fenmarel Mestarine, Shevarash, Solonor Thelandira and to aspects of the Seldarine worshiped by the other subraces-such as Angharradh, Bear, Eagle, Raven, and Wolf. All such powers and aspects of powers are venerated in Dome of the Corellon's Grace by the Fair Folk. Corellon's shrine is the largest by far found within the temple, a great dome of green marble sits above the First of the Seldarine and Creator of the Elves. Corellon is portrayed as a tall, unnaturally thin, androgynous elven figure with a thin face, high cheekbones, and narrow, slanted eyes. The figure is clad in scale armor and carries a long, slim sword. A delicate coronet graces the brow of the Coronal of Arvandor, and a sense of peace and contentment radiates from the statue itself. Any of the Fair Folk who pray here may receive a special blessing from Corellon, although at most one such favor is granted per year. Corellon may manifest as discussed above, or he may grant the ability to cast cure light wounds or cure serious wounds once at some future time. Some elves report after praying at the shrine that the Protector gifted them with an item of magic (usually a weapon or article of clothing), while others have found woodland animal companions or mounts such as giant eagles, moonhorses, or pegasi awaiting them as they completed their supplications.

2. Temple Beyond Time

The city's oldest temple has always been 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

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setting sun to bathe the massive time piece in colorful 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 Siluvanedenn bael- norn, known collectively as the Timespinners: Susklahava Orbryn, Roan-mara Neirdre, and Phantyni Evanara. In life, each of the Timespinners was a gold elven priestess of Labelas, and they 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 elf and half-elf archeologists, bards, historians, 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 conduit spells to keep them out of the hands of those who would meddle with history either deliberately or through carelessness.

3. The Timeless Oak

This grove of ancient oak trees is considered sacred by the Green elves who often travel here for ceremonies, marriages, funerals, and other important events. Several spirits are said to guard the grove, and both Gold and Silver elf priests sometimes come here to commune and receive messages from the Seldarine.

Rillifane's temple is set in a huge oak tree with platforms built among the branches and vine bridges connecting them to each other and platforms in adjoining trees. Shrines of the Leaflord, always a grand oak tree deep within the depths of a forest but too small to serve as a temple of the Leaflord, are chosen by members of Rillifane's clergy after receiving a dream or vision directing them to particular tree. Such shrines are marked by the priest with a carving of a small canary in the trunk about 2 feet from the ground.

The Timeless Oak is the name of both a gargantuan oak tree over 200 feet tall and the temple of the Leaflord nestled amidst the forest giant's boughs. The temple consists of a network of platforms sculpted from the tree's branches and hollows cultivated in the great oak's trunk, all of which are linked by bridges of woven vines. Hallucinatory terrain spells and the thick leaf coverage mask the religious community's very existence from the outside world.

4. The Towers of the Moon

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Sehanine's temple is a soaring monument open only to elves and a few pious half-elves. The temple is constructed of white marble and shaped so as to suggest imminent flight. Symmetry and circles are highly prized by the faith, reflected in the architecture of Sehanine's house of worship. The central chapel is perfectly circular and can be opened to the night sky by means of a retractable dome. Great gardens and hedgerow mazes encircle the main structure, their formations imitating the paths of the heavenly bodies in the night sky above.

Sehanine's priests are the seers and mystics of elven society. They serve as the spiritual counselors to elves and half-elves who seek to embark on journeys in search of enlightenment so as to transcend their current state of being. As shepherds and protectors of the dead, Sehanine's priests organize and administer funeral rites and guard the remains of the fallen. They seek out and destroy undead creatures, for Sehanine holds such creatures-with the notable exceptions of baelnorn and other good-aligned undead beings who voluntarily prolong their existence in order to serve their kin-to be blasphemous. As defenders of elven homelands, Sehanine's clergy are responsible for weaving and maintaining the illusions that guard those sanctuaries that remain and for divining potential threats to their continued existence. The prime task of adventuring priests is the retrieval of lost arcane and magical knowledge, especially if it pertains to illusions and/or divinations.

Affiliated Orders: The Towers of the Moon temple hosts a chapter of The Veiled Choir. This is a mysterious sisterhood of elven mystics whose very existence is obscured by a veil of legend, mystery, and rumor. Sisters of the Veiled Choir are renowned for their prophetic ability, and their visions are revealed in an unending chorus of song. Only a handful of these ancient elven seers are believed to exist, residing in ancient temples of the Lady of Dreams whose very existence has long been forgotten by even the Fair Folk. Young elves in search of adventure often attempt 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 discovers a Veiled Cantoria, but those who seek to simply follow in their footsteps always fail in their quest. The reward for reaching a sanctuary of the Veiled Choir is always the blessing of the Luminous Cloud and a mysterious prophecy, the unraveling of which may consume the rest of the recipients life.

5. Quicksilver's Redoubt

Hidden within Starsong Hills is a hidden cavern complex known as Quicksilver's Redoubt. The caverns house a vast store of beautiful objects, most of which were brought there by followers of the Trickster. If the tales of the Fair Folk are to believed, one of the greatest collection of relics from the ancient elven realms of Sharrven, Eaerlann, Orishaar, Miyeritar and Thearnytaar is hidden here as well, assembled as those realms crumbled during the times of the Crown wars, before the armies of Ilythiir. The Shrine is protected at all times by 3 Watchnorn Warrior10/Priest16/Thief12’s of Erevan. Known as the Triune Guardians, they prevent thieves from stealing items of value using tricks and traps to protect their charges. The caves themselves are hidden by Hallucinatory Terrain, Antipathy spells, and deadly spell wards.

Priests of Erevan work with Elvish Minstrels & Bards in the city believe that change and excitement are the spice of life. They exhort the staid and stodgy priests to live on the edge,

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unbound by the conventions of society in a spirit of constant self-reinvention. They are a breath of fresh air in the Temple City who seek to puncture the self-righteousness, sanctimony, and pretension that pervades this orderly society with mischievous pranks that both amuse and enlighten. Their plays, songs and pranks inspire laughter and happiness, giddy silliness, and welcome release from care so that the routine of day-to-day existence does not become worn so deep that it grinds all the joy from life. They celebrate the spontaneous, and practice random acts of helpfulness, making them most welcome in the home and lives of ordinary Moon and Green Elf folk throughout the realm. The Gold Elves on the other hand consider the Priests of Erevan to be nothing but a frivolous bother at best, and blight at worst on the peaceful environs of the city.

6. Waters of Evergold Temple

The Waters of Evergold Temple is bright and beautiful, with fountains, springs and the Eternal Waters of Evergold waterfall that flows from the temple throughout the great garden and eventually encircling the entire Temple Mount, becoming known as Corellon’s Tears, The Creator is said to have manifested here and wept over the beauty of Hanali as she danced in the Sacred Falls. Lady Goldheart's house of worship is designed with young lovers in mind, providing endless mazes of shady paths, babbling brooks, quiet pools, leafy bowers, and flowering hedgerows, so as to facilitate amorous trysts and romantic rendezvous. The interior chambers of the temple are designed so as to permit the entrance of the sun, moon, and gentle breezes. Several alcoves display beautiful works of art, serving the local community as a museum, while the main chapel is designed as a great concert hall from which strains of music spill out into the surrounding gardens.

Offerings of objects of great beauty are made to Lady Goldheart during such holy festivals, some of which are swept into Arvandor while others are returned to be shared among all of Hanali's followers. It is not uncommon for artists to unveil their latest works at the temple on such holy days, nor is it rare for young lovers to either pledge their troth secretly or proclaim it to all assembled, for doing so is said to invite Hanali's favor.

The Waters of Evergold Temple is widely regarded among the folk of Eaerlann, with the notable exception of the drow. Her church is very popular among gold elves, particularly young nobles, and the Waters of Evergold Temple is believed to oversee their endless galas, revels, and romances. Any elf bathing in the Waters of Evergold Falls, and making an offering of beauty to the Goddess may receive Hanali’s Blessing. Hanali often manifests as a soft rose-hued nimbus of light that envelops a creature or object. When Hanali's aura envelops an elf, half-elf, or faerie or creature of the Seelie Court,his or her Charisma increases by 2 points with respect to members of the opposite gender. The radiant glow also acts as a friends spell, affecting any who behold the favored being's beauteous visage. While Hanali's glow usually fades with the coming of dusk or dawn, an elven worshiper may, no more than once during his or her lifetime, receive a permanent increase in Charisma, often as a reward for creating or preserving a beautiful object, making a great sacrifice, or completing a great quest for the benefit of a loved one. Hanali's manifestation also allows the recipient to detect romantic interest for the

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duration of the effect. Any to dare to desecrate the falls will often find themselves cursed with a wasting disease that removes 2 points of charisma per day until the person has atoned for their sins in some quest or special service for the temple.

7. Hunters Heart

The Temple of Solonor can be found at the heart of Starsong Hill, The Great Archer's house of worship is a mixture of natural and carefully sculpted features emphasizing the competing principles that Solonor tries to balance. Hunters Heart sits in a cultivated grove of trees carefully tended from seedlings to form two or more concentric rings of forest giants. Each tree has 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 are woven into near impregnable defensive fortifications to ensure the sanctity of the temple perimeter. Earthen chambers are hewn from the dirt beneath the grove, nestled among the tightly woven root structures.

In the surrounding woods, trees are carefully planted so as to create narrow, spoke like paths radiating outward from the central grove. Although not immediately obvious to casual observation, the plant growth along these paths is cultivated so as to impede movement but permit the flight of arrows, thus forming natural shooting galleries in which invaders are easily targeted. Hunter’s Heart contains both ceremonial chambers adorned with hunting trophies and hollows with more practical applications such as crafting and repairing bows and arrows, the curing of venison and other meats, the tanning of hides, and the carving of bones to form tools and figurines.

Priests of Hunter’s Heart serve as scouts and archers in Eaerlann’s armies, as bowyers, fletchers, and archery instructors in elven settlements, and as hunters and providers for far- flung rural communities. Among those Fair Folk who largely eschew the trappings of civilization, members of Solonor's priesthood preside over initiation ceremonies into adulthood. Hawkeyes serve the Great Archer by working to maintain the balance of nature. Solonor's priests are deadly enemies of those who worship Malar, Talos, or Moander, and they often join forces with those who serve the Leaflord in order to exterminate followers of those evil gods whenever they make their presence known.

8. Fortress of Shadow’s Loss

The Temple of Shevarash is located above a system of caverns mouths that connects Starsong Hill with the deeper tunnels of the Fey Mound. The Black Archer's two story, fortress temple is constructed of red stone and serves first and foremost as nigh-impregnable forts blocking access to the tunnels, crypts and tombs beneath the city, that can be held by a handful of defenders. The Fortress is designed to withstand long-term sieges and includes a well stocked armory, storerooms, and cisterns of fresh water. The walls of Shevarash's Fortress are adorned with trophies seized from fallen drow. Shevarash's followers sometimes construct shrines to

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their god in the Underdark, but such monuments are makeshift at best, quickly built in caves that serve as a temporary base of operations. Fallen warriors of the cult are brought back to the surface to be interred in the catacombs beneath the temple fortress or, if absolutely necessary, buried in unmarked cairns in the Underdark so as to hide them from the drow. Fortress of Shadow’s Loss

9. 's Mound

In a quiet glade outside of the city proper is the ninth Seldarine temple, a Fey Mound dedicated the Dark Maiden Eilistraee. Corellon’s daughter and her followers enjoys a rare place of peace within the precincts of Mhillamniir. Though outside of the city the mound still enjoys the benefits of the Mythal’s protections due to a buried Mythal leash, that connects this distant place through a mile long astral connection.

Before the elven Crown Wars, Eilistraee's faith was strong in Miyeritar, and she had small numbers of faithful in Ilythiir and the other elven realms of the time. The Dark Disaster, unleashed during the Third Crown War, transformed Miyeritar into the blasted wasteland now known as the High Moor and dealt a devastating blow to the ranks of the Dark Maiden's followers. A few ancient, sacred sites of power built before the Crown Wars survive in the Misty Forest, along the borders of the High Moor, and in the Shard, scattered across the once verdant savannah. Eilistraee’s Mound is one of those places.

The Mound of the Dark Maiden was established above dark caverns and in the dim forest at the outer edge of Mhillamniir from which her priests venture forth at night to brave the moonlight. Eilistraee's Mound has developed in a manner similar to those of the surface elves dedicated to the Seldarine. The Dark Maiden's clergy sought out a pristine, natural site that needed little modification, they found this fey mound and dedicated it to the dark Maiden with Corellon’s blessing. Temple complex includes the dancing glade in which to dance and from which the view of the moon is unobstructed, a dark place removed from the light of day, a thick tree canopy, a lively fresh water stream that playfully dances and sings, a forge and smithy for Grafting swords, and an access tunnel to the caverns beneath the mound, and a vein of iron or some other metal suitable for the Crafting of swords.

Beneath Eilistraee's Mound is the site of a great statue of the Dark Maiden hewn from a jagged mound of black marble rock. Adjoining the main temple is the Hall of Healing which serves as a sick nursery for the care and tending of the temples wounded as well as those unfortunates who suffered from the dangers of the forest including less than understanding elves.

Currently the Temple is staffed by a group of half drow and drow/moon elf or drow green elf priests, the progeny of victims of drow raids or escaped slaves. Daily activities in the temple include food-growing, temple building chores, patrolling the temple caverns and outer forest, and practicing diplomacy beyond the immediate temple area. The Chosen of Eilistraee work tirelessly to further the Lady's aims toward the peaceful coexistence of drow with other races of the Realms.

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At night at times of the full moon when the priestesses dance in the glade at the base of the mound, it is said that if they bring new converts to dance upon the top on the mound Eilistraee may manifest as a sign of her pleasure and as a welcome to the new worshipper. Eilistraee's most used manifestations are a silvery radiance, sometimes accompanied by a wordless snatch of song or a few echoing harp notes. If the radiance surrounds an item (almost always a sword or other bladed weapon), that item typically gains the following two powers for 6 rounds: full possible damage (maximum roll, plus all bonuses) and immunity to breakage or other damage (automatic success of all item saving throws). If the radiance envelops a being, Eilistraee's favor typically gives any or all of the following three aids permanently; 1) the ability to strike first in any round, 2) an increase in Armor Class of 2 points, 3) and a bonus of +4 to all attack rolls, including the ability to strike creatures normally affected only by magical weapons of a +2 or greater bonus.

The followers of Eilistraee are figures of legend in both the Underdark and the Lands of Light. They are the subject of superstitions and wildly inaccurate mistruths, held by surface dwellers to be the evil vanguard of the Spider Goddess's plot to plunge all of Faerun into darkness under her rule and held by those drow who follow the Way of Lolth (or other evil gods) to be faerie (surface elf) invaders masquerading as dark elves in preparation for the coming war of annihilation. Rare is the individual- dark elf or not-who appreciates that Eilistraee is forging her own path, one that welcomes beings of all races who revel in life and the free form expression of all that entails.

10. Shrine of the Black Sword

These quiet gardens, of which there is an exact copy on Evermeet, feature tall, unadorned columns of black marble leading to a small crystal pyramid, and act as a memorial to all those Tel’Quessir slain throughout elven history. Each year at Fallrite, the Coronal’s family and a party of nobles visit the shrine in solemn procession, singing and chanting, burning incense in memory of the fallen. During the rest of the year, the shrine generally remains unvisited, although occasionally elves will visit to memorialize dead relatives or ancestors.

11. Aerdrie Faenya’s Shrine

This statue portrays a tall, slim elven woman with graceful feathery wings, dressed in a long, flowing gown that reaches the ground, concealing her feet. Elves who pray here have a 10% chance of being transformed into a giant eagle for 1d6 days. At the end of this time, if the elf is still airborne, he or she will revert to elven form but drift to the ground as per the featherfall spell.

12. Araleth Letheranil – The Prince of Stars

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13. Kirith Sotheril – The Magess

14. Taralen – The Songstress

15. Naralis Analor – The Healer

16. Tethrin Veralde – Master of Blades

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Mhilamniir Temple Precinct

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The City of Ascalharla & Citadel of Ascalhorn

Before humans first heard of Turnstone Pass or the Talons or the Land of Three Fords, the elves were here among the once-plentiful forests of the Upvale. In the days when elves walked Faerun as rulers, the High Forest was more massive. What are now the Lurkwood, Moonwood, Silverwood, Everwood, Cold Wood, Far Forest, and South Wood once were part of one greater forest, and the land therein was known among elves as Aryvandaar, which translates as High Forest/the Great Woodlands Home. With the Crown Wars, the elven civilization of Aryvandaar and its great forest began to splinter. Within a score of centuries, the northernmost reaches of the High Forest split along the River Rauvin and the trees also thinned along the Delimbyr creating the Upvale.

Later, though the elves colonized more of Faerun, they returned to the High Forest to create other realms like Siluvanede, the gold elf realm that sought to reclaim the exalted position held by Aryvandaar; Sharrven, the mixed elven realm centered on the Unicorn Run and the Star Mounts; and Eaerlann, a splinter realm of Sharrven that soon equaled its parent and occupied the former ruling lands of Aryvandaar. Of all those realms, Eaerlann built the most fortresses and military posts within its lands and at its borders. Ostensibly, its inhabitants built them to protect themselves from the orcs whose hordes regularly swept across the frontier, but other historians have suggested the elves lived in fear of the rising human populations and built them in response to the rise of the human nation of Netheril. Regardless of why they were built, the fortresses that dot the Upvale and the eastern High Forest today sprang from Eaerlann or were rebuilt Aryvandaaran posts.

The Rise of Ascalhorn

The elves had lived in temporary settlements (hunting lodges, seasonal villages, etc.) among the upper tributaries of the Delimbyr for thousands of years, but the discomfiting rise of Netheril catalyzed them to react to the increased human activity in the region. Eaerlann’s elves had freely taught these humans magic, but the humans greedily plundered lost caches of magic from the ruined towers of Aryvandaar, and once they discovered the Nether Scrolls (which were discovered by the elves themselves and hidden again by them before the Crown Wars), Netheril’s power grew by leaps and bounds.

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Most elven nations, like Siluvanede and Sharrven, withdrew from all contact with the humans and waited for their greed and abusive power to destroy them. Eaerlann, with whom the humans had early and continuing contact, merely cemented its borders and made them clearly known by their defensive fortresses such as the one built on the Horn, a natural peak along a bend in the western source stream of the Delimbyr (long centuries later known as the Ascalhorn River). Ascal Rachiilstar, the founding commander and primary engineer and leader of his small house, found many renaming the site and the burgeoning fortress after him. The work finished on the fortress of Ascal's Horn in the Year of Owls. Watching (-372 DR), and its walls bristled with spears, arrows, and other defenses set to guard Turnstone Pass against an orc horde. Secretly, the spell casters within the military town wove wards (which many considered to be near-mythals) designed to repel the spells and quasi-magical item effects of the Netherese while magnifying the defenders magics.

Less than four decades after Ascal’s Horn posted its first guards, the pompous Netherese archwizard Karsus brought ruin upon himself and his people by becoming a god (for a brief moment). Netheril fell with Karsus, whose hubris led to the temporary destruction of the Weave and thus the Fall of Netheril. While many elves rejoiced over the end of the human nation of archwizards, they also took pity on the downtrodden and aimless masses of survivors of the Fall and took them under their protective wings. Within 30 years of the Fall, the elven fortress town of Ascal’s Horn became Ascalhorn, the town of magic, where human wizards relearned the less-abusive magics of the elves and Mystra. However, all capable of wizardry had to abandon quasi-magic and learn new magical theories and practices, for to use Netherese magic in this town was a crime punishable by death.

Within a century, placed officials within the town had grown such that only a few highly it was elves and the bulk of the populace was primarily human. The elves of Eaerlann told themselves they had given the site over to the humans because they were better fit for the distasteful duty of continually guarding against the recurrent orc hordes. When Myth Drannor rose in the eastern great forest of Cormanthor, Ascalhorn was among the first to ally itself with the City of Spells. A sister city to the greatest of all the races accomplishments, Ascalhorn grew great in arcane might along with Myth Drannor. However, without the guiding light of Coronal Eltargrim or his advisors, such as Myth Drannor had, that power was quietly hoarded by elitists and paranoid mages rather than shared by all citizens to make Ascalhorn strong. Also during this time, Ascalhorn and Silverymoon grew close as fellow centers of learning the largely undeveloped Savage Frontier. The Fall of Myth Drannor and the influx of elves and other wizards in and citizens from that realm toward Ascalhorn saw changes in the town. Many accepted the newcomers as fellow scholars and folk of knowledge, and the magic they brought from Myth Drannor was wondrous and happily safe from the Army of Darkness that ravaged their fallen city. However, the flood of new wizards and elves also made many of Ascalhorns elitist wizards paranoid and afraid of losing their positions and their monopoly on power. This signaled the true start of Ascalhorns collapse.

Ascalhorn's Fall & the Rise of Hellgate Keep

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Wulgreth, a lesser Ascalhi wizard, summoned baatezu into the town in secret to grant him the power to overcome his social and magical rivals. Despite his power and precautions, the baatezu he summoned were never fully controlled, and thus they insinuated themselves into the power plays of many wizards, steering them covertly with hidden plots within the wizards. overt power games. While the fact that baatezu were present in the town was kept quiet, many folk began to feel ill-at-ease due either to the unconscious influences of the baatezu or the growing problems among the warring wizards, whose social battles flooded the streets with magic at least twice a ten-day. Folk uninvolved in these feuds or power groups began migrating out of Ascalhorn, leaving behind only the power-mad. After a few decades of servitude, a few baatezu convinced their masters to accept lichdom as a path to power. Once their masters became undead, the baatezu slowly began taking control of the town through their former controllers. Within a few short decades, baatezu dominated Ascalhorn openly, and few people were beyond their control. In desperation, the few wizards left alive summoned the baatezu’s ancient enemies the tanar’ri into Ascalhorn and sought to bind them into saving the town. The tanar’ri saved the town from the baatezu, but slaughtered nearly everyone within the fortress, dominating the site and declaring it their territory. (This territorial claim was almost mandated by the lack of wizards to send the tanar’ri back to the Blood War and their homeland.) Maerstar, a bard among the few humans who escaped the battles of the Horns Fall and fled to safety, rechristened the town Hellgate Keep in one of his songs.

