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Shantel Othreier

Empire of a Sundered Crown

“Compiled, edited, adapted and in parts written by Snowblood.”

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Contents Page

Map of Shantel Othreier page 3

History & Lore of the Empire page 4

Rysars of of the Realm page 18

The Geography and Climate of Shantel Othreier page 20

The Twelve Great Cities page 27

Locations of Interest page 31

The High Art of Shantel Othreier page 32

Treasures of Shantel Othreier page 40

Kits & Classes of the Empire page 51

Notables of the Realm page 54

The Darkest Secret of Shantel Othreier page 62

Elven Peerage and Titles of Rank page 68

Sources Used page 70

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Shantel Othreier Circa 15000DR

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History of the Empire of Shantel Othreier

–30000 DR Both sun and moon communities build great War of the Seldarine cities that rival the magnificence of ancient Atorrnash. The sun elf city of Occidian is heralded Araushnee is cast down into the Demonweb Pits, as the center of elven music and dance, while the where she becomes the demon-goddess Lolth. The moon elf city of Sharlarion is unrivaled as the solar Malkizid is branded and thrown down into crossroads of trade and commerce. the Nine Hells. –24400 DR –27000 DR Continuing their work to undermine dragon rule, The elf city of Occidian is sacked by a horde of the Fey open new gates allowing the first elves to led by the abyssal fiend Haeshkarr, which then immigrate to Toril. These primitive green elves attacks Sharlarion. The horde and Haeshkarr are worship the Faerie gods (not the Seldarine, which defeated by the elves at great cost. were unknown at this time). Although most green elves are content to remain in small scattered –23900 DR tribes, one group known as the Ilythiiri negotiates with the dragons and begins to carve out a small Establishment of the first gold elf settlements of kingdom in the south. The great Ilythiiri capital at Aryvandaar (present-day High Forest). Atorrnash remains a shining beacon of elf culture for millennia. –23600 DR

–25400 DR Establishment of the first moon elf settlements of Shantel Othreier & Ardeep. Fleeing the destruction of the island kingdom of Tintageer on their home world of Faerie, a small -23590 DR circle of gold elves led by the young prince Durothil cast a divination to find their new home—on the The Conclave of Houses elects Hamaranth Othreier world of Toril—and then create a portal leading as the first Coronal of the newly established Moon there. The refugees name their new home Faerûn, and Gold Elf city of Yr’chionmanthaar The City of the One Land. Integrating into the native green elf Peaceful Reverie. Within two centuries the borders communities, the descendants of the gold elves of of Shantel Othreier are established and the new Tintageer become known as sun elves, while the realm in proclaimed. descendants of the sole silver elf refugee, Sharlario Moonflower, become known as moon elves. -23400 DR

–24500 DR Page | 4

The Gold Elf city of Myth Rua’vae is raised using the Shaar). Trade begins almosi immediately as high magic becoming a centre of learning and the rare herbs, timbers fruits and other forest products arts. begin flowing north in exchange for much needed supplies to help establish the Shantel Othreien –23200 DR colony

Ilythiir settlements spread south and east (present- -22172 DR day Shaar and Forest of Amtar). A sick and ailing Y’pwerinath names his youngest -23050 DR sister as his chosen heir, a choice bitterly opposed by the old, male dominated houses on the council. The first Rysar ends with the journey of Hamaranth Despite their objections, Sassaliya Othreier, Othreier to Arvandor, after a long and fruitful life. Cor’Selutaar of Shantel Othreier, becomes its first He is known as Hamaranth the Wise, after female Coronal, leading the realm into its first successfully guiding the new realm through its golden age of peace, learning and expansion of the earliest days and the upheaval created by the arts. Sundering. The new Coronal, Amonsevre’ Othreier, Hamaranth’s second son, is chosen by The Golden Age of the Rising Sun acclamation of the Council Lords as the most suitable candidate from amongst the seven -22161 DR claimants to the throne. Y’pwerinath Othreier, “The Dainty”, dies in his –22900 DR sleep after suffering a long and debilitating illness that no known chirurgeon’s trick or priest’s prayer The elf settlement of Illefarn (present-day could cure. Ardeep and Kryptgarden Forests and parts of Dessarin Valley) is founded, and green elves join -21900 DR their moon elf cousins in Ardeep. After centuries of peace and harmony amongst the -22760 DR various clans and houses, Sassaliya Othreier is found murdered in her bath, with a look of abject The second Rysar ends with the sudden death of horror plastered to her face. Despite all efforts by Amonsevre’ Othreier in a violent storm whilst the priests the assassin is never caught and travelling on dragon back from Fhaorenhaven to Sassaliya’s soul is never found. Crowned in her Ardeep Forest. Amonsevre’s eldest son, the stead is her eldest daughter, the High Priestess of warrior-mage Y’pwerinath Othreier is chosen to Sehanine, Shalindyra Othreier who vows not to lead Shantel Othreier in its time of colonial rest until the murder or murderers are brought to expansion. an accounting for their actions.

-22540 DR -21658 DR

Moon elves from Shantel Othreier officially found Leading a religious revival, Shalindyra Othreier the colony of Ardeep with the laying of a Mythal begins a building program bringing temples and over the tree city of Deepening Moon. schools to all of the larger settlements within the empire and its colonies. Whilst hearing a death- -22500 DR bed confession of one of her most trusted advisors, she learns who it was that organized and carried Moon Elves from Yr’chionmanthaar help their kin her mother’s assassination. The bloody purge of Establish the moon elf settlements of Orlothia and nobles that follows leaves no doubts as to who is in Shaarril in Orishaar (present-day Duskwood and charge. Page | 5

the realm remove him from power and exile his -21328 DR immortal soul back from whence it came.

Shantel Othreier’s first ‘Golden Age’ comes to an Seen as a shining light of truth and justice, Keltor end with rebellion of the Gold Elves of Myth Durothil is elected unanimously by the Lords Rua’vae, this is in response to the Coronals Conclave as a suitable replacement for Kylandor continued inquisition and persecution of families “the Devil Worshipper”. connected to the plot to over throw her family nearly 1000 years before. –20000 DR

Leading her forces south from of Yr'chionmanthaar Orishaar and the southern dark elf nation of Ilythiir to besiege Myth Rua’vae, Shalindyra “The Pious” begin skirmishes that continue on and off for the Othreier and most of her commanders are slain in next seven millennia. Keltor Durothil sends several their sleep by a trio of extra-planar assassins. ambassadors over many years to try and work out Seizing the crown from his dying mother’s grasp, a peaceful settlement to the simmering border Marpintel Othreier, The Betrayer, crowns himself conflict. Their efforts meet with little success. Coronal amongst all the chaos and confusion. The civil war continues for another six months before -19951 DR coming to a violent and bloody conclusion when Marpintel is murdered by his own captains for his Keltor Durothil dies whilst fighting the Shadow’s gross incompetence in command and his Blood horde on the southern slopes of the narcissistic views on the roles and privileges of the Sunset Mountains as it attempts to invade Shantel Coronal. Othreier through a place called “The Slot” north of the Gods Theatre. His son and heir is also slain, -21327 DR leaving his cousin Mangkyll Durothil, as the strongest claimant to the throne. Mangkyll is duly Seeking an end to the pious hypocrisy of house elected by the Conclave of Lords, a body Othreier, the Conclave of House Lords elects the dominated by members of his side of a very large leader of the rebel forces, Kylandor Durothil as the yet divided clan. Coronal to restore order to a restive empire. He immediately sets about putting his stamp upon -19430 DR things by granting pardons to those who opposed him and immediately ordering the arrests and Dark Elf refugees fleeing from the oppressive rule executions of the Aryvandaaran mercenaries who of the leaders of Ilythiir fold over the border into fought for them. Kylandor’s second act is to close Orishaar. They are then settled much further off Shantel Othreier from the outside world. He afield, finding sanctuary in the sparsely settled then sets in place a rigid class based social region of northern Fhaormista, in the forest of structure that locks people into their current roles Shil’teuvandor. and social status for millennia.

-20320 DR The Age of Raging Storms

The seventh Rysar comes to a spectacular end -18954 DR when it is revealed by Keltor Durothil, (the Coronal’s nephew) that Kylandor has been The ascension of Ayagasurya Durothil to the throne trafficking with devils, which in turn explains his begins the tenth Rysar when Mangkyll and his unusually long life span. His 1000 years saw a entire family are massacred by Dark Elven raiders solidification of House Durothil’s power into the from Illythiir whilst out hunting unicorns in the hands of a powerful Gold Elf elite. The Selu’taar of Woods of Lurue. Ayaga “The Lame” is seen by many as a pretender, but as the only blood heir, Page | 6

and rightful claimant, the Conclave is left with little unanimously elect Korinnialass Moonflower as first choice. The veracity of his claim is beyond doubt, Moon Elf Female Coronal of the new Shantel but his ability to rule an increasingly fractious Othreier. realm is questioned. At Yr’chionmanthaar in the north, the Gold and –18800 DR more conservative Moon and Green Elf nobles fail to recognize Korinn’s claim, electing Sunkyrrin Establishment of the first elf settlements of Durothil as only the third female Coronal of the Miyeritar (present-day High Moor and Misty empire. A slow and dirty civil war simmers away Forest) by green and dark elves due to political for the next 600 years as the empire fractures into differences with the gold elves of Aryvandaar. three separate, warring states. The Moon and Nearby families from Shil’teuvandor and Green Elf domain of Miyerimista in the north, the Miyerimista arrive to join their cousins due to over- Moon, Green and Dark Elf principality of crowding. They continue to maintain close ties with Fhaormista in the west, the rump of old Shantel their cousins back in Shantel Othreier forming a Othreier in the south and east. deep and lasting bond between the common peoples of both realms. –17800 DR

-17900 DR Establishment of the great elf settlements of Keltormir (present-day Forest of Tethyr that After a thousand years of paranoia Ayaga’s spanned all of Tethyr, Amn, Erlkazar, and increasingly racist policies once again bring Shantel Calimshan) by moon and green elves, seeking Othreier to the brink of civil war. Green elves are peace and simple lives away from the strife of the banned from owning property within the larger other elf realms. city’s their nobles dispossessed of their lands in favour of Ayaga’s lackeys. A resistance movement –17600 DR springs up amongst the liberal minded Moon Elves of Teu’alumista who rally behind the banner of a The Sundering previously unheard of Moon Elf Bard, Korinnialass Moonflower (a great…..great grand-daughter of Hundreds of High Mages assemble in the heartland Sharlario Moonflower and the wielder of his family of Faerûn at the Gathering Place. Ignoring the blade.) lesson learned from the destruction of Tintageer centuries earlier, they cast a spell of elven High -17888 DR Magic designed to create a glorious elf homeland. On the Day of Birthing, the magic reaches its apex The War of the Waxing Moon & Setting Sun as the spell extends both back and forward in the mists of time. Faerûn, the one land, is sundered Ayaga ‘The Lame’ is killed whilst laying siege to the apart by the unbridled force of the Sundering. rebellious city of Fhaorhaven. He and much of his besieging force is wiped away in a giant Tornado that sweeps into the area, whilst leaving the city untouched. Leading a relief column from Seluvandaar to help lift the siege Korinnialass Moonflower‘s Moon Elf forces arrive in time to see a large group of Sharn banishing a horde of devils and yugoloths back to the Nine Hells.