Grintharke, a balor and greatest of the tanar’ri commanders, immediately brought more of his kin over to Faerun to reinforce his position. By late summer, Grintharke’s plans to ally with the orc hordes to bring down both Ammarindar and Eaerlann were in full swing. Given the fall of their northernmost defense into fiendish hands, both the elven realm of Eaerlann and the dwarven kingdom of Ammarindar were ill-prepared to repel both a massive orc horde and the consolidated fiends of Hellgate Keep from their borders. Thus, within months of the fall of Ascalhorn, the last great demi-human empires of the North also fell. Hellgate Keeps reputation as a center of great evil seemed permanently etched in the minds of all the survivors, the refugees, and the peoples of nearby lands. For a few years, Hellgate Keep seemed poised to conquer the North. The tanar’ri began burning the forests of the Upvale and successfully corrupted the lands of the Far Forest. However, by the time they conquered the belowground halls of Ammarindar, the final and decisive line of defense was drawn by a number of Harpers and wizards, including the elder Khelben Arunsun, , the silver-haired ladies Alustriel and Laeral the Witch-Queen of the North, Nyaalsir the Stareye, Ymlar of Silverymoon, and others.

While some wizards fought and died to contain the tanar’ri within Hellgate Keep on Midsummer of the Year of the Fell Firebreak (886 DR),the others established powerful wards permeating the lands about the citadel. In fact, Elminster and Khelben used knowledge from Mythanthar's Folio (a collection of scrolls that contain research and commentary on the nature of abjuration magics, specifically wards and mythals) in conjunction with other sources of power placed in the Keep by the elves and hidden from the human wizards of Ascalhorn to aid the wizards in weaving a ward so powerful it was nearly a mythal. In addition to other effects

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useful against the Keeps forces, its dweomer trapped any greater or true tanar’ri within the Keep’s walls, limiting their direct control over operations beyond the fortress to what they could exercise through their underlings. These wards also prevented the tanar’ri from summoning others of their kind as reinforcements.

Citadel of Ascalhorn

(Small Keep City): Population 3500; Mixed (Human 70%, Moon Elf 10%, Half Elf 5%, Shield Dwarf 5%, Halfling 5%, Other 5%) Exports: weapons & armour, horses, books & scrolls, minor magical items, education, unusual pets, musical instruments, jewellery, tack and harness, smithied goods, wagons. Armed Forces: 350 Knights; platemail, broadsword, shield, crossbow, 20 bolts, heavy lance, battle axe, flail, dagger, 20 eagle riders: Chainmail, elven longsword, shortbow, javelin, dagger. 100 Griffon Riders; Chainmail, elven longsword, shortbow, lance, spear, dagger. 1000 Infantry; Chainmail, kite shield, longsword, spear, dagger, battle axe, Royals Scouts & Guides: 50 rangers, wilderness warriors & rogues: studded leather, elven longsword, dagger, elven shortsword, longbow, 30 arrows.

The Citadel is built on the slopes of a jutting natural peak known as Ascal’s Horn. The Keep’s soaring stone walls and towers were built by elves long ago. They were intended to guard Turnstone Pass and the northern reaches of the elves’ realm from the periodic attacks of orc hordes. Ascalhorn stands on the westernmost of the three rivers that join to form the Delimbyr, the western most stream known as the Ascal Stream.

The outer walls stand 60 feet high, with the towers jutting a further 40 feet above that. All buildings within the keep stand between 3 and 4 stories in height, made of local stone quarried from the surrounding hills. Each wall tower holds a school of wizardry and a detachment of soldiers 10+1d10 F3-5’s, plus 1d4+1 officers, 1d4 war mages, and 1d2+1 priests, at all times. Basements and sewers are not directly connected to the sublevels of the Citadel. These can only be accessed through the some of the towers, the High Keep, and The Three Torn Towers Keep. The populace of 2500, lives solely within the walls of the citadel itself, a further 10500 people live in the town 1 mile from the base of the Tor, Ascalharla.

The Defenders of the Keep

Over 1000 soldiers and their families call the keep home. The average man-at-arms is a F3 to F5 AL LN/LG/LE with officers being F6-12. Most are human of Netherese descent, with a few elves, half elves and dwarves as well. The army is commanded by the High Marshall, Lord Eric Merendil HM FG 19 AL LG, and a dour follower of Helm. His soldiers patrol the keep, town, and surrounding areas acting as the first line of defense against invasion from the north. The true power of Ascalhorn lies with its many powerful wizards, priests and the Knights of Ascalhorn, a powerful group of warriors, paladins & crusaders of Tyr and Helm.

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Places of Interest

1. Three Torn Towers Keep and Barbican (Main Gate and Head Quarters of Ascalhi Army of 600 men at arms) The main keep and entrance to the city, here war wizards and soldiers guard the city’s gates and patrol the surrounding country side. At all times there are 200 soldiers and 10 war wizards on duty here. It is also the home of the High Marshall, his officers and their families.

2.The Tower Arcanatorus (Tower of Wulgreth & Main Wizards School) The school of Conjurers and Summoners.

3. The Armoury Here the major weapons cache of the city is stored, along with magical ammunition for the catapults, ballistae and other wall mounted weapons.

4. Everwell This well is part of the city’s main water supply and is linked via a portal to the elemental plain of water.

5. Hall of Duty (Temple to Helm) Here the high priest Major Darthac Selazair HM Pr14 AL LN of Helm presides over the religious needs of the city’s soldiers. The temple is well stocked with weapons, and acts as a hospital for the soldiers and their dependants. There are 3d10+10 priests of levels 2+1d10 on duty at all times.

6. High Keep (Head Quarters of the Knights of Ascalhorn, Protectors of the Citadel) The quarters of the Knights of Ascalhorn and their families, Lead by the Paladin Kattaris Dracohorn HM Pld 16 Helm AL LG. The Knights work in closely with the Ahk’faer of Eaerlann to keep the realm safe. They have an innate distrust of wizards who don’t serve in the military and are the major voice for those without magical might to call upon. There are always 20+1d20 Pld 5+1d10 paladins of Helm and Tyr here at all times, along with 2d20 warriors Fg 4+1d12, and 1d10+10 Crusaders Fg/Pr 3+1d10 of helm and Tyr here to help with the defense of the citadel. An equal number of Knights is away on patrol on the eastern and northern borders of the realm.

7. Jalaster’s Rest (Wizards Tower & School) Jalaster’s school in invokers and abjurer’s

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8. High Horn Tower (Wizards Tower & School) The headquarters of the city’s war mages and school of war wizardry and Abjuration

9. Towers of Shadow (Wizards Tower & School)The headquarters of the city’s scouts, spy’s and school of Illusionists & Enchanters

10. Tower of the Midnight Sun (Wizards Tower & School) A foreboding tower where the stench of decay and rot is never far from the nose, it houses the city’s school of Necromancers, the practice of black necromancy is forbidden upon pain of permanent death.

11. Fountains of the Silver Fire (Temple to Mystra) Here the High Priestess Tahlia Everdusk ½ EF Pr 14 of Mystra AL NG, presides over the religious lives of the majority of the city’s wizards and lay folk. Here she and her assistants preach the need for balance in the use of magic. The temple acts as a hospital to the majority of Ascalhorn’s people. There are 1d10+10 priests of levels 2+1d10 on duty at all times.

12. Hall of the High Merchant (Temple to Waukeen) Here High Merchant Melissa Bleth LN HF Pr 12 of Waukeen, sees to the fare and honest dealings of Ascalhorn’s traders and merchant’s here the records for trade agreements, transactions and all business dealings are kept. The temple also acts as the cities only money changer and bank, thus assuring that all merchants get a fair deal. There are 2d6+6 priests of levels 2+1d10 on duty at all times.

13. Ravens Rest Inn & Tavern & Sharnost Wizards Tower The reclusive wizard Sharnost Blackraven, Wiz 21 HM AL N(G), resides in a 4 story tower connected to the Raven’s Rest Inn & Tavern. The food is excellent, the music superb and the wines, ales and juices second to none. Here all races and classes of people are welcome, so long as they remember one simple rule; no spells, or weapons are to be used or drawn upon pain of transformation. Sharnost is an expert at Polymorphing and Shape Change magics, and few can stand against him if the rules are broken. The Tower is also a wizards school, (perhaps the most popular), and Sharnost’s apprentices run the tavern. There are always There are 2d8+8 wizards of levels 2+1d10 on duty at all times.

14. Turumbar’s Bardic College Home to the only bards & skalds school in Ascalhorn, presided over by Turumbar Hawklin ½ EM Bd 21 AL NG, here the history and songs of the Netherese and of Ascalhorn is taught and kept, a regular school for the children of the city is also run here,

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but only the best and brightest can afford to attend. There are 2d10+10 bards/skalds/spellsingers of levels 2+1d10 on duty at all times.

15. The Great Hall (Meeting & Festhall) The main meeting hall of the citizens, and ruling council of Ascalhorn. When it is not being used for official business it can be decked out to hold dances, weddings, dinners, festivals and revels for the citizens who can afford it.

16. Ironstar’s Armour & Blades Here the embassy of Ammarindar resides, never one to leave an opportunity for trade and profit go undone, the leader of these dwarves Thistledown Ironstar DF Fg10/Thf13 AL NG, overseas the daily construction of armour and weapons for the soldiers and citizens of the citadel. Other items of import and art are also made here. With so many wizards here magical weapons and armour are easily supplied. There are 3d10+10 Dwarves of Fg/Thr/Pr levels 2+1d10 on duty at all times.

17. High Arcanists School of Wizardry Here the fundamentals of wizardry and mage craft are taught here, it is also the home for the Diviners of Ascalhorn.

18. The Wanton Wench Tavern Food here is good, beers & ales a specialty, there are rooms for permanent rent on the top two levels, no questions asked. Everyone’s gold is good to the owner, one Orman Marliir HM Fg4/Wz8 AL LN.

19. Hall of High Justice (Courts & Temple of Tyr) Here the high priest Knight Major Tatiana Selazair HF Pr18 AL LG of Tyr (sister of Darthak) presides over the religious needs of the Knights of Ascalhorn. The temple is well stocked with weapons, and acts as a hospital for the Knights and their dependants. There are 3d10+10 priests of levels 2+1d10 on duty at all times. It is here also that all legal disputes are settled and criminal cases are heard with punishments meted out immediately by the wizards or priests of the city.

20. Hall of the River Shining (House Delimbyr Trading Coster) Residence and headquarters of the most successful merchant family in Ascalhorn, the Turcassan’s. With trade routes from the High Forest to Cormyr, the Turcassan’s wield much power through their incredible wealth. Led by Marshatra Turcassan HM Wz 18 AL N, the families fortune is displayed by this ostentatious mansion of pearl white marble and gold covered minarets.

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21. House of the High Lords (Meeting Hall and Ambassador’s residence for the rulers of Ascalhorn) Here the ruling lords of the city meet, the high council made up of wizards, priests, warriors, guildsmen, merchants and farmers. They decide the day to day workings of the city and its relationships with other powers. The only permanent seat on the council is reserved for the ambassador of Eaerlann who has a permanent (if rarely used) rite of veto over any decision the council makes that will affect the wider realm.

22. Barracks of the Lords Men (Quarters for 300 men at arms) Place of rest for the off duty soldiers that make up the garrison of Three Torn Towers Keep. There is a detachment of soldiers 3d10+1d10 F3-5’s, plus 1d4+1 officers, 1d4 war mages, and 1d2+1 priests, at all times.

23. Tower of Eaerlann (Eaerlanni Headquarters and Military Liason) The ambassador’s residence and home of the Eaerlanni contingent of Ahk’Velahrn and Ahk’faer based in Ascalhorn. The current ambassador is Illyria Hawksong Moon Elf F High Mage 22 AL LG, a delightful if wily operator and judger of human character and nature. She also holds the keys to the wards placed in Ascalhorn when it was turned over to the humans, the keystone for a future mythal, ward stones that detect Netherese style magic and various other scrying and spying devices hidden in the city. A detachment of Ahk’Velahrn 30+1d10 F3-5’s, plus 1d4+1 officers, 1d4 Ahk’faer battle mages, and 1d4+1 Seldarine priests, is on duty here at all times.

24. The Ascal Road Following the Ascal Stream through lower Ascalhorn and out to the Delimbyr Run.

25. The Great Market Square

26. Astalme’ Manor

27. High Hunt Hall

28. Curtain Wall Gate

29. The Cleft

30. Postern Gate & Sewer Outlet

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The City of Ascalharla

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Ascalharla ASCALHARLA

(Small City): Population 10500; Mixed (Human 70%, Moon Elf 10%, Half Elf 5%, Shield Dwarf 5%, Halfling 5%, Other 5%) Exports: Wool, grains, silk, cotton, pearls, fish, shell fish, weapons & armour, leather goods, timber products, herbs & spices, books, scrolls, horticultural products, horses, wines, meads, ales, juices, pottery, metal goods, wagons, cattle. Armed Forces: 300 Knights: platemail, broadsword, shield, crossbow, 30 bolts, heavy lance, battle axe, flail, dagger, 500 light cavalry: Chainmail, shield, longsword, shortbow, spear, dagger. 1500 Infantry; Chainmail, kite shield, longsword, spear, battle axe, dagger, 500 Crossbow men: Studded leather, longsword, dagger, heavy cross bow, 100 bolts. Royals Scouts & Guides: 75 rangers, wilderness warriors & rogues: studded leather, elven longsword, dagger, elven shortsword, longbow, 30 arrows.

1. The Swing Bridge

2. Cutters Market

3. The Astral Stair (Invokers School)

4. Palace of Justice

5. The Palaise de Knight Prince

6. Library of Richiax’kar

7. Sterling Manor

8. Pike & Sabre Tavern

9. Taxius Portal (Hidden Bridge)

10 Haverstocks Merchant Hall & Guild

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The City

The city of Ascalharla contains much of the population that does not fit into Ascalhorn Citadel. Nestled between the hills along the banks of the Ascal Stream (really a small river), the city acts as the commerce hub for the human population of Eaerlann. The lords of the Citadel all have houses here in the lower city, but they rarely use them. Often the houses are dwelt in by lesser members of the ruling nobles. Like Elven Port Ascalharla is a place of commerce and industry.

Defenses

The city is surrounded by a 40’ high 10’ thick curtain wall set with 50’ high watch towers. A city guard of 500 troops is on call or on patrol at all times. The cities high population of mages ensures that most trouble is quickly contained. The common citizens of the Ascalharla, look upon those who live ‘On the Hill’, as being, dangerous, elitist snobs, with more pwer and money than common sense.

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Teu’tel’Alu (Waters of the Moon) “The City of Elvenport”

Elvenport (Small City) River Port: Population 8500; Mixed (30% Moon Elf, 20% Green Elf, Half Elf 10%, Human 15%, Shield Dwarf 15%, Halfling 5%, Other 5%) Rulers: Princess Daliarana Starsong mef, AL LG, Fg 9/Mg 16 (Blade Singer), High Mage Aerdruth Silvermist, mem AL NG, Mg 22 (High Mage), Council of Priests, Merchants, Guildsmen, Traders Exports: Chandlery, leaf boats, swan ships, barges, rope, cotton, silk, grains, fruits & vegetables, arms & armour, wool, sails, wagons, cheeses, beers, ales & wines. Armed Forces: Silver Swan Haven Guard: 500 (Moon Elf 50%, Green Elf 10%, Dwarf 20%, Human 20%) White Swan River Guard: 1500 (Moon Elf 50%, Green Elf 10%, Dwarf 20%, Human 20%) The elven port of Teu’tel’Alu (Elvenport) has a guard which is not part of the army, but may join the fight side by side with their allies. They have lightweight chain hauberks and are armed with longswords, spears and either longbows or shortbows. Elven sailors wear leather breastplates and carry falchions, spears and shortbows.

Elvenport is a famous elven haven at the eastern end of the Old Road. Teu’tel’Alu occupies a 100´ high hill that rises out of the Delimbyr Valley less than a mile from the Singing Waters Portal. The smooth hillock forms a 2500´ long Tor, which is just over 500´ across at its widest point. Four well maintained, cobbled roads connect the gently terraced hillock with Eaerlann and Ammarindar. The town is surrounded by a low white wall and a ring of silvery oaks. The town’s high towers with azure blue tiled roofs sparkle in the clear sky. Wagons of human and

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dwarven merchants ply the various trade ways, whilst caravans of Elven and Halfling Traders move up and down the roads that connect Elvenport to the wider world.

A bustling river town of some 8500 souls, thrives on the trade brought from across Eaerlann and Ammarindar. The town is a trade hub and nexus for all that is vibrant and interesting across the Delimbyr Vale. The High Forest to the east and the Graypeak Mountains to the west act as a back drop to this picturesque community of Green Elves, Moon Elves, Dwarves, Humans, Half Elves and Halflings. Merchants, caravan guards, local crafters, stevedores, fisher folk, traders and the curious all call Elvenport home. Elvenport is a well defended haven for dwarven river boats and the slender leaf boats and barges of the elves. The river boatmen ply their trade from Myth Glaurach in the north, all the way to the Shining Falls and Splendarrmornn in the south. This makes Elvenport a thriving town full of life and optimism.

The Barrier Ward

Elvenport is an old city, its original foundations trace their origins back to before the rise of the Vyshaan Empire. The problems that it has faced over its considerable existence have barely changed. Surrounding the city is a spherical ward 3000’ in diameter, whilst not a proper mythal, it contains certain similar characteristics that have allowed it to survive relatively untouched by the troubles that have plagued many other Elven settlements. Its powers are few, but mighty in their application.

1. The greatest power of the ward prevents the intrusion of goblinoids and giant kin beyond the Barrier Wards limits. These creatures are repulsed as if hitting a solid adamantine wall. 2. The Barrier prevents the opening of all gates and portals. Any who attempt such a thing are immediately struck dead in a blinding flash of ruby light. 3. The weather is always lessened in severity by one factor whilst within the barrier, but extreme heat and cold is still possible, and floods have damaged the city in the past. 4. All fire, magical and otherwise can be snuffed out with just a thought by any of the city’s inhabitants. 5. Any creature who intentionally attempts to take the life of another whilst within the Barrier is immediately struck by a Crimson Bolt. Each bolt causes paralysis for 4d10 rds (and will teleport evil outer planar and undead to the quasi-elemental plane of Ash), has a range of 1000 yards and can track teleporting, invisible or phased creatures. The Barrier Ward can release up to 5 Crimson Bolts per minute.

Many believe that the Barrier Ward can also help heal the sick, keeps undead at rest, prevents tempers from becoming frayed and makes friends of foes, but these are just rumors. This Ward is clearly High Magic in origin, but falls way short of a true High Magic, or even Wizardly Mythal. Few know of its existence, and only the High mage of the city knows that it is sentient. Who or what this sentient is has never been revealed. Elvenports laws make sure that the Barrier Ward’s restrictions are strictly met and enforced.

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1. The Three Gates Towers These 60’ high, white walled, blue roofed watch towers of the city are always populated by a squad of the haven guard 20 Fg 3-6, with officers Fg 7-10 or Fg7-9/Mg7-9 Officers, and a priest 5-9, from the temples. The squads are of mixed race and generally work well together. Their uniforms are sky-blue tabards with a silver swan emblem, set over chainmail hauberks. These same squads regularly patrol the city, and a 20 mile perimeter around Elvenport. The city itself is surrounded by a 30’ high, 10’ thick curtain wall of grown stone whose surface is so slick and shiny that it prevents creatures from climbing it. The wall is magically enhanced to reflect pure energy and beam attacks such as disintegrate spells and lightning bolts back upon their source.

2. High Mages Tower The home of High Mage Aerdruth Silvermist and his various helpers and apprentices. The mages here are often hired out by merchants to accompany the barges and leaf boats up and down the Delimbyr River. The High Mages Tower, a tall white marble edifice, with a traditional blue tiled roof, is surrounded by a grove a tall shadowtop treed that house the various apprentices and battle mages that serve as escorts for the haven guard and river traffic. 20+1d12 mages or blade singers Lv 5-12 can be found in residence here at all times. It is this quantity of mages that keeps the city safe rather than its low walls.

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Teu’tel’Alu

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3. House Silverhawk (merchants)

Home of the Silverhawk trading coster and notable Moon Elf family. Their mansion is a stately triple towered affair, with climbing red, blue and white roses covering the outer walls of this 3 storied dwelling. The Silverhawks are famed as generous employers and for holding the best revels in the city. Rich beyond measure, the family members are prominent in the River Guards, the High Mages apprentices, and are well known as canny merchants with major holdings in all the larger Eaerlanni Cities. Leader is Haroa Silverhawk, mem Fg 9/Bd 6 AL NG

4. Temple to Corellon

This white marble affair is typical of Haven architecture, with gleaming white marble walkways flanked by tall columns adorned with carvings of ivy and roses, like the entrance doors, lead through the heart of the temple and connect the numerous shrine alcoves found within. Magical fonts 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. Presiding over the congregation here is Sybilla Dahast, a very distant cousin to the Dahasts of Cormanthor. A very tolerant Moon Elf/Gold Elf Priestess, Cormirra Dahast welcome all to her temple to venerate the Seldarine and the Seelie Court as they see fit. Even non-elves are greeted warmly and allowed to stay if sanctuary is requested.

Cormiira Sybilla Dahast, m/gef, AL CG, Pr 15 of Corellon. Priests from the temple are required to serve with the Haven and River Guards, so there are a greater number of Priests and Clerics than would normally be found in a Temple dedicated to the Creator. Based here is a holy order of knights, Knights of the Silver Swan. Made up predominantly of Moon Elves, there is a smattering of Green, Gold, and Half Elves, and even a few humans and Dwarves. These Knights act as Armathors for the city and work closely with the Haven and River Guards in defense of the city and its merchant traffic. A chapter house can be found in the Tower Shining, a small keep that guards the portage above the Shining Falls. Here a lot more Dwarves and humans can be found in the orders service. There are currently 300 knights of various classes and levels who can be found patrolling up and down the river. The Knights of the Silver Swan are currently led by a dour Moon Elf Blade Singer named Tervett Brightraven, mem, AL LN (G), Fg13/Mg14 (Blade Singer).

5. High Road Markets

Here once every 10 days traders gather from across the realm to sell their wares. Spices from the deep forest, furniture makers, smiths of various products, wines and ales, food stuffs, clothing and jewelry, trinkets, antiques and brik-a-brac are all to be had here

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under the colourful tents, stalls and marquees of the different traders. A riot of sights, sounds, smells and colours, the High Roads Market brings the city to a standstill whenever it is held. Most anything can be bought here for a price, but the most prized are the fine elven wares and the bright dwarfish works imported from Delzoun and neighboring Ammarindar. Here merchants from all over haggle about prices and contracts, and place orders from crafters showing their wares. Prices are slightly higher than normal due to the outstanding quality of the merchandise. Woe be to any who tries to steal or swindle the honest folk here. A hard driven bargain is one thing, but swindlers and thieves find they have short life spans in Elvenport.