In a breakaway meeting of the Conclave of Lords, the nobles of Teu’alumista, Fhaorenhaven, Seluvandaar, Yeventhyll and Firewine Bridge Page | 7

over 100000 Moon, Green, Gold, Star and Dark Elves.

The Tel’Quessir Coast C -17601 DR.

As a result, hundreds of cities are washed away, thousands of elves lie dead, and the face of Toril is changed forever. The name Faerûn, no longer the One Land, is given to the largest continent. Surrounded by vast expanses of water, the island of Evermeet, thought to be a piece of Arvandor and a bridge between worlds, breaks the surface of the Trackless Sea. The Tel’Quessir Coast C -11000 DR.

Blessed by the goddess Angharradh, verdant forests and wildlife soon flourish across the island. Many other citys without mythal protection are wards Evermeet against Lolth, severely damaged with the loss of hundreds of Malar, and the other powers of the anti-Seldarine thousands of lives. Many question the wisdom of and entrusts a unique seed to the Fair Folk of the the Ar’selutaar, and more than a few are isle. The seed soon sprouts, growing into a assassinated in revenge for the mighty art they miniature treeknown as the Tree of Souls. Over have wrought. time, the souls of ancient elves who choose to stay on Toril, rather than pass on to Arvandor, merge into the Tree of Souls, slowly augmenting its -17450 DR power. Prophecies reveal that the Tree of Souls will someday be planted on Faerûn when the Fair Folk The cities of Fharenhaven and Seluvandaar are finally return to the mainland after a period of exile rebuilt as port cities with mythals laid over both on the Green Isle. protecting them from the worst of the weather and the worst of excesses that High Magic can Half of the coastal forest communities of Ardeep, bring. Shantel Othreier and Keltormir are destroyed and hurled into the sea. The coastal cities of Ardmantor, Ursyllashyr, Silversgate, and Quentallis are completely annihilated resulting in the death of

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Darrokan Moonflower becomes Coronal beginning -17261 DR the 14th Rysar after the disappearance of his older brother Seitharil whilst out hunting in the The War of Three Crowns Cloudpeaks. Rumours flourish about his fate, but it is not until many years later that people learn that After a series of stunning victories, the forces of he and his hunting party became lunch for a group Fhaormista and Miyerimista, under the leadership of Cloud Giants and their pack of Dire-Wolf of Coronal Korinnialass Moonflower, begin laying Hounds. Darrokan sets about rebuilding the great siege to Yr’chionmanthaar in an attempt to bring cities of the empire and re-establishing the good about an end to the war. Right at the moment of relations the empire once had with its northern victory, the besiegers become the besieged when a and southern neigbours. force of Gold, Moon and Dark Elf mercenaries from Aryvandaar, led by an up and coming general -15336 DR Ivo’saar Vyshaan attack the Moonflower armies from the rear. Caught between a hammer and After more than half a millennium of peace and anvil, the forces of Fhaormista and Miyerimista are prosperity the Rysar of Darrokan the diplomat gave routed. After a lengthy chase across the Green way to the rise of Mamianaa Moonflower, known Fields which sees the sacking and burning of to history as Fey Mamianaa. A priestess of Hanali, Firewine Bridge by Aryvandaaran mercenaries, the the new Coronal is considered the most beautiful scattered forces of Fhaormista and Miyerimista, woman of the empire. A devout worshipper of the reunite under the boughs of the ancient trees of Lady Evergold, Mamianaa built many temples and the Cloak Woods, and alongside Citadel of dedicated many places to honour her Lady Love. It Shadows, home of the greatest Sharn Elders, the is said that the Coronal was born with one foot Children of . already in the Fey Wild, so when she prematurely ascends to Arvandor one fine spring day, no one is The Age of the Waxing Moon really surprised.

In a fateful reversal of fortune Sunkyrrin Durothil -15300 DR and her troops are forced to surrender with her death on the blade of Shilvanthor Olryth of The elvish Vyshaan clan rises to power in Miyeritar, after a lengthy forest battle. In the nick Aryvandaar under Coronal Ivósaar Vyshann, of time relief forces from Ardeep and Miyeritar deposing the Moon Elf Amarillis clan as the rulers arrive to save the beleaguered Moonflower army. of Sharlarion, and the realm. The realm is once again united under one ruler, signaling a second Golden (or in this case) Silver –14700 DR Age of Shantel Othreier. Aryvandaar’s rulers begin attempts to -16500 DR diplomatically and peacefully annex Miyeritar into their realm and under their control. The thirteenth Rysar begins sadly but peacefully with the quiet passing of Coronal Korinnialass -14009 DR Moonflower at the ripe old age of 1627 years of age. It is revealed upon her death Korinn was a With the Ascension of her mother to Arvandor, Celadrin (that her mother was a Ghael Eladrin), Har’yinthryll Moonflower becomes the next thus explaining her extraordinarily long life. Her Coronal of Shantel Othreier. In a political move third son, Seitharil Moonflower inherits the family designed to secure the empires long term security, blade by rite of ritual and with it the crown. Har’yinthryll almost immediately enters into a political marriage with her long term love, -15928 DR Aiatavaar Olryth, the third son of the ruling house of Miyeritar. This marriage raises the ire of Illósaar Page | 9

Vyshann of Aryvandaar, who has been attempting Lords pronounce him Coronal, despite refusing to to win Har’yin’s hand in marriage himself. undergo the blade rite as tradition demands.

The Age of Twilight’s Falling –12000 DR

-13461 DR Rise of the Vyshaantar Empire

After a long and peaceful reign Har’yin, wanting to After centuries of fruitless diplomacy, the spend her remaining years with her husband in impatient, grasping rulers of Aryvandaar attack Miyeritar, abdicates in favour of her nephew Miyeritar and using the Vyshaan family’s tenuous Y’termista Othreier of Ardeep. Har’yins abdication links to the Othreien crown begin putting political opens the way for a return of a lesser branch of the pressure on Shantel Othreier to join them or suffer original ruling family to power and influence. the same fate. The appeasers on the Coronal’s council (Gold and Moon Elf traders and Priests) The Conclave of Lords has long argued that Har’yin urge unification with Aryvandaar to stem any and Aiatavaar’s children cannot inherit due to both further violence and disruption to trade. More their connections with the rulers of Miyeritar and extreme elements begin to plot the increasingly there less than desirable bloodlines. feckless and unpopular Coronal’s downfall.

-13024 DR The First Crown War begins.

Y’tamaranth Othreier comes to power with the –11800 DR death of old age of his father Y’termista. Y’tamaranth ‘The Fearful’ marries his cousin The Crown Wars Ammeliya Moonflower, bringing both royal houses together in an attempt to consolidate his family’s Seeking to provoke a war with Illythiir, Miyeritar is hold on power. militarily occupied and annexed by Aryvandaar, though a number of clans and strongholds resist -12650 DR and continue to fight. Many elves of Illefarn, despite its officially neutral stance, provide secret After a shaky and paranoid reign lasting less than safe havens for Miyeritari refugees. half a millennium Y’tamaranth Othreier finally succumbs to his paranoia. Whilst attempting to -11700 DR collect the secrets of those he is sure are plotting against him Y’tamaranth is driven to madness Secretly summoned by Vyshaan mages (to teach whilst contacting an outer planar power. Propelled the recalcitrant Othreien a lesson)and controlled by the voices in his head he throws himself off of a using forbidden Dragon Orbs, a clan of Red cliff into the Sea of Claarteeros. His daughter the Dragons set the southern expanse of Shantel beautiful and spirited Y’solde Othreier passes the Othreier aflame, separating the soon-to-be-called blade rite ritual becoming the next Coronal of the Wyrmwood from its greater body, Tethir, kin of empire. Y’solde’s reign promises to be one of Keltormir (soon to be called "the Dragonslayer"), peace and hope. But the auguries and portents of single-handedly slays two ancient red wyrms of Labelas are not always kind. Keltor’s Wall and saves many elves of his own Keltormir and Shantel Othreier. Tethir's stand -12623 DR earned the elves the respect of the dragons, who had previously dismissed them as ignorant, two- Y’sildyr Othreier, jealous of his sister’s popularity footed cattle. The Green Elven tree city of and power, plots with dark forces her downfall and Suldasssulantaar is consumed in the conflagration, eventual execution for treason. Having pulled off but not before Tethir’s efforts save most of its his coup, Y’sildyr “The Tyrant” has the Conclave of inhabitants. Page | 10