6. Temple to Labelas

Overlooking the High Road Market the Temple of the Lifegiver is a small weathered stone monument unbowed by the passage of time. 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 colorful hues. This house of worship has a library that houses a good collection of elven lore. The temple is looked after by Iss’telva Ruamthyr, an aged Gold Elf Priestess of indeterminate years. Chronologian Ruamthyr, gef, AL LG, Fg2/Pr 12 of Labelas, sees to the keeping of records and history of the city and its transactions. Along with the temple to Waukeen, the priests here keep everyone honest in their dealings. This makes the temple very popular with craftsmen, merchants and traders alike. In turn they sponsor the temple and its various undertakings. There are at least 10+ 1d10 clerics & priests( Lv 3-10) here at all times, and they can often be found down at the customs house or chatting with traders, and merchants for lore and stories from all over the realms.

7. The House of the Swans Song (Bardic College & Spell Singers School)

‘Tis here that the children of Elvenport come to learn of history, song and literature. They are taught by the apprentice bards, skalds and spellsingers of the college. Education is free but a small annual donation is appreciated by those who can afford it. The college takes in all comers, and tests the talented for further training in the arts of history, storytelling, music, dancing and song. The white walled 4 story establishment is marked by its green tiled roof and its single bell tower whose chime can be heard across the valley. It acts as a warning bell in times of war, and its peels are heard during times of celebration.

The college is presided over by a council of human, elven, dwarven and half elven bards, skalds and spellsingers. The current members are Brand Chaldass hm AL NG Bd17, Olyviana Spellsong mef, AL CG Spellsinger 15, and Hardolf Bridekker dm AL LN Skald 14. The college regularly provides entertainers for parties, revels, weddings and festivals. When not on duty, the apprentices can be found earning extra money working as record keepers for the merchants, and temples of Labelas and Waukeen, and as entertainers in

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the numerous Inns and Taverns about town. Travelling bards and minstrels are welcome to stay here and journeymen travelers are charged with gathering news and rumors from across the realms. There are always 20+1d20 apprentices here lv 3-8 here teaching, as bards, skalds, and spellsingers of higher levels are often away gathering and spreading news. The college also holds heraldic and family records as part of its duties to the city. There is always at least 5+1d10 journeyman apprentices of lv 8-12 here coming or going on their travels that can be counted upon to assist whilst they stay at the college.

8. Temple to Mystra

Serving the religious needs of the resident Ascalhi community, the Seven Stars temple, is an imposing edifice or blue granite with two small towers topped with rose quartz minarets that twinkle brightly at dawn and dusk. Services here welcome all who wish to attend, and humans visiting from Ascalhorn often meet here for community meetings. The temple is headed by Tarrindra Brightheart, the great grand-daughter of Tasmia Brightheart, the High Lady of Ascalhorn. She is not close to her elderly relative, suspecting her of dabbling in dark necromantic arts, but she does acknowledge her existence. High Lady of Mysteries Tarrinda Brightheart, hf, AL NG, Pr 16 of Mystra, is accompanied in her work by 20+1d6 clerics and priests, and 6+1d6 mages. The temple acts as a hospital for the sick and injured who treat people for the price of a small service or donation to the temple and its duties.

9. Temple to Helm (The Old Keep)

This imposing building is more of a small keep, than a traditional temple. The square keep like structure stands as a reminder that Elvenports past has not always been peaceful. The Old Keep as it is known started life as a border fort long before the city existed, and guarded the docks from attack by orcs and the like. Now it’s 50’ high black granite walls house the temple to Helm.

The high priest here, Duty Lord Pietar Forass hm, AL LG Pr 15 Helm, presides over the religious life of the cities soldiers and guards. There are 30 priests/clerics/paladins and crusaders Lv 5-12 here who often join patrols of the Haven and River Guards. During times of war the Old Keep acts as a bastion of strength to which people can flee if they cannot escape down river in boats. So far the Old keeps walls have never been breached. As part of the defenses, a regiment of Helmed Horrors is kept in the cellars to be called forth in times of need. In turn these and the crypts beneath are guarded by swordwraiths and watch Ghosts.

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10. Temple to Dumathoin (The Adamantine Hall) This solid looking building reflects the skill of the Dwarven stone masons who built it. The Adamantine Hall, is a two story structure reminiscent of the great Dwarf Holds of old. Built of black granite imported from the Graypeaks, its many columned front overlooks the High Road Market. From within its hallowed halls can often be heard the sonorous chants of the temples skalds and Rune Chanters. Indeed a large amphitheatre, takes up a large section at the back of the temple and many a Dwarven (epic) opera is performed here in honour of Dumathoin and his people. The interior of the temple resembles and vast natural cavern whose walls are lined with veins of precious ores and many gems are embedded in the surrounding rock. At the heart of the temple is a simple altar consisting of a natural boulders. Statues of the Silent Keeper, depicting him in his many aspects, line the walls.

High Beljurel Brox Skystone, dm AL LG Pr 12 of Dumathoin sees to proceedings here along with 20 priests/clerics/rune chanters and skalds. Ministering to the needs of the Ammarindan community here in the city. : Nights of new moons and the days to either side of each such a night are considered holy days. They are known collectively as the Deepstone Triad, for the moon is considered to be hidden deep beneath the surface during this time. Also, special holy days known as Splendarrsonn can be decreed by the High Old One, Brox Skystone, usually when dwarves discover a major new lode, lost subterranean treasure cache or delve, or something of the sort.

11. Temple to Waukeen (House of Gold) This lavishly appointed 2 story villa is home to the clergy of Waukeen. Red tiled roof and white stucco walls, this mansion has at its centre a great garden filled with rare plants, fountains, and ponds filled with fishes. The temple acts as the city’s counting house and only major bank and money changer. Its sponsor’s merchant caravans, and underwrites many mercantile undertakings. The priests of Waukeen work hand-in-glove with the priests of Labelas to keep the city’s records intact and oversea trade disputes and larger transactions. The House of Gold also accommodates travelling merchants who are down on their luck and caravan guards looking for work and somewhere to stay. The High lady of Gold Margreth Harine, hf AL LN Pr 16 of Waukeen, an Ascalhi native overseas the daily undertakings of her 50 priests and clerics. Pr lv 3-12, plus 20 armed guards Fg lv 5-9, who look after the wealthy of the temple.

12. The Yellow Boots (Inn & Tavern) This popular spot is home to the Featherlite Halfling clan. Welcoming to all, the Yellow Boots name refers to the sandy yellow clay tracked in by travelers from along the Delimbyr Way. The food is excellent, and the best of Halfling, elven, dwarven and human wines, beers, ales and liquors are served here. Almost anything asked for can be provided, so long as no one has to die getting it. Harlond Featherlite, his wife Rosie, and there many cousins run the best tavern in the city, or so they would have you believe.

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13. Five Spires Tower (Mage School)

The Five Spires Tower is named after the 5 gleaming white, blue tile roofed towers that adorn the 4 corners and centre of this imposing 4 story structure. Made from gleaming white marble, the school houses mages who found that their fellows on Ascalhorn have strayed too far from the Elven path of magic, so they set up their own more accommodating school. All 8 crafts are taught here, as well as the fundamentals of spell casting and arcane lore. Powerful wards set around the school prevent accidents from leaving the build. Each tower is an extra-dimensional space whose dimensions are controlled by the Barrier Ward, this preventing the operation of portals and gates.

Run by the 10 Master Magisters, and overseen by priests of Mystra and 2 Elven High Magi, Five Spires Tower offers all with talent and the correct attitude a chance to further their arcane knowledge and power. Above all else, students must take to heart the schools five simple precepts.

1. Never use magic when a mundane method will do. 2. Always use magic in harmony with nature and the community. 3. Never cast in anger when a cooler head will prevail. 4. The use of Netherese magic or the research of their magical lore is forbidden. 5. The greater good of the community comes before individual gain.

Current Magisters of the School include: Avario Mistwarden hm AL NG Illusionist 21 Cherry Snowbright ½ ef AL LN Enchanter 17 Daowayreth Illust ½ dem AL CG Invoker 19 Fingol Dalhassin mem AL LG Diviner 20 Mandalah Starbreeze mef AL NG Abjurer 15 Dallindra Starsong, mef AL N White Necromancer 22 Callindra Starsong, mef AL CG Dualist 19 Quenestra R’llafon, gem AL LN High Mage 19 Klarius Winterborn hm, AL CG Priest of Mystra 20

The schools apprentices number over 200, but many are often out on patrol with the haven Guard, or working on the barges of merchants or the leaf boats of the river guard. Many graduates of the school enter service with the Ahk’Faern of Eaerlann.

14. Snowsbattle Smithies & Foundry

Distantly related to the royal family of Ammarindar, this branch of the Snowsbattle clan has set up shop meeting the daily metal goods needs of the city. Master Crafters all, the dwarves, gnomes, elves and humans who work here all answer to the Master Smith

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himself Teuwyrth Snowsbattle. Dm AL LG Fg 15/ Skald 12, along with his wife Silvia df, AL NG Runecaster of Sharindlar, they run the best and most successful smithy in the city. If it can be made from metal then it can be made here. Specialists in weapons, armour, cold forging, black smithing, farriers and the like can all be found here. Prices here are steep but the wait and the quality more than make up for this.

15. Starsong’s Rest Inn & Tavern

This quiet little, filth encrusted hovel takes its grandiose name from the fact that once many years ago the Coronal stopped here to rest. He was having a secret tryst with one of the barmaids, and someone let slip who he was. This occurred just over 9 months after his visit. Thus the old name was dropped, and Starsong’s Rest was reborn.

16. Voldias Oddities (Curio & Artifact Dealer)

If you have it then Voldia Entwhistle gf, AL N, Illusionist 11 /Thf14, wants it. Voldia collects and deals with the unusual and just plain weird. The brighter and shinier the better, an expert toy maker, Voldia’s little charms and toys have delighted many a child in the city. Her real passion is collecting, and she is not above employing thieves, pick pockets and her own illusions to get what can’t be got. Loyal to the city, most of her marks are outlanders, merchants and adventurers. Her larcenous ways are tolerated because she is known to gather prohibited items from those who should not have them and then pass them onto the city’s Haven Guards. Itinerant thieves and grave robbers are also in her sights as they cannot divulge where they got their items without risking execution or banishment into the Great Desert.

17. High Lords Tower

The glittering spire of the High Lords Tower, stands 100’ topped with a shining dome once covered in thin gold leaf, capped off by a mithril swan in full flight. Home of the High Lord, currently Princess Daliarana Starsong mef, AL LG, Fg 9/Mg 16 (Blade Singer), the city’s High Mage Aerdruth Silvermist, mem AL NG, Mg 22 (High Mage), and the meeting place for the towns council of Priests, Merchants, Guildsmen, Traders. A permanent detachment of two squads of Haven Guards is here at all times. Attached to The High Lords tower is the Everwatch Spire, and functional multi-level keep and the headquarters for the Haven and River Guards.

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18. Barge Wrights Guild

This rather ostentatious white granite building is the home of the Barge Wrights Guild. As a guild they are very wealthy, and it is only through membership of the guild that a barge master can have his goods carried up and down the Delimbyr River. The Barge Wrights build the barges used by humans and dwarves to carry the heavier items up and down the river, and only sanctioned barge masters can carry any cargo. The guild whilst powerful, is in full support of the town council and will do nothing to go against its wishes (it tried this once and paid a hefty price in goods and property seized by the High Lord). Its membership fees are fair, and its members generally honest and law abiding citizens.

Any merchant wishing to arrange transport for his goods, comes here first to arrange carriers. The Barge Wrights Guild also operates Chapter Houses in Myth Glaurach, and at the Shining Falls portage. The current Guild Master is Hoffman Stoneshoulder dm AL LN, fg7, a fair and honest dwarf whose word is his bond, but a signed contract is set in stone…literally.

19. River Shining Hall (Riverman's Guild)

Whilst the Barge Wrights represent the barge builders and owners, this guild represents the captains and crews whose job it is to sail the waters of the Delimbyr Vale. Anyone who wishes to book passage on a river barge or privately owned leaf ship, needs to come here first. Membership fees are reasonable, and in return the guild offers safe haven between jobs, regular contracts for good clients, and medical care for the injured and sick, and compensation for the families of River men and women who are injured or die whilst performing their duties.

Elven River Boat

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The current Guild Master in Shalona Everwynd mef, AL NG, Fg 7/Bd 9, she is often outspoken in her support for the river boats and their crews. Faster than the barges, they carry passengers and light cargo swiftly down-river, and are able to return to port unaided if their crews are dead or incapacitated in some way. The teamsters also use this hall and its grand façade reflects the collective wealth and power that these two guilds share. The large yard in the front houses the various Wagoner’s teams of horses and vehicles. Both Guilds maintain chapter houses in Myth Glaurach and at Port Shining Falls.

20. City Cemetery and Crematorium

Here the city’s dead are laid to rest. The site is looked after by the Guild of Monuments and Mausoleum Crafters. They are responsible for the up keep of the graves of the various important families of the city. The cemetery is a mixed place, of peaceful gardens, a serene and stately monuments made from hand carved marble and alabaster. There is a ward over the site that prevents the dead from arising or being animated and any undead creature somehow emerging from, or attempting to enter the cemetery is immediately surrounded by a white faerie fire, and then blasted to oblivion by the crimson bolts of the Barrier Ward. Unfortunately this applies also to elven undead such as Baelnorns, and dwarven undead such as crypt guardians.

Thus the need for tomb guards and grounds keepers who are often more than they first appear. Current Guild master is Ashfolon Dawnspell, ½ em, AL LN Mg 19 (White Necromancer), who is also an Undead Hunter, as are many of the guilds members who number about 50 elves, half elves, human, halflings and dwarves. Those citizens who wish to avoid the excessive fees the guild charges for looking after the dead, can be cremated and their ashes returned to the family, or for a nominal fee stored in a monument wall. The Guild works closely with the temples and even carries out its duties in outlying estates. One of their lesser known or talked about duties is the recovery of the fallen, and the laying to rest of restless spirits i.e. undead citizens who just won’t stay dead.

21. Cherry Blossoms (Inn & Restaurant)

Cherry Blossom, after whom the Inn is named after a rotund and over jolly halfling f, AL CG, Thf 7/ Pr 5 of Cyrrollalee, who is also the finest gourmet chef in all of Eaerlann, or that is how she sees it, and many would agree. To get a table here patrons often book weeks ahead. Guests however are guaranteed a table, the more they pay for their accommodation, the better the service and food they receive. Food, wines, ales, accommodation are the best in town, in fact outside Myth Glaurach, Cherry’s Inn is the finest in the Vale. Prices reflected accordingly.

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22. Seven Stars Villa & Trading Costar

Situated on the banks of the Delimbyr River, this immense wild walled red roofed villa acts as the residence and trading company for the Priorskyr Family. Immensely wealthy the Priorskyrs are great patrons of the arts and avid collectors of rare, beautiful and unusual Dwarven and Elven items both magical and mundane. Many singing statues, and talking paintings adorn the corridors, colonnades and halls of this palatial residence. The Seven Stars Trading Costar specializes in rare jewels, magical items, weapons and armour, being the major shipper of these items to places outside of the Delimbyr Vale.

Guests are entertained with lavish banquets and are invited to stroll the gardens of partake of the villa’s baths house. Famed as generous supporters of local artisans the Priorskyrs never the less are shrewd and careful business people with much wealth to protect, and the power to protect it. The current head of the Costar is Vilnius Priorskyr, a Damaran immigrant with a keen eye for beauty and a wicked broadsword to protect it, Hm AL LN(G), Fg 17. +5 Vorpal Broadsword. His wife, a half elf of unusual beauty overseas the day to day running of the costar while Vilnius is off on his frequent buying trips. Ophellya Priorskyr ½ef AL NG, thf6/Mg 21 (Enchanter), Staff of Magi, Beluth of Frost.

23. Garroted Goblin Tavern

Of all the taverns in the entire world, the last place anyone of goblin blood wants to be caught in is this place. Frequented by Dwarven Orc Hunters and those humans and elves who share their extremist views. This tavern has a purely martial air. Popular with off duty soldiers and guards, frequent brawls leave the décor of this place somewhat rough and oft repaired. The food is good and cheap, the ales and beers a specialty. They brew their own called Rotted Guts, this rich dark ale is famous throughout the Vale and is exported as far south as Splendarrmornn.

The proprietor, one Bardalf Brightaxe is a half dwarf with a fearsome reputation. The skull of a balor hanging above the bar might have something to do with this. Bardalf Brightaxe ½ dm, AL CN Fg21, +5 Great Axe of Hurling & Wounding. Despite his fearsome appearance, long graying black hair, 1 patched eye, many scars, 6’9” in height, Bardalf loves children and has sired many to his 7 wives, 49 to be exact, many of whom still live at home and work in the Tavern, and adjacent stables and wain-rights and farriers. The tavern is distinctive with its 5 watch towers that are really just there for decoration, but they do make the Garroted Goblin easier to find.

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24. Teagal’s Chandlers & Sails

Run by the redoubtable Samandra Teagal hf, AL LN, Fg4, a retired Haven Guard, is Teagal’s Chandlery. This landmark wooden building with 70’ high ceilings with sail lofts taking up much of the space is famous for its ropes and sails, this is a well run, no nonsense business that supplies much of the wares needed by the River Boaters and Barge Wrights. Samandra and her staff are efficient and attentive, orders are quickly taken and filled and the elven ropes, her staff make are stronger and lighter than many would think. Samandra’s prices are fair but fixed, and no negotiation will be entered into.

25. Veamanthar’s Protections (Armourers)

Known as one of the finest elven metal smiths in Eaerlann, Veamanthar and his apprentices, take careful pride in turning out the finest leather, chain and plate mails. The wait is long, and the prices steep, but any piece coming out of this smithy has been thoroughly tested before being passed onto the customer. Any customers finding faulty armour are fully refunded, and any resurrections required are paid for by Veamanthar Hawksong, mef, AL NG, Fg6/Mg18 (str 19), herself. Shields are also a specialty here, as are repairs to any armour already bought from the Smithy. Other armours can be repaired, but repeat customers get priority. Vea’ is married to a Dwelf, Harryst Hawksong, ALCG, Fg6/Skald 9, is a master smith in his own right, and their 10 children help run the business.

26. Reaman’s Saddlers & Stables

Owned by Feldbar Reaman, a crotchety old man who is generally thought to despise people, but is a wizard with horses. They are his true love and Feldbar is a true judge of horse flesh. Animals left in his care often emerge better than when they went in. Reamans is also famous for the quality of his tack and saddles, so customers are never in short supply. Reaman Feldbar, hm, AL NG, Ranger 9 of Mielikki, and his ½ elven wife, Cassyndra, Spellsinger 7 AL CG, run a very tight operation and the horses in their care receive the best of treatment. As well as tack and harness there is an onsite farrier, 1 Bolgar Mithrilcrown, dm, AL LN,Rg6/ Pr 6 of Dumathoin, who is a master blacksmith and farrier. Horses can be bought here, but the prices reflect their quality. Reaman owns a farm further down the vale where he sends horses too old or too injured to work anymore.

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27. Feathered Nest (Fine Foods, Wines & Ales Merchants & \ General Store)

The Feathered Nest offers the finest range of goods available in the city, merchants from all across the realm come here to buy, sell and trade the foods and beverages that can be bought nowhere else. Elyssa Goodman, hf AL NG, an Ascalhi native, runs this warehouse and shop with an eye for the finest gourmet items money can buy. Many a wedding, festival, feast and revel has been supplied with wares from the Feathered Nest.

28. Blistering Barnacle (Stevedores Tavern)

This rough and ready, single story structure with its rough cut, blackened beam ceilings caters to perhaps the toughest crew of workers anywhere along the Vale. The beer is cheap, the food whilst plain, is satisfying, and the brawls are frequent. The Haven Guards know to give this dockside pub a wide birth, unless specifically called for. No one wants a broken jaw when the regular patrons and the Tavern’s staff are more than capable of dealing with most problems.

The Proprietor is a fearsome dwarf simply known as Tattooed Jack, dm, AL CG, Fg 14. He and his staff of ex-stevedores and their wives make this a lively place to drink. Local bards are well paid to work here and an off duty priest or two is always present to tend to the more serious injuries. There are just two rules concerning brawls here, no spells and no blades. If a mage or priest loses their cool, then Jacks bouncers, 4 dwarves equipped with rods of absorption and rings of spell turning, are set loose on the offending spell caster. Death, via a savage beating is often the result. Those stupid enough to draw steel, will often face Jack himself. (Str20, Con 19, Hp 130)

29. Leaf Cutters (Elvish Shipwright’s)

The Elven ship wrights here, lead by Astyn’thal Moondark, mem, AL CG, Mg 15, and Calliria Moondark, mef, AL NG, Fg 7, produce the leaf ships that ply the waters of the Delimbyr River. From small dinghies and pleasure craft, cargo skiffs, and passenger boats, to the River Guard patrol vessels, Leaf Cutters produces them all. Craft can be ordered here, and Astyn and his staff of shipwrights and druids will grow the ship to order. Astyn himself will then apply the fire proofing, floatation, and homing magics that make his craft so popular with Rivermen up and down the Vale.

30. Delimbyr Docks

Always busy, the Delimbyr docks form the bustling heart of the city. North and south of the High Road bridges, the docks are alive with crews of barges, leaf ships, and the stevedores who load and unload cargoes from the many wagons of merchants

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transporting goods up and down the river. Regular patrols of River Guards make sure that nothing goes awry, and Haven Guards along with priests of Labelas and Waukeen from the customs house inspect cargoes coming and going from the docks. The single greatest reason for Elvenport existing, these stone docks reverberate with life and the sounds of river traffic. Travelers from far and wide get their first impressions of the city from this busy riverside quay.

31. Slipways Tavern

Slipways Tavern, food is ok, service good, wines & ales cheep & cheerful!

32. Ware Houses

Various Merchant Costars and Traders use these city warehouses to store goods for distribution and trade. Made of 10’ thick grown, black granite, the walls make it difficult for thieves to break in as they are also impregnated with warding tokens to prevent disintegration and teleportation from functioning. The Barrier Ward prevents pass walls, dimensional doors and the like. There are always 5 River or more Haven guards on duty at each warehouse. Access to the warehouses can be gained via appointment from the customs house. Many merchants prefer to care for their own goods, but then the city does not guarantee their goods safety.