Illythiir as a cat’s paw to further their own plans for The Second Crown War flares up in answer to the Empire. The evil of the Dark Elven leadership aggression of Aryvandaar. Ilythiir rises up and makes them the perfect bogey monsters for the viciously strikes out at any that support the gold Vyshaan leadership. elves of the north. Its nearest neighbour of Orishaar, as a major trade partner with -11400 DR Aryvandaar, falls swiftly in a brutal surprise attack of Red and Black Dragons ridden by Dark Elves Fall of Eiellûr as the Illythiir once again use fire and (using Dragon Orbs supplied to them by a War Mythals to destroy their realm around them mysterious benefactor), and supported by an army and isolate them from aid. They also were helped of Dark Elves and their demonic allies. by traitor green elves, who thought their appeasement actions could help restore peace. Many refugees of Moon, Green and Dark Elf stock The Illythiir reward their co-conspirators with arrive in Fhaorenhaven having fled by ship from slavery and death. Many enslaved Green Elves are the burning port city of Myth Shilltaar. They are sent north to work in the mines of Aryvandaar, eventually settled in Fhaorenhaven and deep in the Gray Peak mountains. Seluvandaar. -11050 DR The Age of the Waning Moon Ynloeth Othreier is chosen as the new Coronal of -11591 DR Shantel Othreier. His first act is to repudiate all Vyshaan claims to the thrones of both Shantel After centuries of authoritarian rule, the Conclave Othreier and Miyeritar. In the annals of Elven of Lords takes the unprecedented step of arresting history he becomes known as Ynloeth the and removing the Coronal from office. Tried for Indomitable and Ynloeth the Great. crimes against the people, Y’silder is promptly executed and a Regents Council of Elders set up to -11000 DR rule in his stead until a suitable replacement can be found. The smiths and Selu’taar of Miyeritar and Shantel Othreier gather together to forge to arms and -11500 DR armour for the new Coronal. In the 50 years they take to complete their works, they forge some of Thearnytaar and Eiellûr band together and declare the mightiest items known. Forged are Ynloeth's war on Ilythiir, decrying their use of fire and Crown, Ynloeth’s Cuirass, The Shattering Swords of wanton destruction far more than the power plays Ynloeth, Ynloeth’s Bracer, The Axe of The Autumn of the northern elves. They fight a holding action, Moon and the mightiest of them all, the Elven preventing the Illythiir from advancing north. Longsword Moondark.

-11450 DR -10900 DR

The Sable Wars The Third Crown War erupts as accords finally fail between Shantel Othreier and Aryvandaar. Agents Thearnytaar and Eiellûr, with minimal assistance of Ynloeth learn of the Vyshaan perfidy in the Sable from Keltormir and Shantel Othreier, invade Wars and their role in the defeats of Thearnytaar Ilythiir, intent on destroying or reforming the dark and Eiellûr. Border skirmishes begin between small elves before more realms fall. More than half their patrols, and then full scale war erupts with forces are decimated by the corrupt magics of the Ynloeth’s sacking of the fortress city of Nikerym on dark elves who make use of War Mythals (and Aryvandaar’s southern border. other fell weapons and magic), supplied to them by agents of the Vyshaan who continue to use the Page | 11

-10700 DR The Coronal and his party never arrive. Just before Battle of the God's Theatre they are ready to leave Ynloeth and his wife are ambushed in their private chambers by 3 Nycaloths The Gods' Theater (Present Day: The Tunlands) on who butcher the Coronal and his family before eastern Shantel Othreier is the site of one of the taking their bodies back to the Nine Hells, leaving largest and costliest of all the Crown Wars' battles. the mangled bodies of magically altered dark elves In an effort to finally bring an end to the war with in their place. Shantel Othreier, the Commander of the armies of Aryvandaar decides to outflank her enemies by Ynloeth’s death shakes the realm. Now leaderless taking her forces through a valley known simply as and unprepared for this sudden reversal the “The Slot”. (Tunlands). Learning of this move via counselors of Shantel Othreier dither whilst the spies of his own Ynloeth rushes his own army north armies of Aryvandaar pour over the Chionthar and to meet the Vyshaanti at the southern entrance of into the central forests. Before the month is out the Valley in a natural pound called “The Gods the Othreien forces are in full retreat and the Theatre”. Here he makes his stand with 60000 conquest of Shantel Othreier is complete. Only Moon and Gold Elf warriors, priests and mages at Ardeep, a vassal realm of Shantel Othreier, his back. continues to resist the Vyshaan. The regency of the realm begins and lasts for the next 100 years In turn the host of Aryvandaar numbers nearly until the final conquest of Ardeep and the sacking 120000, but despite outnumbering their enemy and burning of the city of Deepening Moon. two to one, they find themselves trapped in a natural killing field the size of a large city. Nearly -10500 DR 70,000 elves die at the hands of Elven and orcish enemies, as an orc horde 100,000 strong falls upon Aryvandaar finally conquers the eleven realm of the already-embattled elves. Aryvandaar win the Ardeep. The using the same Nycaloth assassins the day, and occupies the northern half of Shantel Vyshaanti slay two of its rulers--Ilitharath and his Othreier. Ynloeth with his few remaining forces grandson Tarosspur--in the hundred years it takes flees south back to the capital, ceding all the lands to bring Ardeep under their control. The north of the Chionthar to its conquerors, the conquering Vyshann install Y’nlaathar Othreier Vyshaanti. (Ynloeth’s younger brother), on the throne of Shantel Othreier as Laran’lor. His puppet (See the entry on Duskblades for more details.) government is much resented by the rank and file of Othreien nobles who plot and scheme to The Age of Never Ending Night overthrow their new masters at every opportunity. They are in turn helped in their resistance by the -10600 DR Sharn of Cloak Wood and their Dark and Green elf cousins from Miyeritar. After decades of fighting an indecisive guerrilla war, the Coronal of Aryvandaar, Merhandesh The Dark Disaster Vyshaan, calls for peace talks to decide the issue diplomatically. Coronal Ynloeth Othreier and his In the closing days of autumn whilst the nobles of counsellors are invited to attend peace talks at a both realms gather in Myth Akherynnar to organize little known place called Trollclaw Ford. Ynloeth a rebellion against their Vyshann overlords, agrees, but suspecting a trap he takes what he Miyeritar is engulfed in killing storms, which considers appropriate precautions. Leaving the reduce this entire forest and realm into barren capital in a grand procession the Coronals party wastelands in three months. While no proof could heads north whilst Ynloeth and his body guard ever be found, many believe the High Mages of await their arrival before teleporting into the Aryvandaar inflicted the Dark Disaster on location of the meeting. Miyeritar. Page | 12

flames, destroying over 70% of its trees over the Whilst the realm of Miyeritar was lost, the much course of 50 years. larger principalities of Fhaormista, Miyerimista, Ardeep, Wyrmwood and Esmelvale were cowed -10090 DR into submission by this massive show of magical might and power. The Battle of Three Rivers

-10450 DR The southern watch towers and Green and Moon Elf communities of the Three Rivers district of The Fourth Crown War Esmelvale are over run, sacked and burned by the advanced guard of the Ilythiir armies led by clan Illythiir's seething counter-attack to avenge Hune. The Moon Elf city of Teu’alumista on the Miyeritar sees their open use of the corrupt shores of Lake Esmel is the last to fall, most of its powers of Ghaunadar and other dark, evil gods for 32000 inhabitants killed in the flames that the first time. consumed their homes. The survivors become slaves and forced labour. -10176 DR -10085 DR Laran’lor Y’nlaathar Othreier is slain whilst fighting Dark Elven raiders using dragons and demons to The Fall of Myth Rua’vae (The City of Starlight) burn their way across eastern Keltormir and the south-eastern edge of the Woods of Lurue. After three years of siege, the Gold Elf city of Myth Sensing an opportunity, nobles from Shillora Rua’vae, located at the eastern feet of the Cloud quickly rebel, throwing out there former masters. Peaks, is destroyed by Dark Elf Selu’taar using a In retaliation the Vyshaan allow the city to be War Mythal. When the maelstrom that they torched by the Illythiir as they raid their way north unleash finally abates, the city and all its 52000 into the Green Fields. Peraphus Othreier is inhabitants is gone with not a single stone or blade installed as Laran’lor, by the Vyshaanti, selected as of grass left standing. the most submissive and compliant of the many possible candidates for the job. -10075 DR

-10110 DR The Slaughter of Greenheart Vale

At the secret behest of Vyshaanti priests of After consolidating their hold over southern Corellon working in opposition to the corrupt dark Shantel Othreier, the Hune armies push forward elves of Ilythiir and their continued destruction of again through the Green Woods and into the very the forested eleven homelands by fire (an eleven center of the realm, the Greenheart Vale. The enemy of long-standing), over 1,000 priests and dragons and the demonic horde that followed, High Mages in neutral Illefarn and other free areas spear headed by brigades of demonic Dark Elven spend decades in fervent prayer for salvation by half-breeds, and , set almost the entire Corellon Larethian and the Seldarine gods. forest ablaze between the Cloudpeaks and the Chionthar River. In turn destroying the Moon and -10100 DR to -10050 DR Gold Elf cities of Seluvandaar, Myth Veluthil, Teu’alumista and the only Green Elf city in the The War of Ash and Dust realm Ardonvandar.

Through enslaved dragons, armies of demons and worse, and through the use of Fire Spiders, the dark elves of Ilythiir engulf all of Shantel Othreier in