33. The Mooses Head (Inn & Tavern)

Moose Head Tavern, a rowdy pub and Inn where all are welcome. Run by Duchess Dantez, hf AL NG, and Sandler Ummair, hm, AL NG, food fare, ales, beers & wines cheap, rooms basic & comfortable. Named for the Mooses Head hanging over the bar, rumors have it that it was once a polymorphed wizard who lost a mages dual in the street outside. This wobbly building is famous for its 10 degree lean and its raucous parties thrown whenever a new merchant caravan arrives. Popular with locals and caravan guards alike. Brawls are common, but so are regular patrols by the Haven Guard.

34. Dumathoin’s Secret (Silver & Gold Smith & Jewelers)

Here one can find those rare pieces of dwarven art that cannot be had anywhere else. Sofia Oakenshield, df, AL LG, is a master jeweler, and silver and gold smith. She along with her many children and brothers and their families, make some of the finest gold and silver artworks in the Vale.

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35. Customs House

The customs house is attended at all times by 2d6 priests of Labelas and Waukeen and their assistants, who in turn are protected by a squad of haven Guards who can call upon the Guards stationed at the docks if things get out of hand. Duty must be paid on all incoming and outgoing goods and the priests are here to make sure that they get paid. Taxes raised here are put to the defense of the city and the maintenance of the docks, so most are happy to pay the fees which are really not that high, just 3% of a cargo’s value. Those who refuse to or cannot pay, are arrested and put into the customs tower, their goods are then seized and placed in bond, until such times as the taxes are paid, 90 days is the usual time allowed. After this the goods are sold at auction, and the offending merchant is reimbursed the difference. But only after his staff and crews have been paid.

35. Everbright House (House Calauth Trading Costar)

This spacious 3 storey villa is set in large formal gardens. Tobias Calauth, ½ em AL LN Thf 14, his wife Laerindra, hf, AL LN(E) Mg 13, run this costar with ruthless efficiency. Always skirting just shy of trouble, this underhanded, thoroughly merciless merchant family has clawed its way to the top from very humble beginnings. An exile from Cormanthyr, Tobias’ grandfather was the bastard progeny of a dalliance by a minor Calauth noble, 300 years ago. Since then the family has lived in secret shame, which Tobias has spent years and much of his fortune erasing all records and people who knew anything at all of his family’s past. Dealers in metals, gems and jewels, the Calauth Clan regularly undercuts, and out bids its mercantile opponents. Second only in wealth to the Priorskyr family, the Calauths are not above resorting to bribes, blackmail, extortion and murder to get what they need.

36. House Silverspear

Home of the Green Elf Silverspear family, perhaps the most tolerant of humans and dwarves, the Silverspear children spend much of their time upon the river leaving their worried parents to tend to the clans business. Making and exporting bows and arrow shafts is what these elves do best. The home itself sits atop a rocky outcrop 1 mile down river from the city. Set on the shoreline surrounded by trees Silverspear Hall, is perhaps the most beautiful home in the city, even if it is a mile downstream.

37. Teamsters Guild & Freight Yards

Guild hall and home the wagoners and teamsters who haul good between the cities and towns not on the river. It is here that caravan masters gather to organize teams of wagons, pack animals, and the people to drive them. The prices vary according to the cargo and destination. This is also a good place to hire or find work as a caravan guard.

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Certain mercenary companies like the Gray Fists, and the Fire Drakes, maintain offices here.

38. Swan Maidens Palace

The soaring alabaster towers of this pink granite palace overlook much of the upper vale. The tallest tower acts as the beacon tower for the city. Here during times of war the beacons are lit summoning help from the other cities of the realm. Here the ruler of the city, Princess Daliarana Starsong mef, AL LG, Fg 9/Mg 16 (Blade Singer), High Mage Aerdruth Silvermist, mem AL NG, Mg 22 (High Mage), hold court. Here all cases of treason are heard and visiting dignitaries are welcomed. Ambassadors from Acsalhorn, Glaurachyndaar, Silverymoon, Lothen, Ammarindar and Cormanthor are in permanent residence.

39. Chandrasil Keep

The city’s main prison and bond store. This imposing red granite edifice stands 5 stories high with thick granite walls, and ballista topped watch towers. The keep is one of the original buildings that dates back to the very beginnings of the settlement. It has withstood many a siege and has never been broken. The stones are warded against all manner of inter-planar intrusion. A garrison of 250 haven guards reside at all times.

40. Crystalmere Wood

This towering grove of Duskwood trees grows straight and tall reaching almost 50’ in height, high upon their dusky trunks are several elven tree homes belonging to the gold elves of the Miritar clan, and the moon elves of the Moonfire family. The trunks of the trees are dark, smooth and bare, all of their branches are in the crown of the tree. The name of the garden comes from the dark, eerie appearance of the trees themselves. Under their black bark is smoky grey wood that is resistant to burning. The elves here are famous for the staves and wands they produce along with the timber they provide for the swanboats of the River Guard and the merchants who ply the Delimbyr River.

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Typical High Forest Elven Tree Home. (http://ralphhorsley.deviantart.com/art/Tall-Trees- 56667064) 1. Main Living Halls (50’ above the ground) 2. Food Stores, Kitchens & Private Dining areas 3. Private Sleeping Quarters 4. Labratories & Martial Practice Rooms 5. Libraries, Vaults & Armouries

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The Shining Falls

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 dwarven 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 Eaerlann and Ammarindar, 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 more well 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.

2 miles before the falls is the port of Shining Falls, a simple stone docks where wagons are loaded and unloaded before making their way either south around the falls, and onto Ammarindar or places further afield. The docks are run by the Barge Wrights Guild, who maintains several small warehouses, The Barge Wright Inn, The Rusty Bucket Tavern, wain- wrights and blacksmiths at the site.

Emerging from beneath the falls is an ancient dwarven road that skirts around the edge of the lake, the road then joins the Lower Delimbyr Way, leading to Loud Water and beyond. The start of the road is the entrance to the Ammarindan capital, Splendarrmornn whose main stair and door is hidden in a huge cavern complex that begins behind the Shining Falls.

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 Eaerlann, and its troops are tasked with guarding the trade caravans and people who travel the roads about the Shining Falls. The keep holds about 300 River Guards, with a squad or two always stationed at Port Shining Falls. Unbeknownst to many, the keep also guards a small back entrance to Splendarrmornn. This heavily guarded entrance, “The North Gate”, lies beneath the sub-cellars of the keep. It can be used to reinforce the keep, or to evacuate its inhabitants. The ceilings of the West Gate can be brought crashing down upon the tunnels, collapsing both the keep and the tunnels beneath upon invaders. The current Lord of the tower is Gill’yahd Oremshyr, mem, AL LG Fg15. The garrison here is regularly changed with detachments from Elvenport.

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Other Places of Interest

Loudwater

Loudwater (Small Tree City & Trading Post): AL NG 5,000gp limit, Assets 50,000gp Population 9000; Mixed (40% Moon Elf, 40% Green Elf, Half Elf 5%, Human 5%, Shield Dwarf 5%, Halfling 5%, Other 5%)

This trading town of 9,000 inhabitants spans the river, with an arching bridge made by the dwarf Iirkos Stoneshoulder, of Splendarrmornn so he could trade with the elves who live here. The river is cut into a wide pool to provide a loading area for cargo and to carry the river’s flow around rocks that caused the rapids for which the town is named. The pool is crowded with flat-bottomed skiffs and barges for fishing or trading. Loudwater citizens make their living farming, fishing, trade and providing caravan services. Loudwater is a beautiful place. No two tree homes or ground dwellings are alike, but all are overgrown by vines and hung with plants until they blend back into the forest. The village is a gardener’s delight. Beautifully tended plants are everywhere in houses, on roofs, every patch of ground, and the roadways. The streets are planted in tanglemoss. Streets wind and curve, meandering to take the best view or an interesting way, matching the towns pace. The closest thing to ugliness in Loudwater is its four harbor side warehouses and the cooper works. Loudwater is defended by patrols of the River Guard, the full guard numbering 300.

Everlund (Trade Meet)

(Trading Post and Keep Town): Population 2500; Mixed (Human 40%, Shield Dwarf 40%, Halfling 5%, Moon Elf 5% ,Green Elf 5%, Half Elf 3%, Other 2%)

Winters Way

Thirty five miles north of Ascalharla on the road to Glaurachyndaar is this sleepy little village of 350 humans, halflings, gnomes and a few moon elves. It serves as a caravan stop for travellers . It sits on the west bank of the Delimbyr River, directly opposite the village of Summer’s Ferry.

Summers Ferry

350 years ago an entersprising human and his elven wife set up a ferry service across the river to Winter’s Way, thus shortening the journey from Ascalhorn to Glaurachyndaar by some 65 miles. But due to the wild storms and early spring thaw, the ferry only operates during the summer and autumn. In winter the river is covered in a thin layer of ice, and in spring it is a raging torrent that has swept away more than one bridge. The decendants of the original

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settlers are still here along with 165 other hardy souls who find the crowded streets of Ascalharla just too much to bare.

Shadowiers Bend

A small hafling community set into the western bank of the river 70 miles south of Elven Port. The docks here are used to accommodating river travelers and there are two inns and a tavern to cater for travellers. About 700 river going halflings call this place home and many have farms in the out lying districts that supply food stuffs and good quality ponies to the dwarves to the south.

Farsilver (Fortress)

The ancient fortress of Farsilver is an ivy-clad stone tower in the southeastern portion of the High Forest, due north of the city of Loudwater. Farsilver was a southern outpost of the realm of Sharrven, and is one of the few physical ruins of the Elven nation. While most ruins of the nation have since disappeared, Farsilver is protected by magical wards that preserve it.

The magical wards inside Farsilver dim any light sources brought into the ruins, and prevent magical darkness effects from functioning. As a result, the ruins exist in perpetual dimness, not too much light, and not too much darkness. Crystal frescoes on the top floors of the tower also have special magical properties. Each fresco acts as a crystal ball, with the effects of a Detect Thoughts spell, limited to the direction that the fresco faces. So, the fresco facing the north only scries on points to the north, the fresco facing the south only the south, and so on.

Under the light of the full moon, the entrance into the ruined tower becomes a portal to the ruined city of Lhuve, a city that was once in Sharrven. Because the site of Lhuve no longer exists today, those who enter into the portal, knowingly or unknowingly, simply get shunted to empty space in the High Forest. In the past, the portal acted as a way to connect the southern fortress with the rest of Sharrven.

Khle’cayre (Eyrie of the Star Mounts)

Population: 3000 (Moon elf 30%, green elf 30%, moon elf 30%, human 5%, half elf 5%)

A vast complex of caves and stables atop this mountain plateau holds the aerial wing of Eaerlann’s forces, constantly patrolling the skies over Siluvanede and fallen Sharrven. The pegasi, hippogriff, giant eagle, griffon, and dragon riders form a loose alliance in this area of the mountains.

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Onthrilaenthor

Onthrilaenthor (Small Mining City): AL NG 25,000gp limit, Assets 250,000gp Population 7500; Mixed (20% Moon Elf, 20% Green Elf, Gold Elf 10% Half Elf 5%, Human 15%, Shield Dwarf 20%, Gnomes 10%)

Carved out of the eastern Star Mounts by the dwarves of Ammarindar for their elf allies, the mines supply good quality iron, copper, silver and gold to Eaerlann. Two hidden entrances to Onthrilaenthor exist—one on the gnarled badlands near the southeastern base of the Star Mounts, and the other on the northern slopes, just north of the Heart Blood River. The mines are operated in a joint venture by the elves of Eaerlann, the dwarves of Ammarindaar, the humans of Ascalhorn and the gnomes of the High Forest, the mines of Onthrilaenthor encompass miles of tunnels, spiral stairs, storage chambers, living quarters, and vertical shafts that reach upward into the peak of the most southern Star Mount. Fierce winds pour through these openings and rush through the mines’ shafts and tunnels. Walking against the wind is extremely difficult, and most conversations carried on at a volume below a yell are drowned out by the roaring winds.

Reitheillaethor

Reitheillaethor (Small Tree City): AL CG 5,000gp limit, Assets 150,000gp Population 4500; Mixed (20% Moon Elf, 70% Green Elf, Half Elf 5%, Gnomes 5%)

On the banks of the Heartblood River, near its northern most bend, lies a large, well defended city of wood elves. Many of the elves come and go as they please, and so over the course of the seasons many new faces appear whilst familiar ones vanish. The city of Reitheillaethor was established to keep a wary eye on the dire wood, and the city’s mages, priests and warriors do just that.

Nordahaeril

Nordahaeril (Small Tree City): AL CG 5,000gp limit, Assets 150,000gp Population 4500; Mixed (20% Moon Elf, 70% Green Elf, Half Elf 5%, Gnomes 5%)

Nordahaeril is a small tree-city reminiscent of Tall Trees between the Sisters and the Stronghold of the Nine. It is a series of houses built around and in the trunks of the massive trees at the forests heart. Consisting of approximately 200 trees and 300 individual buildings or huts interconnected by swinging vines, branch roads, and rope bridges between the trees, this settlement is home to about 4500 sylvan elves. There is only one entrance to this colony from the forest floor, and it is a heavily guarded winding stair that ascends 100 feet up the interior of a massive oak to the lowest of Nordahaeril’s outbuildings.

Dire Woods

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This strange, hilly land within the eastern High Forest is named the Dire Woods because of a legendary massacre of humans that caused the soil to redden. This epic predates even the hoary tales of Netheril, though folk today have other reasons to label this place as dire. The Dire Woods boundaries are marked by black, petrified trees.

While its outer ring can be paced out to measure a four-mile circumference of ivory trees, its interior dimensions are far more expansive and appear to measure 100-150 miles within the perimeter. Whether inside or out, the terrain of the Dire Wood consists of uneven hills and undergrowth. The terrain changes only once, with a single, towering, red stone butte jutting out from the forest floor; this simply marks the location of the now abandoned ruins of Karse, a former outpost dating from the latter days of ancient Netheril. Weather here bears no resemblance to the outer world and is highly magical. Creatures long extinct elsewhere are found here in abundance, though they die if forced out beyond the Dire Woods. boundaries. Wild magic sites are almost commonplace herein, appearing at random then disappearing without a trace.

Nartel’thor

Nartel’thor (Small Tree Village & Mining Town): AL CG 5,000gp limit, Assets 50,000gp Population 460; Mixed (moon elf 20%, shield dwarf 40%, Human 10%, Half Elf 10%, Gnomes 10%, Halfling 10%)

A small tree village and mining town at the foot of the Starmounts, Nartelthor is famous for the rare sapphires and bejurels that come out of its river bed mines. A co-operative atmosphere pervades the village, as a broad mixture reminiscent of the larger city’s ensures that profits are shared by all within the community.

Dharashyndaar

Dharashyndaar (Small Tree Town): AL CG 8,000gp limit, Assets 100,000gp Population 950; Mixed (Moon Elf 10%, Green Elf 70%, Gold Elf 10%, Half Elf 5%, Gnomes 5%)

Despite its grand sounding name, Dharashyndaar is a quiet backwater settlement deep in the heart of the forest. Sitting astride the ruins of a once greater gold elf city now lost to the mists of time, the town is a mixture of soaring tree homes and solidly beautiful gold elf keeps built upon the ancient ruins of forgotten spires. The only thing of note in this sleepy place is the presence of a grand temple to Hanali, and a heard of unicorns who raise their young in the secluded meadows nearby.

Kerymnaar Deep

Kerymnaar Deep (Small Tree & Burrow Town): AL CG 5,000gp limit, Assets 40,000gp Population 1100; Mixed (Moon Elf 10%, Green Elf 75%, Gold Elf 10%, Gnomes 5%)

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Situated not far from the Vale of the Lost Kerymnaar Deep is a tree town built atop a thriving burrow of forest gnomes. The two communities rarely interact except in times of trouble or trade. The town is known for producing bows, spears, arrows and staves of outstanding quality, whilst the illusions of the gnomes keep the settlement safe from marauding goblins and orcs who occasionally pour down from the mountains to the north.

Thilshantaar

(Small Tree Town): AL CG 10,000gp limit, Assets 120,000gp Population 700; Mixed (Moon Elf 60%, Green Elf 20%, Gold Elf 5%, Half Elf 5%, Gnomes 5%, others 5%)

A small village in the Far Forest populated mainly by moon and green elves of the Ahk’Velahrn who garrison the watch towers. Living alongside their families, the elves here are ever vigilant to the threats that sometimes emerge from the sands of the Anaurach. A small number of gold elf Ahk’Faern are also stationed here, but the moon elf Armathor, Kylandra Brighstar, is firmly in command.

Evaliiraardon

(Small Tree & Ground Dwelling City): AL CG 10,000gp limit, Assets 300,000gp Population 5300; Mixed (Moon Elf 30%, Green Elf 20%, Gold Elf 20%, Human 10%, Halfling 5%, Shield Dwarf 5%, Half Elf 5%, Gnomes 5%)

Situated in the heart of the High Forest at the meeting place of the three elven realms of Eaerlann, Siluvanede and Sharrven, Evaliiraardon, or The Hill of Song 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 realms 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 bows, 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 Redwood and weirwood treed. The impenetrable undergrowth and warding mists 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.

Major Powers 1. Anyone not baring a ward tattoo will be unable to find the path through the Thornwood thickets, and will become lost in the mists and illusions surrounding the city. Eventually they find themselves turned around, heading back the way they came.

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2. Spells of the Evocation/Invocation Schoolwork at only their most basic level, any spells dealing with fire, acid or death simply fail. 3. A dimensional lock covers the entire city, any attempt to bypass this power sees the offender teleported beneath Mount Waterdeep, into Halaster’s Halls. 4. Evil Outsiders are forbidden from entering the city. The mythal is like a wall of iron that they cannot penetrate. This power was placed here to prevent the frequent incursions of fey and evil creatures that emerge from the Direwood, and the many ancient Aryvandaaran tombs that litter the forest.

Minor Powers 1. A permanent feather fall is in place over the city. 2. All spells & abilities of minstrels and bards who have deities in the city are maximized. 3. A song/poem/piece of lore spoken allowed is retained perfectly within the memories of those who hear it whilst within the mythal. This is designed for students to make notes for later study as they attend meeting, lectures and revels within the city. 4. All beings within the mythal can read languages with perfect alacrity. 5. The spells of the city’s patron gods work at maximum efficiency. 6. No scrying of the city is possible, this applies to all forms of magic and psionics. 7. Those who know the secret can use a ‘sending’ as often as they like to communicate quietly to any other being within the mythal. 8. At night faerie lights illuminate the streets of the city, they pulse with a riot of colour with the rhythm of any music played within 50’ of them. 9. The inhabitants of the city are immune to charms whilst within the city. 10. Those who know the secret can become invisible for up to 1 hour in every 24. 11. Those who know the secret can dimension door within the mythals limits up to 3 times per day. 12. Those who know the secret may use legend lore up to twice per 10 day without the need for material items and such like. Simply having enough lore about an item of interest will do.

The Old Road

This is a 35-foot-wide cobblestone road built by the elves of Eaerlann serves as the only major trade route through the forest. From the quays and docks of Elvenport the Old Road wends its way in several directions. To the west the road travels in an almost straight line connecting Elvenport with the cities of Teuveamanthaar, Ascalhorn and Mhilamniir. To the east the Old Road crosses the river via two high arched, triple span stone bridges of dwarven design and construction. It then splits in two, heading north to the city of Myth Glaurach, and south through the High Gap to the Ammarindaaran city of North Peak. The Old Road is always busy with the comings and goings of merchants, travelers and soldiers as they move across the realm. Smaller elven highways branch off this major canopied thoroughfare to cities and towns north and south of the highway.

There is one manned watch tower, Tiru’tel’Nar, at the intersection where the Old Road splits off and leads to Nar’kerymhoarth. The garrison here consists of moon elves and gold elves from

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Teuveamanthaar; there are no less than 100 warriors of varied levels at any given time, and at least 20 of them are mid-level priests or wizards as well. No one is allowed to travel to the ancient citadel, unless escorted by a patrol of the tower guard.

West of Mhilamniir, forest undergrowth has largely swallowed up the Old Road. The road eventually swings south west ending in stages as it approaches the Lost Peaks, gradually switching from its stone pavement to a well-worn log road for roughly five miles. After that, the Old Road degenerates into a footpath and finally dead ends in a small grove. There is a small stone marker carved Espruan script that simply says. ”This be the end of the Old Road of Eaerlann’s folk. Attend the silence of the grove and say a prayer to those who walked before you and those who follow your footsteps as well.”

The Secrets of Aryvandaar

Located at various points throughout the north are the hidden armouries, forgotten towers and shattered citadels of the ancient Vyshaan ruled empire of Aryvandaar. Almost all are guarded by the ever vigilant forces of Eaerlann, but a few lie all but forgotten.

Nar Kerymhoarth (The Citadel of the Eternal Sword)

Originally the site of a watch tower of ancient Sharlarlion, the tower was eventually abandoned as peace came to the lands of Aryvandaar. 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 armory for their war magic. When the empire dissolved, the armory was abandoned. Over four thousand years ago, a group of rebellious sun elves from the realm of Siluvanede, influenced by House Dlardrageth claimed the old armory and restocked it with magic created by the elves of the ancient Vyshaantar Empire. Years later, in the closing campaigns of the Seven Citadels’ War, the army of Eaerlann defeated more than two thousand fey’ri warriors of House Dlardrageth and House Vyshaan and imprisoned them in magical stasis in the belowground levels of the armory. The imprisoned fey’ri were soon forgotten by their jailors, as the elves of Eaerlann refused to speak its name, and their prison, became known to later generations as the Nameless Dungeon. Hidden deep beneath the empty upper levels of the citadel lie the fey’ri and their Vyshaanti war machines. Kept in stasis, by mythal like wards, the nearly two thousand daemon fey rest alongside 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.

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Akh’aegishoarth (The Citadel of Duty’s Protection)

Hidden deep beneath the streets and spires of Glaurachyndaar lay the reasons why Glaurachyndaar was built, the hidden portals and vaults of House Vyshaan. Deep below the lowest cellars and basements of Snowcrest Spire 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 Vyshaanti to store their many artifacts and treasures. The greatest of these are the 21 Meditative Lore Crystals of House Vyshaan, 2 foot tall floating, spindle like crystals that hold the collective lore and history of the Vyshaanti and many of their Selu’taar. Of the locked vaults many are storehouses of magical artifacts recovered from the ruins of the Vyshaantar Empire and defended by bound demon guardians. Eaerlanni archmages wrapped the vaults in magical wards, so as to imprison those evils that remain within the armouries deepest chambers. Most of the vaults hold the war machines of the Aryvandaar, 8’ tall elven-looking battle golems, 20’ long, scorpion like, siege golems, bronze, hovering battle platforms, wracks of long lost 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 Vyshaanti used to transport their armies across all the lands of Faerun, the most powerful of which leads to Fhoeldin’durr – the Thousand Fold Way.

Mor’kerymhoarth (The Citadel of the Darksword)

Located 20 miles east of Ascalhorn is the ancient citadel of Mor’kerymhoarth, like Nar’kerymhoarth it 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 an ancient wardmist that harkens back to the days of the Crown Wars. Hidden deep beneath the empty upper levels of the citadel lie the fey’ri and their Vyshaanti 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 made the forces of Aryvandaar so loathed and reviled.

Ascalhorn (The Hall of Ancestors Strength)

Buried deep beneath the foundations of Ascalhorn is the final resting places of the matriarch of House Dlardrageth and her demon tainted spawn, a series of carefully sculpted chambers. The Dlardrageth elves fought their final battle against the High Mages of Arcorar here in their home, and here they remained frozen in time in their Hall of Strength for over 4500 years. A dozen High Mages and the heirs of Rystall Wood and Jhyrennstar gated to Eaerlann and tracked the Dlardrageths to their new home beneath a low volcanic crag at the western confluence just east of Eaerlann’s borders. The corrupt Daemon Fey now lived in a series of caves within the

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crag, and when confronted by these new adversaries, they fought to save themselves and their new home.

The initial skirmishes between the Dlardrageths, the High Mage groups, and the forces the High Mages drew from Eaerlann slew four of the seven Dlardrageths and the High Mages of Arcorar sealed the survivors within their villa. (the caverns beneath the crag). The magic that held them there stopped all time and movement but placed the Fey’ri in states of reverie so they might have some consciousness of the evil they had done, and dwell on it during their imprisonment. The only access to the outside world is a heavily warded secret door that exits the southeastern cliffs close to the gatehouse.

Vel’nikerymahoarth (The Citadel of the Blade Lords)

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, mithril, silver, adamantine, wands, battle staves, blast scepters and wracks of ancient weapons and armor. 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 Selu’taar, slain by Miyeritari dark elves and left to rot at the end of the last Crown War. 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, Selu’kiira 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”.

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Treasures of Eaerlann

Elven Spell Blades

These leaf bladed elven longswords look a lot like Katana from Kara-tur, and do 1d10 hp dg. The blades are enchanted to protect the wielder against a specific spell. The more powerful blades protect the wielder from spells of the same school (usually invocation), or allow the casting of the spells they protect the wielder from such as “Bright Heart” Long sword +3,Greater Spellblade: It protects the wielder from chain lightning spells whilst allowing the wielder to unleash a 12d6 chain lightning bolt 3/day.

Mhaornathil

An ever bright mithril scimitar that glows sapphire blue with its own inner light: undead bane holy sword. +3 scimitar, +5 & double dg vs undead, detect undead 120’, allows wielder to save vs undead touch & gaze attacks with a +4 bonus. Glows blue when undead present, the more powerful the undead the brighter the glow. The sword can be wielded by good undead spirits if the wielder allows.

Issylmyth’s Bracer

This silver bracer decorated with holly leaves & berries carved from gold and silver metals entwining its surface, the red & white berries are inset rubies & moonstones, & all shimmer with power. This bracer once worn by Cor’selutarr’Miyeritar Issylmyth the Elder, provides the wearer with an AC of 2, magic resistance of 25%, energy based attacks have their damage reduced by 25%. The greatest powers of the bracer are that it acts like a ring of wizardry, doubling 1st to 5th level spells, and can open and close portals at the whim of the wearer.

Spell shields and Spellstaves

Shields and staves of +1 to +5 enchantment that provide a bonus to saving throws, are proof against any one spell and allow the wielder to absorb/reflect the magic back at the source regardless of whether it comes from a spell, item, potion or scroll.

Lesser Mantle and Greater Mantle Rings

Lesser Mantle rings are worn in a pair to provide a mantle that negates up to 12 spells of less than 5th level, whilst Greater Mantle Rings negate up to 18 spells of less than 10th level;

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Battle Gauntlets of The Ahk’Faern

Fine leather gloves set with half cut beljurels that allow their stored spells to be emitted through touched arrows or held blades. The Gauntlets can store up 8 spells of 5th level or less.

Battle Belts of the Ahk’Velahrn

Fine chain adamantine, chain link belts set with half cut pearls, opals and beljurels that provide greater mantles and antimagic shells for their wearer whilst allowing them to cast spells stored in them by act of will alone.

Beluths

Short (3-to-4 inches long on average), ornately crafted metal wands that wrap around elven fingers much like a ring.

Elven Diadems

Metallic circlets of power that provide the wearer with a greater mantle, a +4 bonus to AC, and 1d4+1 other spell like powers.

Giiraegisir (Brooches of Guardianship)

Gauntlets of Weaponry Arcane

These heavy leather-and-silver gauntlets simply allow the wearer to wield any weapon (in which she is proficient) as if it were a magical silver weapon. If a weapon in hand is already magical, it increases their effective magical potential by +1. Their magic conferred by contact with the weapon and the wearer, the gauntlets magic affords no combat bonuses beyond the ability to affect creatures vulnerable to magic or silver (and magical +1 weapons, while considered +2 due to the gauntlets, add only the standard bonuses of +1 or whatever to their attacks). The Scrolls Ardentym

Created by the Circle of Flames and encompassing the history of the city of Cormanthor, the Scrolls Ardentym are 38 sheets of vellum stored inside a delicately-carved platinum tube with a worked copper flame pattern for the cap. These scrolls constitute a military tactical text on spell casting in combat and they also record a number of unique spells for the Ahk’Faern. In the Year of Thirteen Prides Lost (132 DR), the Circle of Flame began its work compiling the scrolls after its members ended their careers as instructors or officers of the Ahk’Faern. Over five centuries later, the Circle completed the Scrolls Ardentym and allowed fragments of its contents to be

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copied for training or scholarly purposes. The unique Ahk’Faern spells within the scrolls are all older than the Circle of Flames and the scrolls themselves.

Eaerlanni Leaf Boats

Various leaf shaped wooden boats that can hold up to 3 people and narrows barges, that move through water effortlessly 30 ft. upstream or downstream, can be commanded to return to a prior location without anyone piloting the boat, a larger version called a warboat is a two- masted Eaerlanni sailing vessel with a 20 ft. speed, does not function outside of Eaerlann

Armor of Dragonshape

This suit of +3 dragoncraft hide armor grants its wearer resistance 5 against a specific type of energy, as appropriate to the dragon from whose scales it was crafted (acid for black, copper, or green; cold for silver or white; electricity for blue or bronze; or fire for brass, gold, or red). This resistance is treated as an extraordinary (and thus non-magical) feature of the armor. If the wearer has the wild shape ability, she may change into a Small or Medium dragon of the same color as the armor once per day, and may remain in that form for up to 7 hours. This change doesn't count against the character's normal limit of daily wild shape uses.

Armor of the Unending Hunt

This mithril +2 chainmail armor was built by the elves for rangers on long-range patrols. In addition to its protective qualities, it provides the wearer with immunity to fatigue and exhaustion.

Celestial Armor

This bright silver or gold +1 to +4 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of -2, and an arcane spell failure chance of 15%. It is considered light armor, and it allows the wearer to fly on command (as the spell) once per day.

Mithril Shirt

This very light chain shirt is made of very fine mithril links. Speed while wearing a mithril shirt is 30 feet for Medium-size creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is still considered light armor. The shirt weighs 10 pounds.

Mithralmist Shirt

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Forged from a silver-white mithril alloy, a mithralmist shirt is a +2 mithril shirt that fills the wearer's square with a billowing silver mist on command. The mist grants the wearer concealment but does not interfere with his vision. The armor sheds silver mist for 1 minute per use, up to seven times per day. Finally, once per day, the wearer of this armor can assume gaseous form for up to 10 minutes.

Ring of Counter Spells This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to the cast into it, that spell cannot be cast out of it again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counter spell action, requiring no action (or even knowledge) on the wearer's part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again.

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Art Work & Map Addresses for Eaerlann

Art http://ralphhorsley.deviantart.com/art/Tall-Trees-56667064 http://ralphhorsley.deviantart.com/art/Elvish-Branchbender-66383803 http://ralphhorsley.deviantart.com/art/Realms-of-Sorcery-50401982 http://steveargyle.deviantart.com/art/Mayael-s-Song-121647684 http://defcombeta.deviantart.com/art/Archway-120829912 http://littlemewhatever.deviantart.com/art/Haunting-Forest-86206636 http://livingrope.deviantart.com/art/Succubus-Blues-113862084 http://karezoid.deviantart.com/art/Velesvarun-50988401 http://ironshod.deviantart.com/art/Kindred-spirits-113299119 http://thezealot.deviantart.com/art/Expansion-6055968 http://wastwater.deviantart.com/art/misty-vista-65267370 http://marcadamus.deviantart.com/art/Mountain-Kingdom-107475721 http://michaelanderson.deviantart.com/art/Autumn-in-Patagonia-108669917 http://joejusko.deviantart.com/art/Sentinel-102063569 http://ironshod.deviantart.com/art/Oak-king-101388643 http://ironshod.deviantart.com/art/Glimpse-of-a-unicorn-101388491 http://ironshod.deviantart.com/art/Water-dragon-94082439 http://seeeffeye.deviantart.com/art/Cankerous-Thirst-95431476 http://ironshod.deviantart.com/art/Elven-Scout-96929309 http://thegryph.deviantart.com/art/Devil-s-Horns-90474506 http://ironshod.deviantart.com/art/Storm-rider-33697653 http://philipstraub.deviantart.com/art/Keldon-Megolith-70040250 http://ironshod.deviantart.com/art/Winged-companions-64799660

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Acknowledgments I freely acknowledge that much of the material contained herein is borrowed or adapted from other sources, yet much of it is also original. I would like to thank Steven E Schend for his feedback and support in this undertaking. I also thank the following authors and designers for the work done by , Eric L Boyd, Steven E Schend, Skip Williams, , Julia Martin, Paul Jaquays, Steve Perrin, Jason Carl, Brian R James, George Krashos, Thomas Costa, Bruce R Cordell, Eric Haddock, Richard Baker, James Wyatt, David Noonan, Andy Collins, Thomas M Reid, Anthony Prior, Eric Mona, Chris Sims, Ed Bonny, Travis Stout, Sean K Reynolds, Darrin Drader, Karen Wynn Fonstad, Greg A Vaughn, Colin McComb, Wil Upchurch, Jeff Crook, Slade, Mike Schley, Lord Karsus & all the Scribes of Candlekeep, and to anyone I’ve missed, thanks to you all..

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G LAURACHYNDAAR

THE CITY OF SCROLLS

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Glaurachyndaar Glaurachyndaar

Founded ere the rise of Netheril, Glaurachyndaar, in eastern Eaerlann, 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, Glaurachyndaar is a gleaming garden city of ornate manors and climbing terraces, built upon the ruins of the former capital of Arydandaar, Sharlarion. Rebuilt by the founders of Eaerlann to prevent the rise of another Vyshaan empire, the city guards the northern and eastern approaches of the realm.

The city itself rises from the conifer covered slopes of Tor’sharlarion 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 Asclahorn, Elvenport (Teu’tel’Alu), The Far Forest, North Peak and Turn Stone Pass. First site of Glauarchyndaar reveals a many terraced garden city with white stone walls, and many white stone, blue, white and gold domed buildings and towers. Visitors to the city are met by the imposing towers and gates of Everwatch Keep, home of the Vil’nikeryma, and the soldiers of the Akh’velahrn. Passing through its adamantine portals guests of the city are greeted by the Jewel of the Vale, the City of Scrolls.

Visitors pass along tree lined boulevards lined with tall many balconied apartments and private homes that rise four stories or more and are covered with spectacular theurglass windows and life like exterior relief carvings. Most of the city’s structures are built using elven magic to literally grow buildings 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 in counterpoint to the solid functionality of the human and dwarven built structures of the city. The tree dwellings of the elves are quite often artificially constructed treehouses 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.

The Defenses

The outer walls of the city rise 60 feet from the ground, made of whitened granite, 10 feet thick. The walls are topped with merlons and crenulations carved into likenesses of partly open scrolls. Each white granite, cylindrical, buttressed tower is 70 feet high with a diameter of 40 feet and each is topped by merlons and crenulations carved in the likenesses of open tomes. The ceiling of each tower is topped by a clear, theurglass dome that lets in natural light into the

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open space of the top level. The third floor of each tor is lit by stained theurglass, rectangular windows interspersed with arrow slits. The second floor of each tower also bares arrow-slits at equidistant spaces. The ground floor of each tower is entered via intricately carved adamantine doors that can be barred by thick beams of the same material. A granite staircase spirals in a clockwise direction around the inner wall to each level of the tower. Each tower has tunnels into main cellars for food and goods storage. There are deeper, more secret tunnels within the foundations that hide the secret exits from the towers. Hidden on the second level of each tower is a sally port. Each port is indistinguishable from the outer walls of the tower. The walls of the towers and their curtain walls are warded against disintegration, passwall, rock to mud, dimension door, phase shifting, teleportation, and gating. Those inside the tower’s curtain walls or the towers themselves are protected from scrying magics and psionics.

The city is set out in concentric rings, each ring being set upon a terrace carved into the dark red granite of Tor’Sharlarion. The second level, the ring of Scrolls, rises 120 feet above the lowest level of the city. The third level, or Temple Ring, rises 80 feet above the second level of the city, whilst top of Snowcrown Tor rises 50 feet above that. The walls and towers of the Scroll Ring are identical in almost every way to those of the outer walls except that each tower is topped by a trebuchet, and two ballista designed to deter dragons from flying too close to the city. Jutting out from the eastern side of the city is the jagged tor known simply as Nar’Nikym (The Stone Dagger). Deep within the bowels of this lonely pinnacle of rock are many of the gnomish warrens and workshops.

The Mythal

Glaurachyndaar’s mythal extends 500 yards past the outer curtain wall, 500 yards beyond the top of Snowcrest Spire, and 500 yards below the deepest Aryvandaaran chamber. Myth Glaurach’s mythal was raised in the Year of the Turning Leaf (590 DR) over the Eaerlanni city of Glaurachyndaar, known in that era as the City of Scrolls. Elven and human wizards from Ascalhorn, Eaerlann, Evereska, Silverymoon, and Myth Drannor participated in the casting, employing a variant of Mythanthar’s create mythal spell based in part on the earlier work of Mythanthar. Major participants in the raising of the mythal were Ecamane Truesilver, Khelben Arunsun, Tisharu Craulnober, and Tellshyll (Starsong) the Aged.

At least three wizards are known to have studied from The Srinshee’s Specular ere it disappeared: Elminster Aumar, the legendary Sage of Shadowdale, the Nameless Chosen, who later took the name of Khelben "Blackstaff" Arunsun the Elder, and Tisharu Craulnober, an Eaerlanni female moon elf of House Craulnober. (Tisharu was an elder sister of Elanjar Craulnober and great-aunt of Elaith Craulnober, as well as the last of her clan to dwell in Eaerlann.) The Craulibram contains the only known record of Lady Tisharu’s discoveries, said to advance the art of mythal construction beyond what Mythanthar achieved in one key aspect: Myth Glaurach’s mythal seems far more resistant than Myth Drannor’s mythal to the desecration of its natural environs and the proximity of lower planar creatures.

The mythal that envelops the city of Myth Glaurach is a wizardly mythal. At the time of its creation, Myth Glaurach’s mythal was imbued with 5 major powers and 19 minor powers. As

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implied previously, the central caster of the variant of Mythanthar’s create mythal spell in this instance was Tisharu Craulnober. She imbued one major and one minor power into the mythal. Four secondary casters participated in the raising of Myth Glaurach’s mythal, including Aelynthi of the Eagles, a female moon elf of Eaerlanni ancestry and Clan Archmage of House Alenuath, Isinghar "Feyrune" Ironstar, a dwelf runecarver and archmage of Ammarindar, the Nameless Chosen (see above), and Tsaer "the Horned" Nyamtharsar, a male moon elf of Eaerlanni ancestry and Clan Archmage of House Nyamtharsar. Each added one major power to the mythal. Six tertiary casters also participated in the raising of Myth Glaurach’s mythal, including Caerthynna of the Swirling Stones, a female moon elf of Eaerlanni ancestry and noted creator of ioun stones, Durngrym, an itinerant human male incantatar, Ecamane Truesilver, a human male who later became the first High Mage of Silverymoon, Jaluster of Ascalhorn, a human male archmage whose orizon later survived the fall of Hellgate Keep, Nyaalsir the Stareye, a male moon elf of Eaerlanni ancestry, and Symrustar Auglamyr, a Cormanthan gold elf female and Chosen of Mystra. Each added three minor powers to the mythal.

The Powers of the Mythal

1) The mythal bars the entrance of any being that has knowingly and deliberately consumed elven, human, or dwarven flesh at any time in the past from above, below, or at ground level. The mythal acts as an effective magical barrier as solid as a mountain of stone against their entry. Anyone doing so for the first time within the city’s confines or anyone who manages to enter by unknown means suffers an automatic 10d8 hit points of damage as the mythal crackles around them and then randomly teleports them more than five hundred miles from the city.

In addition, the mythal has a calming effect on creatures of Animal or Semi intelligence (i.e. Intelligence scores in the range of 1 to 4). Animals will not attack other creatures while within the mythal’s confines, no matter how hungry, unless attacked or specifically trained to do so and ordered by their masters. This property of the mythal ensures the safety of the numerous animal companions, familiars, and other pets that make Myth Glaurach home.

2) The mythal wraps all spellcasters in a mantle of up to three spells of their choosing. As the spellcaster enters the mythal, up to three spells of his choosing are drawn from memory to form the mantle, although they can be subsequently rememorized if desired and no spell slots are consumed in the process. The spells contained within the mantle can then be triggered by silent act of will with a casting time of 1 once per twenty-four hour period for as long as the spellcaster remains within the mythal.

3) While within the confines of the mythal, a spellcaster need not rememorize wizard spells. Wizard spells return to memory exactly twenty-four hours after being cast, if the spell was cast or otherwise lost while the spellcaster was within the mythal’s confines and if the spellcaster has not exited the mythal since casting the spell. Of course a spellcaster can rememorize wizard spells if desired and must do so in order to change a spell in the roster of memorized spells. Priest spells, magic items, and innate spell-like abilities are unaffected by this power of the mythal.

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4)Myth Glaurach’s mythal enhances the elven ability to enter the reverie. (The reverie is a state akin to dreaming experienced only by elves, as described in the Complete Book of Elves, p. 34.) If desired, any full-blooded elf entering the reverie while within the mythal’s confines can voluntarily control which memories rise to the fore to be vividly relived. Many Teu’Tel’Quessir use this property of the mythal in the twilight of their lives to aid in the recording of their past experiences, a practice that has greatly enhanced the fabled libraries of Myth Glaurach.

Minor Powers

1) Any unmounted gemstone within Myth Glaurach’s mythal can be placed in orbit around a being’s head, and, by doing so, a being can draw on the innate, latent magical properties inherent in most, if not all, kinds of gemstones in a manner akin to employing an ioun stone. 2) Any being that knows the secret can use the mythal to provide a meta-magical boost to a single spell, innate ability, spell-like effect created within the mythal. This boost in effectiveness is equivalent in effect to one of the following spells (or their reverses), as determined by the being unleashing the base effect: augmentation II, dilation II, extension III, or far reaching III. For example, a wizard casting a fireball or triggering a wand of fire might use this power of the mythal to add a point of damage to each die (i.e. augmentation II), extend the area of effect by 50% (i.e. dilation II), double the duration (i.e. extension III), or extend the range by 150% (i.e. far reaching III). It is not possible by means of this power to affect a spell, innate ability, or spell- like effect cast or triggered by another being, nor is it possible to boost the power of a magical effect if it is of too high a level to be affected by the above-mentioned metamagic spells. 3) At will, any being that knows the secret can direct the mythal to recharge a magical item with charges in a fashion identical to that of Myth Drannor’s mythal. See Cormanthyr: Empire of Elves, p. 146, for further details on this power of the mythal. 4) Any being knowing the secret within Myth Glaurach’s mythal can adjust the effective ambient temperature and humidity they experience as desired. 5) Any female cat impregnated within Myth Glaurach’s mythal has a 10% chance of giving birth to a litter of elven cats. 6) Anyone capable of casting wizard spells can read magical writings as if under the effects of a read magic spell while within the mythal’s confines. 7) Any being that knows the secret can use the mythal to seal a wholly enclosed structure within against scrying and teleportation. By means of this power, all manner of magical or psionic divination into an enclosed space canbe blocked. Similarly, all manner of magical or psionic transportation into an enclosed space can be blocked. If any means of entering a structure exists, whether it be an open window, an open door, or a hole of any size in the wall of an otherwise enclosed structure, this power of the mythal will not function. An aperture is considered sealed if any form of material wholly blocks it, whether it is a wooden door, a glass window, a piece of cloth, or a magically created wall of iron. Gases and force fields do not constitute sealing an opening, so a wall of force or a wall of fire would not suffice to block and aperture. Examples of closed structures might range from a sealed subterranean chamber, to a cloth tent with the flaps tied shut, to Daern’s instant fortress. 8) Any being that knows the secret can use the mythal to project image (as the 6th level wizard spell) at will. Only one projected image can be maintained at any given time, and a projected

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image can range anywhere within boundaries of the mythal as long as it remains within sight of its creator. 9) Anyone who knows the secret can cause the mythal to provide appropriate musical accompaniment to any lyrics sung or any tune played on a musical instrument. 10) Anyone who knows the secret can cause the mythal to cloak them with the effects of an iron-guard spell (as the 5th level wizard spell) at will. 11) Any spellcaster capable of casting wizard spells and who knows the secret can use the mythal to cast legend lore (as the 6th level wizard spell) at most once per twenty-four hour period. In cases where a legend lore spell takes more than twenty-four hours to cast, only one legend lore spell can be in progress at any given time. 12) Anyone who knows the secret can cause the mythal to fashion a shimmering swordlike plane of force (equivalent to the effect of a ’s sword, a 7th level wizard spell, but with unlimited duration as long as concentration was maintained) at will. 13) Anyone who knows the secret can use the powers of the mythal to heal themselves at an increased rate, burns heal, scars disappear and limbs re-grow. Natural healing time for such injuries is tripled whilst within the mythal’s bounds. 14) Any being tuned to the mythal is granted darkvision out to 60 feet, those with it already have their sight extended by 30 feet. 15) Many of the city’s inhabitants are poets, bards and spellsingers the mythal records all words spoken in peom or song. Any inhabitant of the city who can recite the first verse of a poem or song can call to mind the rest of the words and their intonation. This includes spell songs, ballads, poems, sagas and entertaining ditties. 16) The mythal prevents the use of death magics and powers, whilst at the same time allowing healing spells to work at their maximum effects. 17) Any beings within the city are protected from deadly falls by a permanent featherfall effect. 18) Any being who knows the secret can invoke a spell turning effect once per day. 19) Being a city of Lore, the Mythal over the city allows anyone attuned to it to speak with shades of those buried within its walls. The souls have passed onto whatever afterlife they were meant for, but an echo of them remains. This allows for scholars to consult with long departed lore masters about obscure matters and histories. The effect is quite draining on both participants and can only be performed once a ten day, for a maximum of eight hours. It helps to know the shades name. They are quite harmless and may speak in half truths or riddles if they feel that their knowledge is likely to be abused. This power is secret, carefully, and sparingly used by the city’s High Mages, Temple High Priests, Chief Librarians and nominated leaders of the city. The Grand mage can cut a person off from this power at any time.