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-10063 DR banish them from the sunlit lands, all retreat within two month's passing into The Erasure of Yrch’ionmanthaar (The City of the . Elves are summoned by the Placid Reverie) Seldarine to the site that becomes Elven Court one month after the Descent of the Drow, to settle At the site of present day Berdusk, there once differences and restore peace among the elves. stood perhaps the most beautiful city in all the world. Shantel Othreier’s capital, the brightly -9900 DR glowing sapphire and lapis towers of Yrch’ionmanthaar shone as a symbol of peace and Aryvandaar annexes Illefarn and Neverwinter contentment in an ever darkening age. The city Wood, its colony in the Llewyrrwood. Elves of both was destroyed without warning when the Illythiir lands flee to the remnants of Shantel Othreier, Selu’taar unleashed their most potent Myriad occupying hidden holds in the Reaching Wood, The Ritual the “Shil’Tel’Orar” Wyrm Wood, and the Wood of Sharp Teeth. The vast majority of escapees find refuge in the hidden This ritual effectively deconstructed and reduced Green Elf city of Illith’arear. all artificial constructs (including trees altered by High Magic) to their natural states. All buildings -9900 DR vanished, reduced to component matter. This ritual also unleashed its destructive effects on any Aryvandaar's covert persecution of High Mages living thing except plants and trees, which it and priests begins, as they attempt to destroy or restored to full natural health. Within the space of control any who might somehow force their 10 hours, Yrch’ionmanthaar and almost its entire descent as they did the drow. population were no more. -9800 DR -10050 DR The Vyshantaar Empire's forces occupy all eleven The Battle of Screaming Trees realms (save Keltormir) from the High Forest of Aryvandaar to the sweltering southern forests of Alarmed and horrified at the wanton destruction Ilythiir. They begin the colonization and settlement unleashed by clan Hune, the Vyshaanti dispatched of Evermeet 100 000 troops led by the puppet Coronal Peraphus Othreier. Confident of victory Peraphus -9200 DR sent his eagle and dragon riders ahead to counter the aerial forces of Illythiir. Forming up on the The Fifth Crown War Plains of Sama, (south of modern day Elturel) the army of Aryvandaar, a shining mass of mithral clad The First Proclamation of Elven Court leads to the warriors, was smashed to charred cinders by the revolt of the nobles of Aryvandaar and the last treacherous magic of the Selu’taar of clan Hune. Crown War begins. The Elven Court, the Seldarine (see the Lay of Peraphus) priesthoods, and the long-hidden High Mages restore pockets of resistance and freedom across -10000 DR the entire Vyshantaar Empire, fragmenting the armies and nobles to limit their coordination. Descent of the Drow -9000 DR Corellon's magic, as directed through his priests and High Mages, transforms the dark elves, The Fifth Crown War ends with the utter whether the corrupt Illythiir or others, into the defeat of the Vyshaan and the dissolution of drow. Whether by magic or by the weaknesses that Aryvandaar. Much of the High Forest is abandoned for an age, leaving the forest open so the gods Page | 14

might restore its peace. Illefarn emerges intact from the Crown Wars and joins with Ardeep. The -395 DR Year of Ashen Faces final Conclave of Houses of Shantel Othreier is called in Fhaormista (The Cloak Woods), the Fildaerae “the Night Flame,” laranla (ruler) of surviving elders rule that Shantel Othreier is no Ardeep, is slain in orc raids. Her grandniece more. The remaining holds and cities are erased Imdalace succeeds her as laranla of Ardeep. by Moon and Green Elf Selu’taar over the course of the next 1000 years, as the retreat to Evermeet –200 DR continues, removing almost all traces of the once great empire of Peaceful Reverie. Candlekeep is founded on the ruins of Fhaorenhaven; Calendar of Harptos begins. The Age of the Sundered Crowns 4 DR Year of the Slaked Blade -8600 DR Laranla Imdalace of Ardeep disappears. Rulership Evereska founded in secret by surviving clans of the kingdom passes to her kinswoman Embrae of Shantel Othreier, Eiellûr, Miyeritar, and Orishaar Aloevan. as an eleven haven in the woods east of Aryvandaar. 177 DR Year of the Troublesome Vixen

-8005 DR The elves of Iliyanbruen destroy the orcs of the Severed Hand and Argrock, though the effort costs The Green Elves of Illith’arear vote to move their much of their strength. Within three years, city to the Fey Wild border, thus removing the last Iliyanbruen is no more. Many of its moon elf of the 12 great cities of Shantel Othreier from inhabitants travel west to Evermeet or south to history. Access to Faerun is maintained through Ardeep, leaving only scattered wood elf the Redwood Ring in the north- eastern glades of settlements and the abandoned capital of the Reaching Woods. Sharandar.

-7950 DR 292 DR Year of Frostfires

Full trade exists between the dwarves of Deep Aloevan, laranla of Ardeep, embraces the service of Shanatar and the elves of Darthiir, Tethir, and the both Mystra and Sehanine and is made a Chosen of dwindling remnants of Shantel Othreier. both goddesses.

-1100 DR 342 DR Year of Cantobele Stalking

The last great wyrm of the Wyrmwood (piece of Athalantar falls to an orc horde from the High Shantel Othreier) falls by eleven hands, and the Moor. The orcs are in turn destroyed by an unlikely kingdom becomes Arundath the Quiet Wood. alliance of moon elves from Ardeep and dwarves from Dardath. The last Council of Illefarn is called, Illefarn’s last coronal, Syglaeth Audark, commands and the long-fragmented elf realm of Illefarn is a Retreat to Evermeet . The remnants of the elf officially dissolved with the remaining wood elves empire fragment into the independent realms of of Iliyanbruen and many wood elves from Rilithar Ardeep, Iliyanbruen (in Neverwinter Wood), and departing for Evermeet. Ardeep and Dardath Rilithar (in Westwood and Kryptgarden Forest). formally ally and look to create further alliances with the humans of the region.

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The armies of Phalorm drive off an orc horde that 355 DR besieges Secomber. Ellatharion Othreier, Phalorm’s elf king, leads an army of elves and into The almost all of the Elves of the Kingdom of the High Forest in pursuit of the orcs, and neither Arundath are slaughtered by Emperor Shoon VII king nor army returns. whilst defending a herd of unicorn amongst the trees or Lu’ora -The Woods of Lurue. The few 612 DR Year of the Jester’s Smile survivors only do so after being rescued by an Eldar Sharn, who honoured a compact made millennia The armies of Phalorm and their allies in the North before. crush the Everhorde south of Triboar, but their victory comes at the cost of many lives. The 523 DR Year of Trials Arcane casualties include Lathlaeril “Leafspear,” Othreier the elf king. Realm of Three Crowns: The rising power of orc hordes in the North leads to the calling of the 614 DR Year of the Shattered Scepter Council of Axe and Arrow. There, the humans of Two orc hordes attack Phalorm, a realm that has Delimbiyran, the dwarves of Dardath, the elves of already been gravely weakened by the Everhorde. Ardeep Forest, the gnomes of Dolblunde, and The dwarf king Oskilar of Phalorm dies in battle displaced halflings from Meiritin collectively found with the second horde, and Dolblunde is sacked the Tri-Crowned Kingdom of Phalorm. The aging and pillaged. Phalorm’s northern armies, still Ulbaerag rejects an invitation to join the Realm of mopping up the remnants of the Everhorde, move Three Crowns. south to defend the realm but are driven into Uthtower. 528 DR Year of the Burning Sky

Phalorm’s armies slaughter the Howltusk orc horde 615 DR Year of the Lamia’s Kiss at the House of Stone, but their human King Javilarhh “the Dark” Snowsword is slain. In response to Uthtower’s call for aid, the lich Iniarv floods the land, drowning the armies of 568 DR Year of the Pernicious Hauberk Uthtower, Phalorm, and the orcs and forming the Mere of Dead Men. The orcs flee into the Sword The armies of Phalorm defend the neighboring Mountains, and Phalorm (the Fallen Kingdom, as it realm of Yarlith from attacks by orcs led by the came to be known) collapses when its Fair Folk frost giant Horthgar. abandon Faerûn for Evermeet. Ardeep remains an elf realm in name only. 604 DR Year of the Immured Imp

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T he Lay of Peraphus “Song of a Sundered Crown”

The processions of the pretender Stood the proud and mighty Vyshaan horde Paraded through the streets In rank upon mithral rank Peraphus Othreier the puppet Marching the Vyshaan drummers beat A hundred thousand Vyshaan blades Raised in grim salute Oblivious to the dangers Melted to bright and shiny slag Hammering at his door Their voices smashed and mute Peraphus the Pretender The feckless Vyshaan whore The implacable Selu’taar of Illithyr Called down stones from the sky Whose dark and evil heart A chromatic tempest of dweomer flames Was filled with greed and lust Gathered from stars on high Could never have dreamed his mother’s realm Would soon be ash and dust The earth boiled and trees did scream As forests were torn asunder For clan Hune and the Illithyrii armies Peraphus died, disbelief on his lips Their souls blighted by the poison of hate Denying his awful blunder Had arrived with demons and dragons To smash Othreier’s gates The Lightning flashed The thunder roared The dusky blades of the Branded King The rain came crashing These knights from times of yore As down it poured Stood firm against Wendonai’s might Loyal down to the core Corellon wept in pity and shame As the bitch of the Web, she hungered Gathered on the plains of Sama The fields of green would soon emerge On Chionathar’s southern bank From the shards of the crown that sundered

“The destruction of Miyeritar enraged the Ilythiiri, who rightfully blamed Aryvandaar for the Dark Disaster. In the wake of the killing storm, the Ilythiiri turned their high magic fully to the pursuits of war, and the result was devastation on an unparalleled scale. Within four decades after the Dark Disaster, the Ilythiiri utterly destroyed the realm of Shantel Othreier--the closest outpost of Vyshantaar power. In the words of the Song of the Sundered Crown, Ilythiiri high mages "called stones from the sky", and "caused the earth to boil and the trees to scream". Refugees from the doomed kingdom of Shantel Othreier told tales of Ilythiiri atrocities that made the actions of the Aryvandaar for the past several centuries seem tame by comparison.” The Writings of Pyrathius Argentum – Historian of Ardeep Page | 17

The Rysars of Shantel Othreier (-25001 DR to -10500 DR)

Length of Reign Ruler’s Name Race& Gender

-23590 DR to -23050 DR Hamaranth Othreier Gold Elf Male

-23050 DR to -22760 DR Amonsevre’ Othreier Gold Elf Male

-22760 DR to -22172 DR Y’pwerinath Othreier Gold Elf Male

-22172 DR to -21900 DR Sassaliya Othreier Gold Elf Female

-21900 DR to -21328 DR Shalindyra Othreier Gold Elf Female

-21328 DR to -21327 DR Marpintel Othreier Gold Elf Male

-21327 DR to -20320 DR Kylandor Durothil Gold Elf Male

-20320 DR to -19951 DR Keltor Durothil Gold Elf Male

-19951 DR to -18954 DR Mangkyll Durothil Fey’ri Gold Elf Male

-18954 DR to -17888 DR Ayagasurya Durothil Fey’ri Gold Elf Male

-17888 DR to 16500 DR Korinnialass Moonflower Moon Elf Female

-17888 DR to -17261 DR Sunkyrrin Durothil Fey’ri Gold Elf Female

-16500 DR to -15928 DR Seitharil Moonflower Moon Elf Male

-15928 DR to –15336 DR Darrokan Moonflower Moon Elf Male

-15336 DR to -14009 DR Mamianaa Moonflower Moon Elf Female

-14009 DR to -13461 DR Har’yinthryll Moonflower Moon Elf Female

-13461 DR to -13024 DR Y’termista Othreier Gold/Moon Elf Male

-13024 DR to -12650 DR Y’tamaranth Othreier Gold/Moon Elf Male

-12650 DR to -12623 DR Y’solde Othreier Gold/Moon/Dark Elf Female

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-12623 DR to –11591 DR Y’sildyr Othreier Gold/Moon Elf Male