1. Everwatch Keep (ahk’velahrn)

Everwatch Keep, home of the Vil’nikeryma, members of the Ahk’faern, and the soldiers of the Akh’velahrn. Made up of four main towers and an imposing marble and granite keep, Everwatch is one of the few buildings that survived relatively intact from the ruins of the old city. The two maintowers contain the primary postings and command offices of the Akh.Velahr and the Akh.Faer. Tiru’tel’Vil’nikeryma uses three of its levels as armories and one of its cellars even contains a full smithy (its smoke and heat magically commuted out of the city), with other levels each for the scouts, the Protectors, and garrison quarters for bachelor officers. The

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Tiru’telfaer is more magically enhanced than either of the other three towers, and its heavy magical shielding extends to the rest of the keep and is all that has kept much destruction from felling Everwatch since the times of the Crown and Seven Citadel wars. The lowest levels are utilitarian offices and quarters for the Akh.Faer 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 Akh.Faer. The uppermost levels of Tiru’tel’faer are the Spell Chambers, wherein massive numbers of spells are hurled in practice within a changeable illusory landscape (created by the High Magic of the elfblade that created the Tower) that allows mages to fully test out combat tactics and practice without being truly in battle.

The gate towers each hold armouries and quarters for 200 troops as well as the operating mechanisms for the Moonrise Gates. These massive, 50’ tall, 3’ thick adamantine doors are decorated with bas-relief carvings of Corellons Sun, and Sehanines Crescent Moon. Each tower is topped by a trebuchet and twin heavy ballistae. The Keeps contain the major business offices of those services that keep the defenses of the city and its surrounding watch towers operating. The major rooms within the Great Keep are the Blade Lords planning room containing a table map of the entire realm of Eaerlann, the Great Hall and sumptuous quarters for the officers on duty. The Lower Keep contains the mechanisms for the huge adamantine portcullises, the stables, and the mess hall. In all, Everwatch Keep can collectively provide shelter for nearly 1500 persons comfortably and up to four times that number in emergencies with full use of certain magical storage spaces and safeholds.Iits shining walls of marble and white granite stand tall first line of defense for the Jewel of the Vale.

2. The Moonlit Gates

This high-arcing carved arch of white granite and inlaid silver marble detailing is the portal that leads to Glaurachyndaar. These adamantine and mithral gates are inter-twined with rewaran vines and moonroses that bloom year-round, and will open for any ward token baring citizen who approaches them. The flanking gate-keeps are white granite, cylindrical, buttressed tower is 70 feet high with a diameter of 40 feet and each is topped by merlons and crenulations carved in the likenesses of open tomes. The ceiling of each tower is topped by a clear, theurglass dome that lets in natural light into the open space of the top level. A squad of 6 Armathors is on duty at all times to greet visitors and ascertain their reasons for visiting the city. They are reinforced by the 50 Ahk’velahrn and Ahk’faern who occupy the gate towers flanking the city’s main portal.

3. Moonglammer Palace (Ahk’faern)

Moonglammer Palace is vast, gleaming structure of white, silver, and gold stands watch over the vale below from pleasant, forested heights. This estate is a walled castle of exotic design, with many towers, crenelated walls, domes, cupolas,tall, slender towers, walls,small domes and landing platforms for flying troops, buttresses, high walkways, and numerous sub-structures that are all clustered around the central palace that is crafted of alabaster and marble and

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roofed in gold. Inside, the palace is an endless maze of broad corridors, high-ceilinged rooms, galleries gleaming in blue, gold, and silver.

4. Highdusk Hall (Nightstar clan)

Set outside of the city walls but still within the bounds of the mythal is Highdusk Hall. This rambling 6 story fortified manor house of reddened granite is home to the burgeoning Nightstar clan of moon elves. The manor itself backs onto Highdusk Tor and sits nestled within the forest of conifers and evergreens surrounding the city. Famed for its horses (of Moon Horse decent) and it giant eagle breeding aeries, Highdusk Hall is a bustling hive of activity at all hours of the day and night. Fully 350 moon elves live here, and in the surrounding farms, supplying much of the city’s food and war mounts. Members of the Nightstar clan rightfully make up the majority of the city’s eagle riders and many knights of renown come from the amongst the family’s ranks.

5 .Dawnstar Tower (selutaar circle)

This spiraling needle like tower is one of the most prominent features of this part of the city. It is crafted entirely of smooth, polished blue marble, veined in red and gold. The roof is pearlescent marble dome that is highly reflective. Several windows and balconies are visible along the tower’s length. The Selutaar Circle of the Dawnstar is famous for its architects and builders. The rituals of compliment they produce have created many of the buildings within the city. There are currently 7 selutaar and 19 apprentices residing here.

6. Nordark Tower (selutaar circle)

This imposing edifice of the Nordark High mage circle is made up of two spiraling, white granite, needle like towers topped by glittering silver spires. The two towers twist around each other but never quite touch. Around the base is a 10’ high adamantine rail fence set with carefully crafted wards that emit faerie fire like glows day and night. The windows of these 150’ high soaring towers are made from stained theurglass. Curving wing like buttresses adorn the base of the tower, each topped by snarling life like gargoyles. The circle consists of 6 selu’taar and their apprentices who faithfully serve the needs of the city as well as their own less well known ends

7. Lillystar Orchards (Halflings & gnomes)

A bustling farming community of halfling hill homes and gnomish burrows, the Lillystar orchards are famous for their stone fruits. Cherrys, plums, apricots, apples, pears, persimmon and a dozen other varieties of fruit trees are grown here supplying fruits to the city year round. A magically chilled cold store heaped with boxes of waiting fruits is set beneath Lillystar Tor, the imposing granite hill that sits behind the farm.

8. Bellcrown Spire (selutaar circle)

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This imposing edifice is made up of 5 spiraling, pale blue marble, needle like towers topped by glittering golden domes, in which can be found mithral bells whose sounds peel out across the city during times of celebration, mourning, distaster and war. The five towers twist around each other but never quite touch. Around the base is a carefully crafted hedge of climbing moonroses. The windows of these 150’ high soaring towers are made from stained theurglass. Curving wing like buttresses adorn the base of the towers. The circle consists of 12 selu’taar and their apprentices who faithfully serve the Ahkfaern and provide training to the city’s arcane archers, bladesingers and duskblades.

9. Everbright Hall (clan Darrl’k dwarves)

This grandiose keep of towering red granite spires and fortified walls is the home of Clan Darrl’k, cousins the the rulers of Ammarindar. Most of its interior walls and ceilings were decorated with engraved images inlaid with precious metals and set with gemstones. This mighty clan boasts some 500 members, and this bustling 8 story home send many trading caravans up and down the vale and through Turnstone Pass to the dwarven kingdoms to the north. Famed as warrior poets, the dwarves of Everbright Hall are amongst the city’s most ardent defenders with many warriors, priests, rune-casters and skalds serving in the Ahk’velahrn.

10. Bridge of Lovers Tears (covered stone bridge)

A place of sad beauty this triple arched granite and marble bridge harkens back to the days of Sharlarion. Covered in life like bas-relief carvings of unicorns and dragons, entwined with climbing ivy and rewaran vines the bridge stands as mute testimony to the loving care the ancient stone masons of Tintageer put into their work. Legends tell of two gold elf lovers who denied the chance to marry because of house rivalries, threw themselves into the rushing waters of the Starsilver Gorge. It is said that at night their forlorn cries can be heard in the roar of the cataracts as the cold clear waters tumble over the falls and down into the vale beyond.

11. Dragonstar Hall (Temple & Libraries of Oghma, Denier, & Labelas)

Four Stories stories tall, made of glittering white marble, topped by six blue domed towers, merlons and crenulations carved as open books, unrolled scrolls, and one unique symbol for the gods of the place. This seat of lore and learning is attended by priests who collect, store and disseminate knowledge to all who are willing to study and learn.

The central hall has a perimeter around its stone floor more akin to the knave of a church, allowing one to make a circuit of the room with ease, the library is one singular area, its balconies and domed roof held aloft by fine-crafted pillars of marble covered in Espruan and Ogham runes, carvings on the pillars depict twice each stylized forms and sigils of the Triune Gods of History & Knowledge: Labelas, Oghma and Denier. The tables and desks in the center of

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each reading room make three rings that demarcate the divisions of labour in the different sections of the library.

The secondary rings are made up of granite slab tables, each twice as long as an adult human, and half as wide again, the tops, sides, edges and legs are replete with dwarvish runes. The inner most ring of the tables consist of desks with books shelves attached to them. Six are placed in a row, back to back with another row of six, each row facing either side of the room. Additional desks, along with cabinets and shelves line the balconies overhead, most with books chained in place to prevent theft.

The curates of each section have offices is located in the 6 towers. The library below is lit by theurglass windows and skylights. The top two floors are dedicated to the living quarters of the priests and scribes within the temple complex. Shrines to the Knowledge Gods are located within the library itself, cloisters for quiet study or prayer are accessed off of the second level balconies that surround the library proper. Four white marble staircases wind up from the corners of the library to the second, third, and fourth levels of the library.

12. Dawnslight Manor (L’quella clan)

This stately 4 storey manor house is topped by 3 spiraling, white granite towers topped by glittering mother of pearl domes. The windows of the manor hall and the 50’ high spires are made from stained theurglass. Curving wing like buttresses adorn the base of the towers. 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 the main manor. The Moon elves of the L’quella clan are noted for the fiery wines and liquors that they produce and export all over the vale. The clan is also famous for its scouts, rangers and explorers. The house is surrounded by a 12’ high everbright steel fence covered in climbing rewaran vines and ivies. Within the carefully topiaried gardens are a menagerie of exotic animal followers and familiars of the families various rangers, sorcerers and mages.

13. Moonrose Market & Vintners Hall

The main market in Myth Glaurach is situated not far from the Moonlit Gates. A colonnaded boulevard connects it to the Moonrose Vintners Hall. It has been the most important centre of traffic since the founding of the city. The head of the great granary is visible to the market situated behind Moonrose Hall. Of the shrines situated in or near Market Square, the Golden Spire of Garl Glittergold is the most famous; there is also those of Hanali, Mystra and Selune.

14. Y’maerthien Theatre & Bardic College

Semi-circular in shape and lined by colonnades, decorated by two monumental gates to the west and south. The theatre of whitened granite is carved out of the tors bedrock and seats nearly 3000 people. With the stage set down in the center of the bowl, natural acoustics means that everyone can hear even the faintest whisper from the center of the stage. The theatre is

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decorated with a number of wonderful marble statues of famous actors, musicians and playwrights. Close to the theatre are storehouses and bazaars for the sale of spices and wines from the Delimbyr Vale region. At the back of the theatre exists a popular wine shop: Serondo's Cellar, large enough to host over hundred patrons.

15. Silverdusk Hall (Temple to the Seldarine)

Silverdusk is visited by the people of Myth Glaurach for solemn ceremonies, private worship, or simple private meditation. The weir wood trees that surround Silverdusk Hall magically weave their branches together creating a magical canopy above the temple. Several ancient treants are interspersed amongst the guardian trees in watching Adamantine gates 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 thetemple 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.

16. Snowcrest Spire (Palace of the Cor’selutaar’glaurachyndaar)

The palace of the city’s rulers and Grand High Mage, this grand, 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 spiraling ascents and slender buttresses arching away from the towers, the entire palace architecture reminiscent of the ancient elven realms. A glimpse of Elven castles from the dawn of the world. Snowcrest Spire is the seat of government within the city, here lives the Grand High Mage Tellshyll Starsong. It is within the halls of this palace that tellshyll mets with the High Council to decide matters of import the city and the realm beyond. Currently the council is made up or representatives of the major guilds, temples and towers . 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. Statues of the Seldarine occupy many niches. Halls are often used as a romantic backdrop for exquisite balls and fireworks. The courtyard of Snowcrest is an enclosed garden of moon roses and climbing rewaran flowers joining the two

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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 center 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.

17. Tiru’tel’sharlarion (The Beacon Spire & selutaar circle)

This 100 foot tall tower is a tall spiraling construction with slender buttresses arching away from the towers base. The tower is made of glittering Theurglass and is topped by a cylindrical chamber made up of 9 connected, thuerglass arches joined in a circle and topped by a golden theurglass dome. In the center of this chamber is a brazier kept full of oil that is lit during times of trouble or when the fires of one of the other beacon towers is lit. Its flame can be seen across the northern realm, all the way to Ascalhorn and Teuveamanthaar. Every level of this tower is illuminated providing a comforting beacon of light to the citizens of the city. At night its lambent light provides an starlight glow to the river below. The interior walls, floors and doors are also made of theurglass set on a foundation of dark red granite.

Here the Sharlarlion Selu’taar live and work teaching students the old elven ways of using magic. This tower is recognized as one of the greatest centers of learning in the realm. A great library of old lore rests here and only the most promising students from the other mage circles are permitted to study here. The vast knowledge of the Selu’taar’sharlarion is kept in lore gems, kiira’s that contain knowledge and secrets dating all the way back to the elves flight from Tintageer.

18. N’landroshien Spire (Spellsingers & Bardic School & Temple to Hanali & Millil)

A slender, pentagonal tower of white granite rises from the street below. It is topped by a large pentagonal structure, with opaque theurglass on its lower half, and topped by a brightly decorated blue dome. The white marble stairs leading up to the entrance of this tower are flanked by statues of famous bards and spellsingers of old. The 10’ high double doors are pink theurglass and sit within an arch of 2 rampant unicorns whose hooves and horns touch above the lintel. The school is housed in the upper levels of the spire. Students and guests are greeted by priests of hanali and Millil, the priests live within the structure that contains shrines to both gods. Students seeking to enter the spire must provide a new song or tune of rare beauty to be admitted to this prestigious bardic college.

N’landroshien Spire is a bright and beautiful white marble edifice, with fountains and springs bubbling up from beneath this house of song. The entire central garden is designed with young lovers in mind, providing endless mazes of shady paths, babbling brooks, quiet pools, leafy bowers, and flowering hedgerows, so as to facilitate amorous trysts and romantic rendezvous.The interior chambers of the complex are designed so as to permit the entrance of the sun, moon, and gentle breezes. Several alcoves display beautiful works of art, serving the local community as a museum, while the main hall is designed as a great concert hall from

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which strains of music spill out into the surrounding gardens. Here many famous bards and elven spellsingers come to study with with priests of beauty and song. A ward over the temple calms emotions and opens up the creative passions of those within.

19. Shadowdark House (Aloevan clan)

Shadowdark House an ancient elven castle. It is a cluster of very tall, very slender spiraling white granite towers topped by domes of gold studded with ornaments of silver, and impressed with streaks of blue lapis lazuli. The Aloevan elves hold many dark secrets, dabblers in the demonic arts, many of their mages and sorcerers seek to gain further power through association with devils and demons. A highly secretive clan, the elves of House Aloevan have strong connections with certain schools of Wizardry in Ascalhorn and Lothen.

20. Temple of the Seven Mysteries (Temple to Mystra)

The seven 100’ tall, ivy-clad emerald spires of the temple of the Seven Mysteries is a group of green marble towers in the linked like seven fingered a hand reaching for the stars. Great domed crystal ceilings sit atop the towers to allow light into the gardenlike interiors of large halls, galleries and places of study, but the smaller rooms and passages exist in almost perpetual gloom, illuminated by floating driftglobes. The 200 priests and lay-worshippers here act as guardians of arcane lore, working closely with the temples of Labelas, Corellon and Oghma.The temple itsel is surrounded by a grove of weirwood trees. The leaves of these trees change color 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. It is said that at least 3 of these shady guardians are ancient elder-treants with sorceress powers of their own.

21. Starsong Hall (selutaar circle & Starsong clan)

This collection of 6 intertwining needle like spires with airy, curving buttresses is perhaps the most prestigious and prolific producer of Selu’taar anywhere in the realm. The current Cor’selu’taar is from this tower as is the Coronal of Eaerlann The collection of spires is crafted entirely of smooth, translucent theurcrystal, with a sparkling pearlescent hue. Many theurglass windows and balconies are visible amongst the spires. The Selu’taar Circle of the Starsong Hall is famous for the leaders of art that it produces and for the ancient Aryvandaaran secrets that it guards. There are currently 9 Selu’taar and 30 apprentices residing here.

22. Maernthorn Manor (Lurilalar clan)

This breathtaking edifice was grown by the same elven stone shapers who created the palace in Silverymoon. A copy in miniature of that grand palace, the pale blue marble walls rise four stories and are covered in carved azure roses and silver star-lilies. The roof is topped by three spiraling towers of pale pink marble topped by domes of solid silver. Tall wierwood trees form a canopied roof around the edges of the manor.

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23. Haskar Hall (Netherese merchants & mages)

This stately home of 4 stories, its wall are made of red granite laced with shades of pink, the roof peaks are flanked by life like statues of rampant silver dragons. Climbing roses and rewaran vines cover the walls. Each level has a surrounding balcony with a white marble balustrade, from which the members of the Haskar clan look out over carefully manicured lawns and rose gardens.

24. War Queens Pride (Inn & home of Torvils of Ascalhorn)

The War Queen is a long, tall building with attached stables and kitchens on one side and balconies opening out of upper rooms on the other. It rises 6 floors above the street, and its furnishings are of beautifully carved elven work. There is a small salon off the main entrance for guests to meet citizens in replete with luxurious arms chairs & potted plants. Meals are served in guests. There are two sorts of meals served at the Queen: elaborate food, brought in to the inn from nearby eateries, and food prepared on the premises. The brought-in food is unusually good and of generous portions. The main bar caters for an exclusive clientele including travelling silk and wine merchants, the much of the city’s elite and upwardly mobile. Common workers, crafters and adventurers are not made to feel welcome here giving the place a rather effete and snobbish feel.

25. Willow Winter Palace (spellsinger & bardic college & home of the Ildacer clan)

Willow Winter palace is a many-spired palace, the soaring central spire, is surrounded by a terraced garden of many trees flowering plants and shrubs, where natural springs rise and bubble down the terraces in small cascades, fountains and pools. These beautiful grounds descend to a ring of lesser buildings and towers along the inside of the intricately carved and decorated outer walls: guesthouses, stables, granaries, a warehouse, an infirmary, temples to Oghma, Taralen and Garl Glittergold and shrines to Deneir, Gond, Brandobaris and Milil. Willow Winter Palace is the pre-eminent bardic and spellsinger college, it poses a fierce rivalry with the other colleges within the city and has won more eisteddfods than any other. All of the minstrels and singers here are taught the bardic secrets of the mythal and many of its former lore masters are regularly consulted. Thus giving the college its hidden edge in all things musically magical. Its most famous assest is the Fey Orchestra, a symphonic orchestra that is the envy of any city of the north.

26. Frostwinter Tower (mage school & home of Frostwinter clan)

Frostwinter tower is a magnificent and luxurious 9 story villa. It 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 villa has a balcony

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overlooking the central theurglass domed atrium linked to soaring hanging stairs, an audience chamber opening off the landing to the atrium, a dining lounge, and guest chambers. The mages here specialize in elemental magics and many djann and genie servants can be found here. Many of the offspring here are half elves of genassi stock.

27. Hawksong Manor (tree home of Hawksong clan)

This building was created with ancient high magic at the founding of the city by Selu’taar from Sharrven. Is was the first tower constructed and remained the focus of the city’s growing community until Snowcrest Spire was completed. Slowly over time governmental activities shifted to the new rulers palace and the tower was left vacant. Tevarail Hawksong. a travelling Selu’taar from Cormanthor saw the neglected tower and decided it would make the perfect home for his growing brood of moon elf children. The tower consists of one 300’ tall, central Wierwood tree structure surrounded by five smaller ones. The five smaller structures are circular platforms placed 90’ off the ground around the trunk of a gigantic Wierwood tree. A narrow stair case winds up the trunk of the central tree and leads to the central manor, wrapped around and located in the enormous trunk of the central tree.

28. Wierwood Gardens (treehomes of clans Leafspear, Moonfire & Imdalace)

The trees of Weirwood Gardens stand 60 feet and more above the ground. Closely resembling oaks in appearance, the trees are are resilient and durable and resist burning and lightning strikes. Several stately treehomes are found amongst the branches and the elves who dwell here are famous for their lutes, harps and other wooden musical instruments. Any magical radiance that is brought into the grove causes the trees here to emit a faint faerie-fire like glow amongst the branches.

29. Greenhallow Woods (treehomes of clans Illiathor, Ongluth, Ostelda, Silverhawk)

This grove is made up of majestic, evergreen Redwoods, characterized by a columnar, reddish- brown trunk rising 100 ft or more above a buttressed base, conical in shape, with needle-like leaves, and small, oval cones. Set high amongst the branches are the stately homes of several elven clans. The lifespan of the redwood is believed to be 2,500 years or more, so many of these trees and tree homes and their occupants families date back to the very beginnings of the refounding of the city .