-11591 DR to -11050 DR Regents Council of Elders

-11050 DR to -10600 DR Y’nloeth “The Great” Othreier Gold/Moon Elf Male

-10600 DR to -10500 DR Vyshaan Regency

-10500 DR to -10176 DR Y’nlaathar Othreier Gold Elf Male

-10176 DR to -10050 DR Peraphus Othreier Gold Elf Male

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The Geography and Climate of Shantel Othreier

The Elven realm of Shantel Othreier was a place of lush natural beauty, verdant forests, towering mountains, crystal streams, azure lakes and deep green seas. At its greatest extent it stretched from the Sunset Mountains to the Sea of Swords, and from the western and southern edge of the Highmoor down to the Cloud Peaks. The borders of Shantel Othreier remained stable for millennia until the greed or rulers not their own covetous eyes upon the Realm of Placid Dreams .While not nearly as mild as Keltormir and the lands farther south, the climate for most of Shantel Othreier is pleasant nearly all year around. It was warmer along its southern borders along the shores of Lake Esmel because of the hot springs that heat the ground water. The country was geographically diverse, with highlands and mountain ranges directing runoff water toward Lake Esmel and the delta of the Chionthar River. Shantel Othreier’s highest point, Mount Speartop, towered nearly 3 miles above the lowest point of southern Shantel Othreier.

The northern climes of the realm endured bitterly cold winters, insect filled springs, warm, wet and humid summers and dry yet cooling autumns. Everywhere north of the Cloudpeaks was subject to the northerly winter storms from the Great Glacier, and the summer time hurricanes that would thunder in from the Sea of Swords. But in the more southerly latitudes of the empire, Shantel Othreier enjoyed a comfortable climate except during the rainy season from Uktar (late fall) through early Tarsakh (spring). Rainfall averaged 45-60 inches per year; summers had the least rainfall of any season. Winters were mild, with short freezes and minor snowfall except in the higher mountain ranges. Rivers froze over in the midwinter month of Hammer, but it is risky to travel across the ice with wagons. Melting mountain snow fed the many rivers of Shantel Othreier all year long, and the higher passes of the north-western Cloud Peaks could become blocked by blizzards during winter.

Chionthar – The Placid River

The River Chionthar is a large river that runs through the Western Heartlands. The river starts high up in the Far Hills and flows east into the Claarteeross Sea, on the Sword Coast. It links the Sword Coast with the cities of Shantel Othreier’s interior. Barges and river boats can travel as far as the Falls of Nua’natha before having to travel over land. Its broad, sweeping vale was the heart of Shantel Othreier’s booming trade in horses and grains. The elves often competed directly with the roving human tribes for rights to pasture and wells. The Chionthar also formed to the southern border of Aryvandaar after the battle at Gods Theatre in -10700 DR.

The Cloud Peaks

While they are not the highest mountains in the area, the Cloud Peaks form a respectable wall on Shantel Othreier’s southern border. The view from the cliffs overlooking the forests of Shantel Othreier and Keltormir is breath taking. The enclosing hills and the bluffs, on which many sheep and goats graze makes trekking through the high, twisting passes through the Cloud Peaks a daunting prospect for all but the hardiest of travellers. Many steep ravines and sudden drops lie along the paths in the Cloud Peaks, and flight is not

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advised unless one can tame the winds that whip through these mountains. A series of watch towers and sentinel beacons are situated within eye-sight of each other atop the highest peaks within the range.

The Dragon Fangs

The Fangs are a pair of steep crags along the Trade Way. Fang Pass runs directly between the two sheer stone needles, and a smaller standing stone on the western cliff face marks Dragon Fang Pass, marking the border between Shantel Othreier and Keltormir. Named for the pair of Blue Dragons who once nested here when the elves first arrived, the Fang Pass is a naturally defensible gateway, a fact that the Vyshaanti discovered to their horror when a small group of green and dark elves held a much larger force at bay for many days before finally being saved by the timely arrival of the bulk of Keltormir’s forces during the Stone and Claws War of the -10200’s DR.

The Mistriven Hills

The hills around the Cloud Peaks are sparsely forested and used by farmers for orchards, to graze mountain sheep, to breed horses and other essential live stock for the elves wars and goblinoid hordes.

Dun Arkerym (Mount Speartop)

Dun Arkerym is the highest mountain in the Cloud Peaks and among the 20 tallest in southern Faerûn, stabbing into the sky nearly 15,000 feet above sea level. Situated at 12000 feet is the Dragons Eye, a fortress given over to the training of dragon and eagle riders, and home to Shantel Othreier’s silver dragons and Eagle Riders corp.

Keltor’s Wall (The Ridge)

This miles-long exposed fault line is little higher than many foothills, reaching no more than 300 feet, but its craggy surface and sparse vegetation make it a difficult walk. Keltor’s Wall is the most extensively mined area in southern Shantel Othreier. Every major metal and mineral strike was made here; even veins of gems are found, mostly diamonds of a blue-purple hue, though unexpected strikes of rubies and garnets have occurred in past years.

The Troll Mountains Region

The gateway to the south-west , the Troll Mountains are smaller and more arid than the Cloud Peaks. The Troll Mountains are snow covered only during winter. The highlands around the headwaters of the Amstel River are heavily covered in redwoods, white oaks, wierwoods and pines. The open lands between the Iltkazar Range (reaching up to the Snowflakes) and the Troll Mountains would be a fine location for a trade road were it not for the trolls of this aptly named area, not to mention the goblins and ogres in the Giant’s Run Mountains, and fierce wemics of the Shining Plains. A series of watch towers and sentinel beacons are situated within eye-sight of each other atop the highest peaks within the range.

The Troll Mountains

These low mountains have great gem deposits and conceal many mysteries that remain undiscovered thanks to the local trolls. Many a campaign has been waged here over the millennia to remove the trolls without much success. The greatest threat to their existence came when the Ilythrii arrived setting their forests ablaze, but very soon, Gothraxiatik, the King of the Mountain and Forest Trolls forged a useful alliance (see Page | 21

enforced servitude) with the leaders of Clan Hune, and trunked their respectable might against their enemies the Elves of Keltormir and Shantel Othreier and the giants of Darach.

Hawkmist Gorge

Along the northern cluster of mountains, a pass runs along the bottom of sheer cliffs for about 4 miles. It was here of old that the forces Shantel Othreier first met the army of Illithyr in a long forgotten skirmish. The watch towers and sentinel beacons situated here were the first to fall when the Dark Elves of Clan Hune invaded.

Halfmoon Hills (The Qadim Hills)

These hills surround the Troll Mountains from Trollford north into the Green Fields. Goblins who live here have fought trolls with fire for years, keeping either from gaining horde status and overwhelming the other. With the arrival of the Ilithyrii, the balance shifted allowing both trolls and goblins to thrive. Over the many centuries of the Crown Wars, these hills supplied many thousands of goblins to swell the armies of Clan Hune.

Quarrelshigh

Though few have seen it and fewer still talked or written of it, Quarrelshigh is a fortified gnome mining village and garrison within the central northern Troll Mountains, 5 miles west of the Wailing Dwarf. The settlement, nestled among three higher peaks and surrounded by a deep ravine, is over 500 years old. The 500 gnomes thrive despite massive attacks each summer by trolls and ogres of the inner peaks. They hang on to valuable mithral and diamond mines untouched even by the ancient dwarven kingdom of Shanatar. Their defenses are impenetrable, and their tunnels are rigged with a variety of rock falls, portcullises, trapped tunnels, and the like. Only a gnome of Quarrelshigh can avoid all the traps to lead visitors safely through.

Swords mere

Mount Skagerrak, the westernmost mountain among the Troll Mountains except for the Smoke spire, holds many secrets. Underneath its craggy heights lurks a subterranean lake full of savage, carnivorous fish, with a lone island at its center.

Lur’ora: T h e Woods of Lurue (Snakewood)

This slim, struggling forest )that once covered all of northern Amn, including the Cloudpeaks, right to the shores of Lake Esmel ), has gone by many names over the past millennia, including long stints as the Wyrmwood or Arundath the Quiet Forest. Its current name suits it well, since it is inhabited by myriad green and black snakes, some quite poisonous, thanks to Eldathyn priests who inhabit the central woods. Once part of the great forest, Shantel Othreier, this forest shrank under woodsmen’s axes, dragon fire, giants’ attacks, and other forces. In the late 350s, the last tribe of Green Elves in the Snakewood was annihilated for trying to keep seven forest unicorns from falling into the hands of the evil Emperor Shoon VII (who, many say, sacrificed the unicorns and many elves to create an awful artefact, the Tome of the Unicorn). Since then, few elves have lived in these woods for more than a few summers. Despite its small size compared to other forests in the area, the Snakewood still holds quite a few well-guarded mysteries. Isolated pockets of monsters such as giant spiders and snakes, beholders, and lycanthropes exist.

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Durvandor (Duskwood Dell)

The Green Elven settlement of Durvandor, was built high in the trees to the west of the rushing River Rimril overlooking the Green Goddess Falls. It was a woodland community of 350 Green Elves, and an equal number of Forest Gnomes who inhabited burrows beneath the roots of the great Redwood and Wierwood trees that make up much of the forest hereabouts. The Falls have always been sacred to the Goddess Eldath, and have always housed a sacred grove and an accompanying collection of Green Elf druids and priests dedicated to her teachings. It is rumoured that the Green Goddess was once a mortal, born here many millennia ago.

The Esmelflow

These rushing rivers empty from Keltor’s Wall, Lur'ora, the Troll Mountains, and the Halfmoon Hills down to Lake Esmel. Collectively, these creeks and rivers are referred to as the Esmelflow.

The Gaping Stream

The western fork of the upper river Khalleshyr, this creek is known as the Gaping Stream, named after Gaping Face Cascade, a waterfall springing from a rock face where this watercourse begins. For some reason trolls avoid the waters of this creek as if it were liquid fire.

The Golden Creek

This small tributary of the Vudlur and Splendarrllur flows out of the mineral-rich Ridge. It was once an extremely busy site when early Keczullan settlers panned for gold here and named it. Now it is simply a good rivulet for subsistence fishing.

Khalleshyr

This river meets the great Amstel River at Trollford after a 100-mile stretch down from the Troll Mountains. The Khalleshyr is noted for a rare, golden fish, the dionnel. The dionnel is hard to catch, but it is a prized delicacy.

River Rimril

The River Rimril, also known as the Anthalass is a peaceful stream that once ran red with the blood of Arundath's elves, under the Shoon Empire. In modern times archaic examples of Elven trinkets and jewellery in the creek are sometimes snagged and pulled up on fishing hooks.

The Selruabyr - The Great Star River (Splendarrllur)

Though cold and swifter than the Esmel, this river is one of the easiest for barge traffic coming down to Lake Esmel from the northeast.

Khorvalass Rill (Trifin Creek)

Flowing to the west, this fast, steep creek empties into the River Rimril, then meets the Amstel River. It has few slow stretches for fishing. Trollstooth Run: The eastern fork of upper Khalleshyr is littered

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with the teeth and bones of trolls and other creatures. This area is often the site of ambushes and battles, and sharp teeth and bones make the rocky stream bottom dangerous for wading without boots.

Oraluaar

Named the Woods Stream, so named as it flows from a spring in the western Lur’ora.

Fhaormista (Cloak Wood & Wood of Sharp Teeth)

The Fhaormista is an ancient overgrown forest that looms along the shore south of the Sword Coast. Unlike the cliffs to the north, the Cloak Wood's shoreline theoretically allows a ship to moor and send a small boat to shore for water and supplies. In practice, only desperate mariners dare the wood's nasty population of beasts, monsters, vicious fey and a sizable population of Sharn. The only safe haven nearby is the port city of Fhaorhaven. It was here that one of the last battles of the Crown wars was fought, to the utter ruination of the Vyshaan forces who fled here. This forest has a rugged relief with many stream-cut ravines shaded by tall specimens of beech, elm, and white pine. The heart of the forest is a wilderness supported by organic-rich soil, this forest is dominated by large specimens of moisture-loving trees such as swamp white oak, black willow, and green ash which tower over thick undergrowth. The Cloak Wood contains portals to several other Green Elf realms in other parts of Faerûn.

Trollclaw Hills

A collection of pine scrub covered broken hills and boulders fields overlooking the Fields of the Dead, and dotted with dozens of natural springs, billabongs and streams. These often serve as ambush points for monsters such as trolls, bunyips and dragons.

Greenheart Vale (The Green Fields)

In the year -11700 DR, a clan of Red Dragons set the southern expanse of Shantel Othreier aflame, separating the soon-to-be-called Wyrmwood from its greater body. Tethir, kin of Keltormir (soon to be called "the Dragonslayer"), single-handedly slew two ancient red wyrms of Keltor’s Wall and saved many elves of his own Keltormir and Shantel Othreier. The clear area left behind, became known as the Greenheart Vale, a place dotted with copses of trees, but never again returned to its former arboreal splendour. Destroyed in the Greenheart Fires was the city of Suldasssulantaar, it was later regrown, but was only ever a large town, not the great Green Elf tree city it once was.

Northern Miyerimista (The Forest of Wyrms)

Northern Miyerimista contains many tall redwood trees, some with trunks more than 20 feet (6m) in diameter. The air in the forest is cool and damp, and mists cover some areas of the ground. Despite the incredibly rocky terrain, the great Redwoods and thick pines of the forest soar to incredible heights, suggesting that at least parts of this woodland may have been grown by the elves of Shantel Othreier. The forest is home to the Legendary Agyr’taa Green Dragon clan who vie for control of the woods with the Green Elves of Illith’arear, and their cousins in the Tree City of Ardonvandor, deep in the Trielta Hills.

The Dusk Wood (Northdark Wood)

The Dusk Wood is east of the Trielta Hills, and is the most northerly arm of Miyerimista.

Miyerimista (Reaching Woods)

The area of Forest north of the capital, Miyerimista surrounds the River Miyeratma, that splits the woods into northern and southern halves. Compared to the woods up north the southern Miyerimista is a pleasant and beautiful forest, and it's also an easy place to maintain a shrine to the Green Gods and visit the peoples of the Page | 24

woods. Unlike younger forests of the west and north, the Reaching Woods is mainly deciduous -- full of elms, maples, beeches, and oaks. The woods are cared for by the druids of the centaurs, hybsils, and satyrs, as well as Moon and Green Elf druids and rangers. Located within this area of Shantel Othreier are the cities of Myth Veluthil, and the hidden Green Elf city of Illith’arear.

Trollclaw Ford

This quiet ford on the Winding Water amid mist-shrouded, grassy hills, was the place chosen for its defensibility as the place where the final treaty between Aryvandaar and Shantel Othreier. The Moon and Green Elves of Shantel Othreier named this place the Ford of Hopes Betrayed, signifying the treacherous behaviour of their Vyshaan foes. Trolls lurking in the hills make the place perilous no matter how many mercenary armies or adventuring bands come to clean the monsters out.

Trielta Hills

For countless millennia the hills to the north and east of Triel have provided shelter for many quiet communities of gnomes and a few somewhat louder bands of halflings. The small folk were here when the elves arrived, and were still here when they left. No one knows how or when the small folk came to these hills, but according to local folklore, the Forest Gnomes, and Proudfoot Halflings have always been there. Miners occasionally find silver and gold deposits in the hills, occasioning a small-scale gold rush, but the veins never last for long and most of the humans soon leave, allowing the gnomes to fade back into the shelter of the hills.

The Plains of Sama

South of the Fields of the Dead and east of Yr’chionmanthaar, the Plains of Sama are a small pocket of the Dead Fields located on the southern banks of the Chionthar River. Named for the Gold Elf heroine, Sammalah Hawksong, who slew a rogue gold dragon here in the very early days of the realm. It was here in the year -10050 DR that The Battle of Screaming Trees took place, 100 000 Gold, Moon and Green Elf troops led by the puppet Coronal Peraphus Othreier, were smashed to charred cinders by the treacherous magic of the Selu’taar of clan Hune.

Fields of the Dead

The area now known as the Fields of the Dead has been a battlefield since the earliest days of Faerûn, long centuries before the reign of the dragons and thousands of years before the arrival of the elves and dwarves. In the earliest days, when only the deities and the Eldest Races walked or flew above the oceans and lands of Toril, the Eldar Sharn and the Phaerimm fought a great war in the mountains of what would become the west coast of Faerûn. As the Phaerimm's magic cascaded off the Sharn's shields, the land beneath the battle warped and shrank. Mountains that had formerly soared to scrape the foundations of the homes of the divine powers collapsed in upon themselves until they turned into low hills. The great western mountain range of Faerûn disappeared, seen only in garbled visions of the cataclysmic past, by seers who misstep while viewing the future.

L a k e E s m e l

Lake Esmel was here when the Lur’ora still met Shantel Othreier, when Keltormir was young, when the dwarves of Shanatar had not even dreamed of their first beards. In the days when the Creator Races stalked the Realms, something was created to live in the lake, and it lives there yet today. Nothing seems out of the ordinary about Lake Esmel until you look closer. The lake is so inordinately deep that its bottom has never been plumbed. Great depths are very close to the eastern and southern shores, but some areas in the north and west are only 100 feet deep. Beyond a half-mile from depth and chill of the water give much of the lake a midnight blue colour even on the sunniest of days. To the west, the shallows and high sulphur content shift Page | 25

the water’s colour nearly to sea green. Hot mineral springs are close to the surface, and they warm local lands and the north-western waters of the lake, especially Akarav’s Bay. The sulphur of the springs also adds the scent of health to the air. As a result of these intertwined waters in one lake, the fishing is full of variety and surprises. Lake Esmel is more than a pleasant place to swim, soak, or fish. Centuries-old legends tell of a lake monster that swallows boats whole.

Kurshaltan Meer

The greatest concentration of mineral springs and sulfur-heated waters lie within the northern bay of Lake Esmel, a broad yet shallow body of water known as the Kurshaltan Meer.

Amstel River

Fed primarily by the Khalleshyr and the River Valashar. The shores where the river empties into the lake are rich with the bright red clay of Lake Esmel, and many villages here profit from making clay pottery and statues.

Esmel River

This broad, slow river drains to the west from Lake Esmel. Its mineral content leaves a curious taste in the water.

The Lake Monster

Many jokingly call the mythical lake monster Imelda. The Monster has a body longer than two boats, a long neck like a snake, a head with jaws like a dragons, a ridge of plates running full-length along its neck and back, its flukes and flippers the size of a small row boat. Its eyes are intelligent and it can cast a paralysis beam at will upon those its gaze falls upon. Imelda is all too real but she is not just one monster. The depths of the lake support over a dozen cold/loving water breathing reptiles called pythosaurs, which come to the surface only if provoked or hungry. A pythosaur will attack boats as well as sailors.

Pythosaurus (1; 13): AC 4; MV 30; HD 18-36; hp 72 (ave.); THAC0 15; #AT 1; Dmg 5-30; SA swallow; SD none; SW none; MR none; SZ G (body 120 feet, neck 70 feet); ML Elite (13); Int Animal (1); AL N; XP 7,000, Notes: SA. When attacking any creature under 10 feet tall (L-size), this creature swallows the victim whole on a THAC0 of 19 or 20. Swallowed victims suffer 2 hit points damage per round until dead.

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The Twelve Great Cities of Shantel Othreier

Yr’chionmanthaar – The City of Placid Dreams

Many Spired City on the banks of the eastern Chionthar River: Population 56000: Gold Elf 40%, Moon Elf 40%, Green Elf 10%, 5%, Forest Gnome 3%, Other 2%. Major Products: Cloth, wine, arms & armour, magical items, books & scrolls, fish, metal goods. Who Rules: The Current Coronal and a council of advisory elders.