30. Moondapple Glade (treehomes of clans Floshin, Brightstar, Evanarra)

This towering grove of Duskwood trees grows straight and tall reaching almost 50’ in height, high upon their dusky trunks are several elven tree homes belonging to the gold elves of the

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Miritar clan, and the moon elves of the Moonfire family. The trunks of the trees are dark, smooth and bare, all of their branches are in the crown of the tree. The name of the garden comes from the dark, eerie appearance of the trees themselves. Under their black bark is smoky grey wood that is resistant to burning. The elves here are famous for the staves and wands they produce.

31. Stars Hope Grove (tree homes of clans Moonflower, Alenuath, Silverleaf)

Set amongst the soaring branches and into the trunks of giant Shadowtop trees are the carefully crafted homes of the Moonflower, Alenuath and Silverleaf elven clans. The clans here are famed for their production of fine silken ropes, and for the manufacture of elven cloaks, boots and other magical garments. The trees themselves approach 80’ in height with dense clusters of feathery, irregular leaves at the top with few or no lower branches. The leaves are copper coloured, and dark green on top.

32. Winter Flower Woods (tree homes of clans Selorn, Winterflower, Maerdrym)

Winter Flower Woods is planted with a grove of rare Cedars of Netheril, only a few original groves remain, although they contain some trees of great age. The wood of these trees is fragrant, durable and red coloured. The trees here reach 130 ft in height and produce spreading branches with horizontal masses of foliage, giving a distinctive, broad outline. The dark green leaves hide the stately tree homes of the Selorn, Winterflower, Maerdrym elven clans. The elves here are famous for the duskblades, spell archers and blade singers they produce and many can be found in the ranks of the Ahk’faern.

33. Ebon Deep Gardens (tree homes of clans Moonfire & Miritar)

This towering grove of Duskwood trees grows straight and tall reaching almost 50’ in height, high upon their dusky trunks are several elven tree homes belonging to the gold elves of the Miritar clan, and the moon elves of the Moonfire family. The trunks of the trees are dark, smooth and bare, all of their branches are in the crown of the tree. The name of the garden comes from the dark, eerie appearance of the trees themselves. Under their black bark is smoky grey wood that is resistant to burning. The elves here are famous for the staves and wands they produce along with the timber they provide for the swanboats of the River Guard and the merchants who ply the Delimbyr River.

34. Songfire Grove (Temples to Rillifane, Chauntea & Silvanus)

This grove of ancient oak trees is considered sacred by the green elves and druids who worship the triune of nature deities, Rillifane, Chauntea and Silvanus. 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. Songfire Grove is a collection of huge oak trees with platforms built

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among the branches and vine bridges connecting them to each other and platforms in adjoining trees.

35. Heartwood Hall (Temple to Solonor & Mielikki)

Heartwood Hall can be found alongside Moonlit Square, the Warriors of the Wilder Lands house of worship is a mixture of natural and carefully sculpted features emphasizing the competing principles that the two Rangers try to balance. Heartwood Hall sits in a cultivated grove of giant blueleaf trees carefully tended to form a ring of forest giants. Each tree has 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 are woven into near impregnable defensive fortifications to ensure the sanctity of the temple perimeter.

Earthen chambers are hewn from the dirt beneath the grove, nestled among the tightly woven root structures. Within the center of the grove is a sparkling white fountain carved into the likenesses of three rampant unicorns. The surrounding pond is filled with exotic fish and water plants and is circled by low marble benches upon which worshippers can stop to rest an admire the natural beauty within the grove.

36. Woods of Auramamn (tree homes of clans Audark, Selorn & Monrningdove)

The Elven Architecture found in Teuveamanthaar is common in the Elven homes of Glaurachyndaar’s many groves and gardens. The Woods of Auramamn set alongside Moonlit Square, are made up of a grove of Mithril Oaks, an evergreen species growing to a height of 80 ft that has silvery-grey leaves and bark. The trees get their name from both their appearance which tends to glow a lambent silver in full moonlight, and because of the extreme hardness and durability of the wood. The elves here are famous for the spears and polearms they produce and for the skilled fletchers amongst the clans who dwell here.

37. Stardark Grove (tree homes of clans Olortynnal & Estelda)

This towering grove of Duskwood trees grows straight and tall reaching almost 50’ in height, high upon their dusky trunks are several elven tree homes belonging to the elves of the Olortynnal and Estelda clans. The trunks of the trees are dark, smooth and bare, all of their branches are in the crown of the tree. The name of the garden comes from the dark, eerie appearance of the trees themselves. Under their black bark is smoky grey wood that is resistant to burning. The elves here are famous for the number of historians, lore keepers and priests of Corellon and Rillifane they produce. Hidden deep within the grove is a private garden housing ancient shrines to both gods.

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38. Glaemerglim Gardens (tree homes of clans Craulnober, Dahast, Soryn, Starglow, Yridnae)

The Weirwood trees of Glaemerglim Gardens stand 60 feet and more above the ground. Closely resembling oaks in appearance, the trees are resilient and durable and resist burning and lightning strikes. Several stately treehomes are found amongst the branches and the elves that dwell here are famous for their lutes, harps and other wooden musical instruments. Any magical radiance that is brought into the grove causes the trees here to emit a faint faerie-fire like glow amongst the branches. The elves who dwell here are amongst the most magically gifted in all the city, many famous selu’taar and spellsingers have come from these families, including Cor’selu’taar Tisharu Craulnober, an Eaerlanni female moon elf of House Craulnober, who gave her life in the laying of the mythal that now envelopes the city.

39. Y’angarothien Hall (metalsmith & Jewellers Guild Hall)

Here can be found a dark red, granite keep complete with crenullations, arrow slits and a portcullis. This fortress like building was built by dwarves of the Ironstone clan back when the city was open to orc raids. Today it is home to the metal and jewel smiths guild. It acts as an artisans workshop, store house, guild hall and residence. It is used by the gem-cutters of the city who bring their wares to this spell-guarded place. Here gems are graded and jewelry stored for later sale and export. Deep beneath the keep is a portal to Splendarmorrn, that links the dwarves who dwell here to a constant supply of rare metals and gems from their ancestral home.

40. Adamantine Anvil (metalsmithy & home of clan Ironstar & Tarynstone)

Bledarth Ironstar claims he is a master armourer, and his warmongery equals the best in the city. He and his dwarven smiths are in constant contest with the Ironcrown and Tarynstone smiths of Ironcrown Citadel. The Adamantine Anvil resembles a fortified keep, and in truth it is. The Anvil is one of the oldest buildings in the city. A former residence of the city guard, the forts 5000 year old architecture is considered archaic by many, but has been restored by the finest dwarven stonemasons from Ammarindar. Bledarth keeps over a 50 apprentices busy with all the orders that come his way.

41. Darkdagger Manor (home of Netherese merchants Haladar clan)

Darkdagger manor is full of ornately carved white marble stairs and arched windows. The manor has three four-story-high towers stretching out from it. Two stand along the parapet walls of the manor, and the third (the kitchen and pantries) joins stables, workshops and warehouses. The halls are carpeted against the chill with furs atop rushes, and the bedchambers sport floor furs, window hangings to keep out cold breezes, and curtained and canopied beds. The Haladar’s are famous antique and rare item merchants. There caravans ply

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the trade routes between Glaurachyndaar, Ascalhorn and the city’s of the Netherese inheritor states across the Anaurach. Many of the items they sell come from long abandoned Netherese villas, city’s towers and keeps. The Haladars are accomplished sorcerers and tomb raiders, with an eclectic collection of Netherese artifacts and lore.

42. The Dawnspire (Temple to Lathander)

This large temple to Lathander sits atop the Dagger and its distinctive rose-red granite spires can be seen for miles. It consists of a many spired cathedral surrounded by stables, refectories, guesthouses, and outbuildings. Its many clergy and 500 militia assist local business people and farmers, and in return the temple receives regular and large offerings.

43. Hornblade Keep (Netherese Wizards)

This white granite-walled stronghold actually boasts three spiraling needle like towers, each topped with a double horned snow awning that scoops cooling breezes down into the interior when the trapdoors are open in summer. Inside, it is a miracle of hanging plants, magical radiances, and cleverly piped water. In the central spire, students of note are housed.. At night, starlight is projected down into the keeps many chambers by means of slanted mirrors, and the effect is awesomely beautiful! The kitchens here turn out superb food, subtle sauces are the key and the wood-paneled rooms are as grand as any to be found. The place is a fortress of paranoid Aschallian wizards, though, and every guest has an escort and every room its standing guard of vigilant tower guards.

44. Silver Moon & Mithril Stars Temple (Temple to Sehanine & Selune)

Moon & Stars temple is a soaring monument open to all who woship the Silver Maidens. The temple is constructed of white marble with 7 blue domed spires soaring above a white domed basilica. The Dome of the temple is decorated by beautiful paintings of golden stars on a night blue background. Symmetry and circles are highly prized, reflected in the architecture of the temple. The central chapel is perfectly circular and can be opened to the night sky by means of a retractable dome. Great gardens and hedgerow mazes encircle the main structure, their formations imitating the paths of the heavenly bodies in the night sky above. The priests are the seers and mystics of Glaurachyndaar society. They serve as the spiritual counselors to all those who seek to embark on journeys in search of enlightenment so as to transcend their current state of being. As shepherds and protectors of the dead and good lycanthrope, priests organize and administer funeral rites and guard the remains of the fallen. They seek out and destroy undead creatures, for the Silver Sisters hold such creatures-with the notable exceptions of baelnorn and other good-aligned undead beings who voluntarily prolong their existence in order to serve their kin-to be blasphemous. The prime task of adventuring priests is the retrieval of lost arcane and magical knowledge.

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45. Sentinel Spire (wizards school)

This triple spire group of150-foot-tall hexagonal stone towers is ornately carved with dancing sprites and unicorns. It and its accompanying dormatories overlook the Winterflower Woods. This school of Invokers and Abjurers is famous for supplying battle ready mages for the Ahkfaern. Run by Tsaer "the Horned" Nyamtharsar, a male moon elf of Eaerlanni ancestry and Clan Archmage of House Nyamtharsar. Students here learn the arts of defense and attack whilst working in concert with other spellcasters. The school’s students pay for their studies by the manufacture of minor magical items and trinkets. Typical trinkets take the form of necklaces, ornamental bracers, or multiple rings linked with fine chains. Such items might have one of the following powers:  Cloaks the wearer in shadows at will, giving a 70% chance of hiding in shadows as a thief does (thieves gain a +70% bonus to a maximum chance of 99%)  Can fire two magic missiles per day  Can heal the wearer once every three days  Can cure light wounds twice a day (wearer only)  Can turn the wearer invisible for four rounds, once per day  Allows the wearer four rounds of levitation once per day  Allows the wearer to move with absolute silence, always levitating an inch above the ground or floor, and also confers feather fall as needed  Blink once a day for one turn (was intended for use in dancing, and may be accompanied by drifting dancing lights, faerie fire bursts, and/or music)  fly once a day at MV 14 (A) for a single three-round period; can lift a maximum of 600 lbs (average human wearer can carry at least one other person of typical human size)  Hold person by touch (single target only, saves at - 3, effects as if the spell were cast by a 10th level wizards except that it affects undead and lasts only four round for living beings, eight rounds for undead; broken if "frozen" target takes damage from any attack), once per day  Light once a day (stationary where evoked; does not move with jewelry) and/or dancing lights (a cluster of one to four circular balls, hue, size, brightness, and number as the jewelry-wearer wills) once per day; these wink out when desired, or seven rounds after creation, whichever comes first  Purify food and drink once a day, by touch, acting on all chosen items to a total volume limit of no larger than the wearer's own body) that can be touched in a three-round "active" period  Spider climb whenever desired, to a maximum extent of one turn per day  Warmth (as a ring of warmth) twice a day for up to six rounds each time (a property often used to walk unclad from house to outhouse on winter nights, or to attend winter parties in very flimsy attire)  Water breathing once per day, for up to one turn  Wraith form once a day, for up to one turn

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46. The Coppershield (Dance & Festhall)

This many-spired festhall is the site of many a raucous revel attended by the wildest of the city’s inhabitants, the wealthiest families ambitious to rise in social circles, and visitors to the city who can seem rich or important enough to impress the locals attend the festivities here. Revels are evening parties, gatherings to dance, drink, murmur insults or boasts to the nearest fellow revelers, and to listen. About two of them are held per tenday, and provide some of the best entertainment in the city. From the outside, the festhall resembles an ancient elven castle. It is a cluster of very tall, very slender spiraling white granite towers topped by domes of white studded with ornaments of gold, and impressed with streaks of blue lapis lazuli, linked aloft by flying bridges that attract many-hued lightning strikes in stormy weather.

47. Whiterose Palace (Emporium run by gnomes & Halflings)

A virtual cornucopia of dry goods, haberdashery, linens, clothing, tools, and just about anything lese a house hold needs can be bought here. Many items have minor useful enchantments: self cleaning curtains, self heating plates and jakes seats, chilling buckets for wines and ales, sun rods, glow lamps, and a mystical variety of toys and gnomish trinkets and contraptions. Upstairs is a small toy factory, the life like items produced by this place are legendary throughout the north. Many a smiling child has woken up one mid-winters morn to find a Whiterose toy at the foot of their bed.

48. Ironcrown Citadel (home of dwarven clans Ironcrown & Snowsbattle)

Ironcrown Citadel is a four story red granite keep, and two imposing watchtowers centered around a thriving smelter and smithy. Selindra Ironcrown and her husband Telfarth Snowsbattle operate the largest and most successful metal workers and foundry in the city. Over 100 dwarves work here to the constant sounds of hammering metal set to the rhythms of chanting smiths are armouers. Anything to do with meatl is made here, from blades and armour to plows and plates. The workmanship here is peerless and so are the prices.

49. The Drunk Duck (Tavern)

This raucous drinking spot is famous for the beers and ales it produces in it cellar brewery, and has a few rooms to let upstairs. Guests in these rooms can eat at the bar, but there’s no dining room, and little escape from the good-natured noise and bustle of the taproom. The decor in the Drunk Duck’s taproom mimics a forest, with pillars done up to look like trees, vines, and living tree limbs sprouting leaves overhead. Illumination is provided by several theurglass chandeliers whose illumination changes according to the time of day outside. There is an endlessly tinkling spring in the center of the taproom that cascades out of a rock pile to flow into a little pond filled with the taverns chief fare, ducks, studded with lily pads. The spring is real, not magically animated, and yields the soft water used in the brewing of its famous beers and ales. The tavern gets its name from the ponds ducks predilection for drinking beers and

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ales that are said to enhance their overall flavor. The Drunk Duck also serves a full list of wines, zzar, sherries, mead, and liqueurs from the far corners of the realm. A limited range of food is served with the nightly specials rarely changing and usually involving some form of waterfowl in the recipe. Foresters, rangers, woodcutters, furriers, wood elves, and other forest folk feel at home here.

50. The Moons Shadow (Restaurant & Festhall)

A former mages tower The Moons Shadow is a garishly pink painted manor with an accompanying fours story red granite wizards tower. The central courtyard is filled with flowers and climbing vines inside and surrounded by gardens outside, including wild gardens, which are preserved plots of tangled rewaran vines, moonrose shrubs, and silverbark trees.

This house of pleasure is famous vale wide for its luxuries, beautiful courtesans, and hot spring baths that are rarely enjoyed alone. It boasts very high prices indeed. an evening’s pleasure can easily cost 200 gp or more. All courtesans here specialize in a combination of pleasantly learned conversation, musical entertainment, singing dancing and kneading out the pain from long journeys and old battle injuries with their hands and feet, for those who don’t want to indulge in the exotic. The high ceilinged, carpeted halls and private rooms are decorated with stained theurglass lanterns and plants. Lounges (including the baths) surround the circular dining room. From the curving hallways that encircle the dining room ascend broad stairs to large rooms that feature privates baths, steam rooms and curtained, canopied beds.

The dining room at the Moons Shadow serves the usual roasts and fowl dishes with flair, along with more elegant fare suitable for the tastes of its varied cliental. The soups are delightful, humans, elves, half-elves, dwarves, and halflings are all seen here often admiring the exquisitely painted views of gardens, mansions, and temples of the city and surrounding country side. The paintings done by local artists and hang in every room, are truly beautiful, with vibrant colors, charming scenes, and magics that preserve them and make them glow so that they can seen even in darkrooms. Small cantrips on the most expensive of these pictures make small birds, squirrels, and the like appear and wander through the scene augmented, very rarely by an armored elf or gowned lady gliding along in the background shadows or appearing from time to time in the windows of a castle turret or on a balcony.

51. Highhammer Hall (Temple to the Dwarven Gods)

This temple has one major nondenominational temple with statuary of all the dwarven gods and goddesses lining the walls, and it also has individual chapels for each of the gods, including a rough-hewn cavern beneath the temple for Dumathoin’s chapel. Offices and cells for the dwarven priests are limited to the top two floors, while storage space and secret rooms are in the finished cellar adjacent to the cavern of Dumathoin.

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52. Starsilver Farm

This large, tastefully well-kept complex on the edge of Starsilver Gorge is far and away the best breeding stables in the Talons. Fine destriers of moonhorse blood and solid mountain ponies are the order of the day here. The training, bloodlines, and care here are so good that wealthy buyers flood up even from Illefarn and Evereska to add blood stock to their own heards. The owner, Liandra Silverleaf is a captain in the city’s spell archers. She is an outgoing, friendly elven woman of breathtaking beauty who seems liked by all and returns the favor. A Spell Archer, Liandra is very wealthy and can well afford to spend her time training fellow Spell Archers of the Ahk’faern. She heads a staff of skilled horsefolk; notable among them are seven skilled green elf spell archers armed with composite longbows, and elven spellblades who defend the stable compound. Expect to pay no less than 125 gp for a mount here. Liandra prefers to match horse to rider in long-term training and that can easily cost another 50 gp. If ever her horses are mistreated or the owner dies, the horses mysteriously reappear in her stables. In the cases of obvious abuse the offenders are often hunted down and turned into mules to be used by grumpy dwarven prospectors in the Nether Mountains’

53. Battlehammer’s Shields & Blades (smithy & home of clans Battlehammer & Stoneshield)

Battlehammer’s Shields & Blades resembles a 4 story dwarven keep. It has its own moat and spiked iron fence, which can be electrified by spells in the event of attack. Four solid red granite crenulated towers topped with ballistae and armories inside mark the four corners of the keep. The lower chambers are dedicated to smithies complete with cold forges, and ever-bright plating vats. Over 20 warrior-priests of Dumathoin dwell here along with their families. This place is a down-to-earth, hard-core weapons shop: large, dimly lit armouries that smell of oil and cold steel, are found in the bases of the four towers, crammed with racks of ever-bright and enchanted swords, daggers, maces, morning stars, war hammers, spears, arrows, bolts, and battle axes. Battlehammer’s Shields & Blades sells helms, plate and chainmail, gorgets, and gauntlets as well as weapons and shields.

Armand Battlehammer and his wife Tyara Stoneshield greet customers with a friendly smile and a ready throwing axe. Warm tea and cold ales are served to genuine buyers, those who just come to look are shown the everyday weapons that have yet to undergo the ever-bright treatment, then politely shown the front gate. Several battle horrors guard the armories along with many ingenious dwarven glyphs and traps. Prices here are at least triple normal, but then you get exactly what you pay for.

54. The Bottle & Blade (Tavern)

This rambling two story white granite building is topped by a triple domed roof of the bluest marble. Famous for its home brewed beers, stouts and ales The Bottle and Blade see more than its fare share of tavern brawls and disputes. A sigh above the stone arched door warns patrons to leave blades and spells at home. This sign is more than just a warning for the Blade is run by

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a family of spell casting dwarves from Splendarmorrn who delight in hurling magically hardened bottles at brawling patrons. The Blade has a dozen upstairs rooms for rent, but only the deaf could sleep there when the taproom below is doing its usual roaring trade.and I do mean roaring! The Blade serves a home-brewed ale called the Hardbottle, that I found curiously sweet with an after taste of barley and hops. Patrons can enjoy a huge selection of wines, beers, and stronger drink here.

55. Darym’s Fine Wines & Ales (Winery & Ale House all served with local produce)

This large, well-stocked winery and ale house is a surprise to all who enter. Almost all the residents from the surrounding farms and villages drop by daily to buy the fresh juices, wines ales, breads, and cheeses that Darym and his sons bring in from nearby farms every dawn on a creaking wagon that must awaken many folk. Prices here tend to be 10% above the average found in the city where such a thing as competition exists, but what is asked is not unreasonable. The friendly, chatty halfling proprietor, Darym Thistlewood, certainly tries to stock most of the wines, ales and local foodstuffs produced in the region. As a side line Darym’s wife Sardelia even sells parchment, inks, some quite nice ready-made gowns.

56 Stonehammer Farm (home of Stonehammer Dwarf clan)

Stonehammer farm is famous throughout the vale for the quality of the oats and barley it produces. Adbarla Stonehammer id the feisty matriarch of the clan and she sees to the running of this most profitable farm. Built around a large four crenulated, black granite keep, Stonehammer Farm also has its own brewery on site. Abdarla’s boys are also famous pony breeders and prospectors, and many of the silver mines around the city are operated by these former citizens of Splendarmorrn.

57. Delambyr’s Flow (Inn & Tavern)

Delambyr’s Flow is a four story slate-shingled, many-gabled, solid-looking white granite building that is warm and dry in winter, and cool and dry in summer. Its pleasant staff sets the tone for your visit, and it offers meeting rooms for hire and a superior feasting board. The innkeeper on duty is Hastarele Hawksong or one of his many half-elven children (he has 12). The inn has white granite walls covered in like like bas-relief carvings. The floors are brightly polished redwood. This nightingale floor is just the thing for guests who fear being attacked at night and is apt to creak groan and whistle when one is walking about late at night. The furnishings are carved in the finest elven traditions and extremely stylish and comfortable, and every room comes with its own polished blue marble bathtub replete with hot and cold running water. The centerpiece of any stay at The Flow, however, is the common dining room: an airy, plant-hung chamber with large theurglass windows overlooking the ponds and fountains of the Moonrose Gardens. Most guests get very used to it, and do so gladly. Hastarele Hawksong, Moon Elf Male, Arcane Archer 14, wielder of Delimbyra’s Shining Bow.