Sited where modern Berdusk now stands, Shantel Othreier’s capital, the brightly glowing sapphire and lapis towers of Yr’chionmanthaar were said to be visible from the decks of the Imperial Armadas that orbited the planet in space. The city was founded by those Gold and Moon Elf clans who had disagreed with the political and social direction of the leaders of Sharlarion and Occidian. The elder’s of Aryvandaar had wanted to keep everyone together, but dissenters led by the High Mages, Moon Elf, Shantel Moonflower, and the Gold Elf, Amara Othreier (a distant cousin of the Durothils) wanted to move away from the strife and political machinations that had sundered their previous home world of Tintageer.

Notable locations

1. The Palace of Earth, Sea, Moon and Stars.

The palace represents the greatest achievement of Elvish art since before the flight from Tintageer. A central sapphire blue tower, grown and carved to represent a glittering Shadowtop Tree 1000 feet high with a base diameter of 300 feet. The central spire was surrounded by a spiralling grove of gigantic, white barked, blue leaf trees housing hundreds of tree buildings and platforms, connected by bridges of spun Moonspider Silk, encrusted with glowing gems alight with continuous faerie fires of a multitude of shades and hues.

2. Evergold Island (Moondown Isle)

Evergold island sits in the middle of the Chionthar River, covered by a grove of wierwood treed at the center of the island sits a spiralling blue tower grown from gold flecked lapis lazuli. Many windows and balconies dot its rising curves. At night the tower gives of an alluring blue glow that colours the river and forest for miles around. As the night wanes, the glow fades. Thus the people of the city can tell the time, even when the stars overhead are shrouded by mist or clouds. Hidden deep within the tower is a pool that is said to be made up of Hanali’s tears of joy and her eternal love. Those who bath in it are said to have all of their ailments cured and all scars and disfigurements removed. If the waters are drunk, then 10d4+10 years are added to that creature’s life span. Any further imbibing, or removing the waters then drinking them reduces the creatures life span by the same amount. (The results are irreversible by any means short of a miracle and the divine grace of Hanali herself.

3. The Palace of Mysteries

The city’s first university and dedicated magic school, the Palace of Mysteries is a multi-spired glittering, sky blue series of towers, out buildings, gardens and warehouses dedicated to the teaching of all the non-martial arts. Several High Magic circles are based here as are the temples of Labelas, Corellon, and Rillifane.

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4. The Great Redwood Grove.

Similar in appearance to the Redwood ring found in Illith’arear, the Great Grove occupies a hill of towering Giant Redwood Trees. Hidden within the grove are temples to Rillifane, Mielikki, Lurue, Brandobaris, and Garl Glittergold.

5. The Hunters Heart and Hall of the Great Hunt.

A magnificent oak tree taller than the tallest redwood, stands in a grove of white barked oaks on the southern bank opposite the main city. Its internal halls and rope bridge adjoining tree flets are the home and head quarters of the city’s Green Elf population and the priests and druids of Solonor Thelandira.

Illith’arear

Tree City on the Edge of the Fey Wild: Population 21500: Green Elf 85%, Moon Elf 5%, Forest Gnome 5%, Halfling 3%, Others 2%. Major Products: Wooden items, leather goods, minor magical items, mushroom wines, bows, arrows & slings. Who rules: A council of clan leaders and leaders of the major temples and high magic circles within the city.

In the eastern reaches of the Forest of Wyrms lies the Redwood Ring, an ancient druids circle thought to date back to the height of Shantel Othreier. Unlike most such circles, which consist of stone menhirs, the Redwood Ring is a circle of living redwood trees, each has a rune-graven menhir in the depths of its trunk. This abandoned druidic circle is barely identifiable as such because so many other trees have grown up in and around the original ones. Potent weavings of the art still linger amidst the trees of Illith’arear.

Suldassulantaar

Tree City/Town on the edge of the Greenheart Vale. Population 18000/5600: Green Elf 80%, Moon Elf 10%, Halfling 5%, Centaur 3%, Others 2%. Major Products: Wooden items, leather goods, minor magical items, mushroom wines, bows, arrows & slings, grain goods, horticultural products. Who rules: A council of clan leaders and leaders of the major temples.

This small, and little known tree city, rested in the centre of the Greenheart. The Othreiean city of Suldassulantaar was named after the Green Elf clan who had originally been found living there before they were driven south into Keltormir by their Gold Elf enemies. The city itself was destroyed in -11700 DR, , it was later regrown, but was only ever a large town, not the great Green Elf tree city it once was.

Fire wine Bridge

Trading Town in the eastern Fhaormista. Population 8700: Moon Elf 50%, Gold Elf 10%, Halfling 20%, Forest Gnome 10%, Others 10%. Major Products: Trade Goods, Food Stuffs, Caravan Mounts & Guards, wood products, leather goods, meat products, grain goods. Who rules: Traders & Merchants Council plus the Coronals representative (usually a priest of Corellon of Sehanine).

An Elvin tree home and forest gnome warrens trading town in the eastern Fhaormista, sitting either end of a wooden bridge that crosses the Fire wine Stream. Fire wine Bridge is known mostly for its small yet valuable trading items such as magnetic, non-rusting nails and spikes, small crystal spheres that glow with continuous Page | 28

inner light (hue and intensity never varying), triple-spiked lightning wards (belt-worn devices that force lightning bolts away from the wearer), spark stones that can be commanded to produce fire-igniting sparks whenever desired, and glass guard eyes (single eye cusps that once a day can be made to reveal all weapons on the body of any being, that is, the location and outlines of all items the target creature thinks are weapons). More rarely, items of greater power turn up for sale, such as half-masks that confer infravision and the ability to see invisible beings and items on the wearer; belt buckles that magically take away the effects of a good deal of weight (about that of a burly person), allowing the belt wearer to carry heavy loads, such as the body of a wounded or sleeping friend, as if they were nothing; or rings that can call up a specific minor spell once a day, when commanded to do so. (The spell is always the same spell, usually mending or ’s floating disc.)

The town is organised by the Four Brothers Trading Coster who manage the trade and export most of the goods from the town. The company’s main ware house is a cunningly hidden block house embedded in the roots of a giant Chionthan Fig Tree. The cellars of the trading company are said to hold riches heavily guarded by golems and other magically animated creatures.

Teu’alumista

Many spired city on the northern shore of Lake Esmel: Population 32000: Moon Elf 70%, Gold Elf 10%, Green Elf 10%, Halfling 5%, Forest Gnome 3%, Other 2%. Major Products: Porcelain & Pottery, fine wines & ales, magical swords & chain mail, magical items, books & scrolls, fish, livestock – especially horses. Who rules: The Coronals representative plus a council of house leaders and leaders of the major temples and high magic circles within the city.

The Moon Elf city of Teu’alumista on the shores of Lake Esmel with its 32000 inhabitants.

Myth Rua’vae (The City of Starlight)

Many spired, mythal clad city, built on a hill in the eastern Cloudpeaks: Population 52000: Gold Elf 70%, Moon Elf 10%, Green Elf 10%, Halfling 5%, Forest Gnome 3%, Other 2%. Major Products: Jewels & jewellery, silver & gold wares, fine wines, magical weapons & plate mail, magical items, books & scrolls, livestock – especially eagles & griffons. Who rules: The Coronals representative plus a council of house leaders and leaders of the major temples and high magic circles within the city. The Gold Elf city of Myth Rua’vae, located on a high hill in the eastern foothills of the Cloud Peaks with its 52000 inhabitants, was raised using high magic and became a centre of learning and the arts.

Seluvandaar

Cosmopolitan walled port & trading city on the mouth of the Alandor River. Population 27500: Gold Elf 20%, Moon Elf 20%, Green Elf 10%, Dark Elf 10%, Sea Elf 5%, Human 10%, Halfling 10%, Gnome 5%, Dwarf 5%, Other 5%. Major Products: Trade goods, ships, marine chandlery, river boats & barges, pearls, gems, refined ores such as silver, adamantine & gold, fish & seafood products, cotton. Who rules: The Coronals representative plus a council of merchants, house leaders and leaders of the major temples and high magic circles within the city.

Yeventhyll

Many spired city on the northern shore of Mirrormeer: Population 45600: Moon Elf 50%, Gold Elf 20%, Green Elf 10%, Sea Elf 5%, Centaur 5%, Halfling 5%, Forest Gnome 3%, Other 2%. Major Products: Porcelain & Pottery, fine wines & ales, magical swords & chain mail, magical items, books & scrolls, gems, refined ores Page | 29

such as silver, adamantine & gold, fish. Who rules: The Coronals representative plus a council of merchants, house leaders and leaders of the major temples and high magic circles within the city.

Shillora

Tree City: Population 11250: Green Elf 60%, Moon Elf 25%, Gold Elf 5% Forest Gnome 3%, Halfling 3%, Centaurs 2%, Others 1%. Major Products: Wooden items, leather goods, minor magical items, mushroom wines, bows, arrows & slings, spears & lances, cloth forest ponies & leather caravan harnesses packs etc. Who rules: A council of clan leaders and leaders of the major temples.

Myth Veluthil

Many spired, mythal clad city, built within a forest glade on the shores of Chionthar River in southern Miyerimista: Population 45000: Moon Elf 70%, Moon Elf 10%, Green Elf 10%, Halfling 5%, Forest Gnome 3%, Other 2%. Major Products: Jewels & jewellery, silver & gold wares, fine wines, magical weapons & chain mail, magical items, books & scrolls, livestock – especially Moon Horses, Giant Eagles & Hippogriffs. The Coronals representative plus a council of house leaders and leaders of the major temples and high magic circles within the city.

Ardonvandor

Tree City: Population 42150: Green Elf 85%, Moon Elf 5%, Forest Gnome 5%, Halfling 3%, Others 2%. Major Products: Wooden items, leather goods, minor magical items, dragons & hippogriffs, bows, arrows & slings, agricultural produce, cloth, animal companions & pets, healing potions & natural cures. Who rules: A council of clan leaders and leaders of the major temples and high magic circles within the city. The only official Green Elf city in the realm.

Fhaorenhaven

Cosmopolitan walled & many spired, port & trading city in Carakalinga Bay. Population 27500: Gold Elf 10%, Moon Elf 20%, Green Elf 10%, Dark Elf 10%, Sea Elf 5%, Sharn (in disguise) 10%, Human 10%, Halfling 10%, Gnome 5%, Dwarf 5%, Other 5%. Major Products: Trade goods, ships, marine chandlery, fish & seafood products, spider silk, sails, timber products, leather goods, learning, magical items & navigational aids, books & scrolls. Who rules: The Coronals representative plus a council of merchants, house leaders and leaders of the major temples and high magic circles within the city.