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58. The Watchful Ghost (Inn & Tavern)

This gleamimng red granite inn and tavern is a ramshackle, sprawling building of many wings, varying roof sections, and little bay windows and cupolas. It’s easy to get lost inside, what with all the alcoves, the general dimness, odd steps up and down, and the prevalence of odd pieces of antique Netherese furniture and old tapestries salvaged from old Netherese homes during the fall. Run by the Dwimerholt family. The watchful ghost gets its name from the spirit of a deeply sad looking gold elf maiden who came here to meet her human ranger lover. Enraged at this affair, her family killed the human in front of her, so running up stairs she threw herself from the highest spire of the Inn. To this day her watch-ghost spirit still protects lovers from harm. Tamsia Durothil, AL NG Watch Ghost Sorceres 9,

59. Gylbret’s Golden Grist (Mill & Granary)

This huge, impressive stone mill and warehouse grinds, stores, mixes, and bags hulled or crushed grain, flour, and seeds. It is always busy, and employs 50 halflings and gnomes. Tressym are kept to keep down rodents, and sling-wielding Halfling children, whose job it is to drive off birds, are everywhere, and the mill always has enough output on hand to sell a traveler a belt sack or enough human-sized sacks to fill six wagons. Gylbret’s also does a roaring trade as a bakery, and many of his wares can be found hot and fresh in many a city eatery. Gylbret’s gnomish wife, Azalea is a talented mage who specializes in promt delivery of her husband’s baked goods.

60. The Specularum (Library & scibes hall)

Surrounded by wide stone steps, the white marble Specularum’s outer walls hold many frescoes and life like bas-relief carvings. Inside the building is a vast high-ceilinged and open hall, a single room lined with statuary of all the races of the city. A central desk at the hall.s heart both provided patrons with a figure to request books from, and this figure also procured the books from the subterranean vaults for said patrons.

61. Teu’tel’sharr (Moon Tower)

62. Ar’tel’sharr (Sun Tower)

63. Shil’tel’sharr (Shadow Tower)

64. Kiir’tel’sharr (Gem Tower)

65. Nar’tel’sharr (Stone Tower)

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66. Rua’tel’sharr (Star Tower)

67. Dur’tel’sharr (Twilight Tower)

68. Glaurachiilor (Library, bookshop & mage supplies)

This hall sells books and a large selection of new, blank books, scrolls, frames of vellum, and reams of parchment. These new materials come in a variety of sizes, bindings, and formats, from simple unadorned paper-covered chapbooks to dragonskin-bound tomes half as tall as an adult human male with locks, travel cases, giltedged pages, and sewn-in silk bookmarks. All of them are expensive. The cheapest bound volume in the shop is 12 gp, and the most expensive is priced at a thousand times that. Mages, priests, limners, scribes, cartographers, and apprentices to all of these professions come or are sent here to purchase just the right volume for their needs. Powerful fireproofing enchantments leak out of this shop. Glaurachiilor also sells items that bear minor enchantments in particular, musical instruments and minor magical items such as daggers that glow with faerie fire upon command, sunrods, light gems, stones that change hue when immersed in poison or tainted liquids or that alter their color when their surroundings reach a certain temperature, scabbards and sheaths that banish rust, feather tokens, and healing potions, blank staves and wands, ingots of rare metals, and a cornucopia of rare and unusual spell components found nowhere else in the city. Adventurers can usually count on getting some healing potions and glow-on-command items whenever they visit (400 to 500 gp each), but all other items are only available upon special order (paid in advance).

Glaurachiilor also holds a rare collection of second hand books, scrolls, lore gems and tomes. Many are bought from deceased estates, but occasionally something truly rare and significant appears upon the shelves. Buyers never know what rare treasures they may find. Books are available for borrowing, but these are only copies, originals are kept elsewhere on the premises and are said to be heavily warded against theft. The provender of this establishment is Spliwhik Glittergold, a gnomish illusionist and his half-elven wife, Saraya. They have 9 children of various ages, who are all gifted sorecerers specializing in illusions and phantasms.

69. The Warrens

The Tunnels beneath the Dagger house the homes of the gnome clans Ironeater, Goldark, Brightjewel, Brighteyes, Bluestar, Sunmyst, Silvershield & Windancers. The Warrens is a village of gnomes, who live under The Dagger in burrow homes. They craft coffers, latches, and satchels, and sell them to certain trusted merchants.

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70. Teu’shil’telsharr

This stately 4 story home of pearlescent marble topped with a single needle like spire is the home of silver dragon mage Deszeldaryndun Silverwing. Silverwing is sometimes called “the Kindly Dragon” in the lore of the North, because he so often aids humans and demi-humans. Though he avoids human society and politics, Silver-wing seems fascinated by individuals. Many are the lost, lonely or hurt folk he has healed and sheltered. Deszeldaryndun has even been known to participate in the adventures of those he has befriended. He prefers to do such things entirely in disguise, so those he helps are unaware of his draconic nature. He does not hesitate, however, to reveal his true powers, if such a tactic helps one of his chosen companions in need. He’s also a shrewd judge of character and uses spells covertly to probe the alignment and true nature of any encountered being of whom he is unsure. (Silverwing is very rarely duped or taken unawares.) Silverwing is a sleek, graceful silver wyrm who seems to enjoy a slow-paced, simple life in the wilds, spiced with frequent human contact that he initiates or for which he sets his own terms. Deszeldaryndun is married to Illiantha Starsong, a Moon Elf selu’taar of striking beauty and kindly nature, their many half-dragon children are famous arcane archers, spellsingers and duskblades who serve with distinction amongst the military of Glaurachyndaar.

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Secrets of Glaurachyndaar

Hidden deep beneath the streets and spires of Glaurachyndaar lie the reasons why Glaurachyndaar was built, the hidden portals and vaults of House Vyshaan. Deep below the lowest cellars and basements of Snowcrest Spire 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 Vyshaanti to store their many artifacts and treasures. The greatest of these are the 21 Meditative Lore Crystals of House Vyshaan, 2 foot tall floating, spindle like crystals that hold the collective lore and history of the Vyshaanti and many of their Selu’taar. Of the locked vaults many are storehouses of magical artifacts recovered from the ruins of the Vyshaantar Empire and defended by bound demon guardians. Eaerlanni archmages wrapped the vaults in magical wards, so as to imprison those evils that remain within the armoury’s deepest chambers. Most of the vaults hold the war machines of the Avaryndaar, 8’ tall elven-looking battle golems, 20’ long, scorpion like, siege golems, bronze, hovering battle platforms, wracks of long lost 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 Vyshaanti used to transport their armies across all the lands of Faerun, the most powerful of which leads to Fhoeldin’durr – the Thousand Fold Way.

Another of the secrets of Glaurachyndaar are the various portals that connect with the Trail of Mists. The Trail of Mists is a little-known means of magical travel akin to a series gate and believed to date back to the height of Netheril and Eaerlann. Created by gnome illusionists working in concert with Eaerlanni High Mages, the Trail of Mists served originally as a means of magical transport by which gnomes who had escaped enslavement by the Netherese could move about the northern and eastern High Forest without fear of being recaptured. The Trail of Mists links several score elven garrisons on the Eaerlanni-Netherese border with an elven fortress in the heart of Eaerlann since rebuilt as the Citadel of Mists. From there the Trail of Mists leads further south and west, enabling gnomes to safely flee far from their former masters. The Trail of Mists crisscrosses much of the northern High Forest and links with gnome communities, the ruins of older gnome settlements, and various cities of other races scattered across western and northern Faerûn. It has been extended time and time again by gnome illusionists, the most famous of whom is undoubtedly Fitzmilliyun Sparkledrim, the legendary creator of the Castle of Illusion.

The Citadel of the Mists, a slim triangle of three towers jutting from two large buildings and an enclosed courtyard, is an isolated castle on the northern fringes of the High Forest. The tallest tower houses a pegasus aerie, well guarded by charmed air and fire elementals and only accessible via an exposed internal staircase that rises through a single large chamber. The Citadel is cloaked in an ancient wardmist that predates the castle’s construction by millennia. The Citadel is riddled with ancient dimension doors of elven construction, that is invisible spots that whisk someone entering them in certain ways to other invisible spots, elsewhere in the Citadel. Some of these linkages work in the upper floors of the three Citadel towers despite

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predating the construction of the present fortress, a conundrum only the Mistmaster has unraveled. The dimension doors are in some way tied to the Trail of Mists, but it is not possible to access the ethereal network of paths by employing them.

In addition to those that lie within the depths of the High Forest, one or more nexus points of the Trail of Mists lie within the burrows of Dolblunde (north and east of Waterdeep), the caves beneath Ascalhorn, and Myth Glaurach, as well as amidst the Castle of Illusion, the Trollbark Forest, the Forgotten Forest, and the Trielta Hills. Another nexus is said to lie amidst the tunnels of Shinglefell Gnome Burrow. Eaerlanni elves helped gnome escapees hide in elven frontier garrisons and taught individual gnomes the art of illusionist magic, and this then culminated in the eventual freeing of Netheril’s gnome population in –2387. Hidden at the bottom of a shaft below the deepest Vyshaan vault is the Heart of Sharlarlion, a heavily warded chamber created to house the Mythal Stone of Glaurachyndaar. It was here of old that the Cor’selutaar of Sharlarlion hid the original mythal stone before the city’s fall at the hands of Miyeritari Selutaar towards the end of the fifth Crown War. The Selu’taar of Glaurachyndaar hope to never have to use the chamber for a similar purpose, but it is here just in case the unthinkable should ever occur.

War Mythals

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.

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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, cloudkill, 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.

War Mythals

Mythal of Denial (Divine) 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 divine (or lower planar) 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 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 mythal’s main power which is to deny access to the prayers and powers of a gods priests or servants. The central caster decides which god/s (or lower planar nasties) are to be denied, and the secondary casters cement this by denying which spheres of magic will be with-held from the priests. 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.

Priests/Paladins/Clerics or any other beings with access to divine 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/ /eladrin/aasimar/angels and the like) serving the god/s (or lower planar nasties) in question who are caught within the spells bounds when it is cast must save verses death magic or be killed outright, those who do save are immediately banished back to their home plane, and cannot return for a number of months

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equal to the level of the central caster. Divine magical items or artifacts caught within the mythal’s boundary are also affected. Any items of less than artifact level are automatically destroyed, whilst artifacts are shut down for a number of months equal to the level of the central caster. Only those beings within the mythals sphere at the time of casting are affected. Other divine casters may enter the area of effect once the casting ends The casting of the ritual drains 60d4 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).

War Mythals

Mythal of Denial (Arcane) 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 mythal’s 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 mythal’s 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/Sorcers 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

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home plane, and cannot return for a number of days equal to the level of the central caster. Arcane magical items or artifacts caught within the mythal’s boundary are also affected. Any items of less than artifact level is automatically shut down for a number of months equal to the central casters level, whilst artifacts are shut down for an equal number of days. Only those beings within the mythal’s 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).

War Mythals

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 mythal’s 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/Sorcers 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 artifacts caught within the mythal’s boundary are also affected. Any item of less than artifact

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level is automatically destroyed whilst artifacts get a saving throw vs disintegration at -6. Only those magics/items/beings within the mythal’s 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 artifact 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.

The Magic Items of Glaurachyndaar

Ederan's Staff of Silverymoon

Every High Mage of Silverymoon since Aglanthol the Red has crafted a unique, personal symbol of office known as the staff of Silverymoon. The Brothers of the Black Hand stole Ederan Nharimlur's first staff along with a number of other priceless magical artifacts in 766 DR during the construction of the High Palace of Silverymoon. Fashioned from duskwood and topped with the carved head of a cat, Ederan's staff of Silverymoon allows the wielder to cast the following spells:  alter self (1 charge)  cat's grace (1 charge)  darkvision (1 charge)  globe of invulnerability (2 charges)  spell turning (2 charges)

Caster Level: 13th; Prerequisites: Craft Staff, alter self, cat's grace, darkvision, globe of invulnerability, spell turning; Market Price: 85,500 gp; Weight: 5 lb.

Tasmia's Necklace

Thought to lie somewhere within the ruins of Hellgate Keep, Tasmia's necklace is a string of four sapphires and three beljurils once worn by the High Lady of Ascalhorn. Similar in function to a helm of brilliance, each jewel in Tasmia's necklace can perform a single spell-like power once:

Jewel Effect

Beljuril lightning bolt (10d6) Sapphire summon monster V

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Once all of its jewels have lost their magic, the necklace loses its powers and the gems turn to worthless power. Removing a jewel from the necklace destroys it. Caster Level: 10th; Prerequisites: Craft Wondrous Item, lightning bolt, summon monster V; Market Price: 17,000 gp; Weight: --

Jaluster's Pipestaff

Fashioned of weirwood, this most unusual looking quarterstaff has a small hole in the top and a 6 inch long pipe stem emerging at a right angle about 1 foot from the top of the stave. Jaluster was an Ascalhi wizard who was torn apart by fiends during the fall of Ascalhorn as he tried to save that city from their domination. He is said to have destroyed three liches and at least five tanar'ri that day ere he died. Although his orizon was spirited to safety by the bard Maerstar, the archmage's pipestaff was apparently lost years before to the Brotherhood of the Black Hand. It now lies hidden within the Crypt of the Black Hand, buried beneath the ruins of Hellgate Keep. In addition to serving as a convenient pipe, Jaluster's pipestaff allows the wielder to cast the following spells:  flame arrow (1 charge)  flaming sphere (1 charge)  fire shield (2 charges)  meteor swarm (3 charges)

Moreover, if so commanded, the pipestaff begins to smoke in a fashion identical to that of an eversmoking bottle. In the first round, smoke pours forth, totally obscuring vision across a spread of 50 feet. In subsequent rounds, the smoke spreads until it has spread 100 feet. This area remains smoke-filled until a second command is uttered, after which the smoke dissipates normally. Caster Level: 17th; Prerequisites: Craft Staff, Craft Wondrous Item, flame arrow, flaming sphere, fire shield, meteor swarm, pyrotechnics; Market Price: 116,700 gp; Weight: 5 lb

Delimbiyra's Shining Bow

Crafted of phandar wood ere the fall of Eaerlann, this +1 mighty composite longbow (+4 Strength bonus) glows with a silvery light equivalent to that of a torch (20-foot radius). Nonmagical arrows shot from this longbow become silvered in flight. Moreover, any creature struck by a nonmagical arrow shot from this longbow, plus any objects within a 5-foot radius burst, are subject to the effects of a silver-hued faerie fire spell.

As "Delimbiyr" is simply the elven name for "Shining," it is believed that the common name by which this weapon is known reflects a misunderstanding by the human bard who wrote of this weapon. To the elves, it is simply "Delimbiyra" which means "Shining Bow." In any event, the weapon has never been recovered from fallen Myth Glaurach, and the weapon may still lie within the City of Scrolls.

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Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, faerie fire, silvered weapon; Market Price: 12,800 gp; Weight: 3 lb.; Cost to Create: 6,000 gp + 480 XP.

Shattered Staff of Starsongs

Fashioned from shadow wood, which is known for its propensity to split down its length under stress into a splayed mass of fibers, this weapon appears to be a normal +1 quarterstaff. At will, the wielder can command a small piece of wood to break off from the shattered staff and fly as an arrow towards a target. When used in this fashion, the shattered staff has a range increment of 60 feet and inflicts 1d6 points of damage. Bonuses for high Strength do not apply. This use of the shattered staff is considered an exotic weapon. Finally, at the wearer's command, the shattered staff begins to sing elven songs in the language of Seldruin dating back to the height of Aryvandaar. The effect is akin to that of an enthrall spell.

Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor; Market Price: 32,300 gp; Weight: 4 lb.

Silvered Weapon

Transmutation Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Components: V, S, M Casting Time: 1 action Range: Touch Target: One weapon or projectile Duration: 1 round/level Saving Throw: None Spell Resistance: None You transform a single weapon or projectile into a silvered weapon or silvered projectile. A silvered weapon or projectile functions as a normal item of its type, except that silvered weapons or projectiles can hurt some creatures that can resist damage from normal weapons, such as werewolves. Material Component: A silver coin.

Tel’Kiira: Lore Gems

Perhaps one of the greatest Elven treasures are the Tel’Kiira. Strictly translated, the word means ‘Lore Gems’, though other meanings, such as ‘Stones of Knowledge’, or ‘Memory Rocks’ exist. Tel’Kiira are only usable by Elves. These gemstones are semi sentient depositories of knowledge. Whatever the wearer of the gem knows is recorded, and future wearers can access those memories.

Mail of Shadows & Dust

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These suits of silver and black chainmail create an intangible field of protection around the wearer (+5 AC). It also bestows a magical resistance against all spells to the wearer (+5 Spell Resistance). Their most important power is to allow the wearer to shadow walk 3/day and to hide in plain sight at will.

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 Sept’Tel’Seldarine. This had prompted the few who are aware of the blade to nickname it “The Seldarine Blade”. Kanaruil’s origins are ancient. It can be traced back to the legendary Tintageer. Legends say that Ytharra, an Elven heroine, supposedly used Kanruil 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. Kanaruil’s 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.

Vyshaan Deathlance

Copied from Illithyiiri 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 (DC 15). 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 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.

Aryvandaaran Battle Platform

The Aryvandaaran Battle Platform is a bronze platform replete with merlons, crenulations and arrows slits, 40’ or more in diameter and only a few inches in thickness. When the magical command word is spoken, the battle platform springs to life, floating 3’-300’above the ground. With naught but a thought, the “operator” of the Battle Platform can use a black obsidian control orb to move the item, so long as he/she is within 120 feet of the object . A Battle Platform moves about as fast as a normal, horse does, but is far more maneuverable, as it levitates off of the ground. The maximum weight capacity of the floating disc is three thousand pounds. Hatches in the bottom allow hot vats of oil or acid to be dropped on opponents. The platform can hold up to 100 soldiers and their gear, 2 light catapults plus shot, or items and supplies vital to an army’s needs.

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Aryvandaaran War Crawlers

War Crawlers resemble giant scorpions with large grappling claws, small castles for archers, litters, and thrones for a main body. They are propelled along on 6 scorpion like legs that are often covered in sharp spikes and blades. Their bodies are armored, and reinforced. Weapons, such as harpoons, spears, lances, rams, and assorted blades are fitted onto the body of the War Crawlers. Some even have more outlandish weapons, such as moving pincer arms, rotating catapults and ballistae, and even magical devices that shoot out rays. Similar in operation to dark Elven Crawl Chests Those who are operating War Crawlers must maintain a deep concentration in order to control them (DC 20). Even the slightest distraction theoretically can upset their concentration enough to “shut down” the War Crawlers. Those controlling the weapon gain the ability to see as if they were the War Crawlers, in a full 360 degrees. They move the legs of the item as if they were moving their own legs. They operate any weapons on the item as if it were they who were using the weapons. These weapons of horror were considered the height of foolishness and arrogance when they first appeared on the battle fields of the Crown Wars, but they soon gained their well earned reputations when defenders found that like iron golems they are immune to most magics, and that they offer those hunkered down inside them the same protections.

Cheldaorn Katar

This punchblade dagger acts as a dagger of venom, but it never runs out of poison or needs to be refilled. It was carved by a renegade elf long ago from a black dragon.s tooth.

Nychyaella’s Healing Spear

This silver-headed shadowtop-wood spear can heal its wielder up to once per day by transferring all damage from the wielder into a successfully struck opponent on a successful attack roll of natural 20 and draining equal hit points to restore the wielder. Opponents so struck cannot contribute more points of healing than they currently have in hit points.

Shroudcrown

The Shroudcrown is an agate-studded bronze circlet artifact that allows the wearer to turn or control undead as a 10th-level priest, renders him or her immune to undead touch powers (like wraiths and liches possess), and makes him or her invisible and inaudible to unintelligent undead. It may have other unknown abilities, and those who use it seem to have died under mysterious circumstances involving the undead.

Tasmia’s Heart

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This elaborate high-necked bustier is laced and lined with black silk and adorned with sapphires and beljurils. It sustained the High Lady Tasmia Halaskar’s life both underwater, functioning as a helm of underwater action and a ring of free action, and for centuries beyond measure, working in some unknown manner to slow her aging and preserve her life force.

Thyrsus of the Druid Craenoth Driel

The thyrsus is a staff topped with a massive pine cone and dedicated to Rillifane. It allegedly commands trees and treants alike to defend the wielder or perform missions of limited duration.

Nether Scrolls

These magical scrolls were created by mages of Saarukh who collected the esoteric lore from a dozen different magic using nations with dozens of different traditions of arcane lore. Later, they became the foundation of ancient Netheril, disappearing long before Netheril fell. The entire collection numbers 100 scrolls, inscribed in exotic runes on sheets of pure gold. The contents are unknown but many are suspected to contain exotic spells more powerful than any known today, requiring components no longer existing.

Vyshaanti Spellbattle Rings

Set with the house insignia of House Vyshaan these rings give the ability to dispel certain spells. The wearer is made aware of any release, casting, or exercise of any magic or spell-like psionic power occurring within a 120-foot spherical radius of the ring. The general effects of all such power releases (fiery-attacking spell or shape-transforming spell, for example) are identified to the ring-wearer. The wearer can choose to dispel a spell cast within range or to change its target. When the ring is told to change targets, the new target gets the chance to save vs. spell at -2 to avoid the ring’s effects. Failure means the new target takes full spell effects. This changes control of the spell to the ringwearer.

Success means the ring dispels the magic instead. This is also what occurs if a charm person or a similar spell is hurled back at its caster. A caster can’t be made to turn himself or herself to stone or addle his own thoughts, but the spell cast is instead wasted. Combat spells, such as fireball and lightning bolt, can be turned back at their caster.

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.

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Sources Used

Every Volo’s Guide I could get my hands on. Thanks Ed Everything by Steven E Schend, (surely Corellon in disguise). More Eric L Boyd stuff than can be counted. Volo’s Guides to; The Dalelands, The North, The Sword Coast, Balders gate II, Guide to Magic, Cormyr. Cormanthor: Empire of the Elves, The Fall of Myth Drannor, The Ruins of Myth Drannor, Elves of Evermeet, Complete Book of Elves, Mintipers Chapbook, Twilight Tomb, FR Adventures, The North Boxed Set, Champions of Ruin, Champions of Valour, Races of the Wild, Mysteries of the Moonsea, FR Atlas, Silver Marches, Seven Sisters, Serpent Kingdoms, Races of Faerun, Lost Empires of Faerun, Leaves of Learning, FR Players Guides 3.5 & 4, FRCG 1, 2, 3.5 & 4, Players Handbooks 2, 3.5 (I&II) & 4, DMG 2, 3.5 & 4, FGCG 1, 2, 3.5 & 4, Scepter Tower of Spellgard, College of Wizardry, Bastions of Faith, City of Ravens Bluff, Code of the Harpers, A Grand History of the Realms, Epic Level Handbook, Demi-human Deities, Hellgate Keep, Blackstaff, Forsaken House, , Final Gate , Rescue at Rivenroar.

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