The major port and trading centre of Shantel Othreier, located near the present sight of Candle Keep, fell into the ocean during the final days of the fifth Crown War when the southern forces of Aryvandaar were tracked down and trapped within its walls. The combined might of the gathered Free Selutaar caused the cliffs beneath the city to fall. All that was left were the bones of the central palace, upon which the foundations of Candle Keep now stand. The mighty wards that protect the Keep, are the reinforced wards of a mythal that once protected the palace of Fhaorenhaven.

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Locations of Interest

The Watch Towers

Scattered across the empire in long interconnected lines are series of watch towers. Each one is placed so as to be within sight of the next, usually no more than 5 miles apart. This was so that the signal flares or fires that sat atop the tallest spires could be seen and their message of need transferred. Each tower was grown from local stone so as to blend in with its environment. The average keep stood 4 to 6 stories tall, was square in shape with up to six crenulated watch towers jutting out from the sides of the main building. The towers were designed to withstand an attacking foe long enough to get away information about their attackers, and to whittle down the enemy numbers before falling.

The average keep held between 50 to 100 troopers, with accompanying mages, spellblades and priests. Troopers were assigned a patrol area of 10 to 20 miles in every direction, sometimes further. Atop each watch tower were aeries for Giant Eagles, Hippogriffs, Griffons, Pegasi or in one case Asperii. The troopers were a mix of light and medium cavalry armed with swords, spears, lances and bows.

Druid’s Groves & Stone Rings

Located at various sacred places across the realms were sacred circles of standing stones or rings of ancient specimens of local trees. Each grove was dedicated to one of the Green Gods and reflected the divergent local beliefs of the Green elves who had inhabited the place long before the arrival of the Moon and Gold Elves. The early gods worshipped included Oberon, Titania, Damh, Verenestra, their court jester Squelaiche, and Eachthighern, their steed, Skerrit and Fionnghuala. Later the Green Elves dedicated sacred rings to Eldathyn, Seluvannys (Silvanus), Mielikki, Chauntea Shar and Selune. With the arrival of the elves from Tintageer, devotional rings to Rillifane, Correllon, Angharad and Solonor became popular.

These places were almost always built at the sights of Fey Cross Roads and became popular with the Ffolk as easy access points from the lands of Faerie and the Fey Wild into the mortal realm. Each sight is protected by the whim of Titania and is normally located in a wooded area with many glades. The weather around the grove or ring is changeable according to Titania's mood; it may be peaceful and calm or tempestuous and wild. The attending priests, rangers, wilderness warriors and druids caring for the sacred place can be found dwelling in thickets, bowers, or underground halls hidden behind veils of magic. The flow of time is variable and strange within the bounds of these sacred circles, so visitors may rest in them for a day or two to find that more or less time has passed than they experienced. Glimpses of the past and future may be seen in reflective pools or fonts sometimes placed at the centre of these rings. Visitors are advised against accepting gifts from the Fey residents who live in proximity to the rings, as this may bind them in fealty to the givers.

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The High Art of Shantel Othreier

New Spells

Stealth of Elvenkind Transmutation Level: Druid 1, ranger 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Upon finishing the spell, your skin and clothing shift hues almost imperceptibly to better match your surroundings and your movements become as soft as a whisper.

Throughout the duration of the spell, your coloration changes ever so slightly (Spot DC 15 to notice) to better match the background of your environment and your movements are muted. This effect grants you a +5 circumstance bonus on Hide and Move Silently checks.

Stealth of Elvenkind, Mass Transmutation Level: Druid 2, ranger 2, sorcerer/wizard 3 Range: Medium Target: Any number of creatures, not two of which are more than 60 ft. Apart

Reaching out to your environment, you wrap your allies in a cloak of silence and the subtle hues of their surroundings.

This spell functions like stealth of elvenkind, except the effect is mobile with the group. The spell is broken for any individual who moves more than 60 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its stealth benefits. If both are moving away from each other, they both lose their stealth bonuses when the distance between them exceeds 60 feet.)

Bladesong Transmutation Level: Bard 2, bladesong duskblade 2, sorcerer/wizard 2 Components: V, S, F Casting Time: 1 standard action Range: Touch Targets: Weapon touched Duration: 1 round/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) 11 Page | 32

As you intone the final words of the spell, your blade begins to hum—the music quickly builds to a hymn of sharp, deadly beauty.

Bladesong makes a bladed weapon emit magical music in combat. Any round that the weapon is used in melee combat, this spell allows the wielder to make a single, additional touch attack with the sword as a free action. The attack uses the wielder’s normal attack bonus with that weapon but inflicts no damage. Instead, anyone successfully touched by the weapon in this way is dazed for one round. Dazed characters cannot take actions but can defend themselves normally. Focus: The weapon

Farscry (Alteration, Divination) Level: 5 Components: V, S, M Range: Special CT: 5 Dur.: 12 rnds + 2/lvl Save: None Area of Effect: One creature

This spell allows the recipient to hear, see, speak, and even touch distant beings and objects on the same plane. The spell recipient’s normal vision and hearing are employed by the spell, allowing the affected being to transfer the focal point of his senses from his own body to other objects by thought alone (only one focal point may be used at a time). He can transfer to another, if desired within a given round. The spell requires one to three focal points from which the affected being can farscry; these must be solid inorganic objects with a smaller surface area than the spell recipient’s head. The objects must be touched during casting, but they are not consumed or altered by the spell. By means of the farscry spell, the recipient sees and hears things as if he were standing where the focal points are, but he cannot turn or move a focal point to change their view. The spell is not impaired if the focal point is moved by another being or by other causes.

The recipient can speak normally through a focal point and touch what the focal point touches, in fact, anything that heats or otherwise harms a focal point harms the spell recipient (though he can end the spell by force of will at any time. The transfer of the recipient.’ sense of touch through the spell also allows him to activate magic items by touching them with the focal point and speaking through it. Touch spells can also be cast through the focal point, but despite the best efforts of a score of mages down the years, no way to cast ranged spells through a farscry link has yet been found, and at least three eminent sages of the magical arts believe it is an impossible goal.

The focal point radiates a dweomer, and the spell recipient’s speech is emitted from it, but other sounds around the recipient are not transmitted. The focal point does not change its appearance or exhibit a visible eye or other spell manifestation. The material component is a glass, crystal, or amber ring (which must be translucent, not .frosted.) of any shape or size, that bears the engraved or painted symbol of a human eye.

Lesser Shadow Storm (Evocation, Necromancy, Shadow)

Level: 5 Range: 10 yd/level Components: V,S,M Duration: Special Casting Time: 5 Area of Effect: 20 or 40 ft. radius Saving Throw: None/Death Magic

This spell can have one of two effects, at the caster’s option: Either Large shards of darkness rain down for one round in a 20’ radius area inflicting 1d8 points of damage per caster level (maximum 8d8) to any creature within the area of effect, or a shroud of shadows descend upon a 40’ radius area for one round per caster level. The shadow inflicts a prickling sensation, as well as inflicting a –2 to all attacks within the shadow. Likewise, any victim within the shadow

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must save vs. Death Magic or temporarily be reduced to half their hit points and half their strength (loss persists 1d6 rounds).

Shadow Storm (Evocation, Necromancy, Shadow)

Level: 8 Range: 20 yd/level Components: V,S,M Duration: Special Casting Time: 5 Area of Effect: 40 or 60 ft. radius Saving Throw: None/Death Magic

This spell can have one of two effects, at the caster’s option: Either large shards of darkness rain down for one round in a 40’ radius area inflicting 1d8 points of damage per caster level (maximum 20d8) to any creature within the area of effect, or a shroud of shadows descend upon a 60’ radius area for one round per caster level. The shadow inflicts a prickling sensation, as well as inflicting a –4 to all attacks within the shadow. Likewise, any victim within the shadow must save vs. Death Magic or temporarily be reduced to half their hit points, struck blind and deaf, and lose half their strength and dexterity (loss persists 2d12 hours).

Greater Shadow Storm (Evocation, Necromancy, Shadow)

Level: 10 Range: 50 yd/level Components: V,S,M Duration: Special Casting Time: 5 Area of Effect: 80 or 120 ft. radius Saving Throw: None/Death Magic

This spell can have one of two effects, at the caster’s option: Either large shards of darkness (50% cold & 50% negative energy) rain down for one round in a 80’ radius area inflicting 1d8+1 points of damage per caster level (maximum 30d8+30) to any creature within the area of effect, or a shroud of shadows descend upon a 60’ radius area for one round per caster level. The shadow inflicts a prickling sensation, as well as inflicting a –4 to all attacks within the shadow. Likewise, any victim within the shadow must save vs. Death Magic at -4, or be reduced to half their hit points, struck blind and deaf, and lose half their strength and dexterity (loss persists until healed or dispelled).

Translocation Shift (Alteration, Evocation) Level: 7 Components: V, S, M Range: 0 CT: 1 turn Duration: 10 days/lvl Save: Special Area of Effect: 1./lvl diameter sphere

This spell creates an invisible field of protection that guards against beings arriving via dimension door, gate, plane shift, teleport, teleport without error, or phase shifting (into or out of the Ethereal plane) within its confines. All beings attempting to enter the area by such means (and other translocation spells, magical items, and psionic powers) are redirected to a different destination on the same plane, chosen by the caster of the translocation shift. The chosen site must be safe, but it may imprison the traveller or it may be surrounded by waiting dangers. A translocation shift field is unaffected by dispel magic and all other priest and wizard spells of less than seventh level sent against it. The shift has no effect on the caster, persons speaking a verbal password chosen during casting, or beings bearing a pass-token (any inorganic item) chosen and touched during casting.

A shift field need not be linked to a password or token, but never excludes its caster. The spell’s saving throw begins with an Intelligence check for incoming magic- or psionic-using beings redirected by the shift field. If the check fails, the spell has its normal effect. If the check succeeds, the being realizes that something is awry. It may try to alter its destination, resulting in safe arrival (i.e. not teleporting into an area occupied by a solid

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object) in a random destination on the same plane, not the one the field was set up to direct them to, nor any alternative spot do they choose in mid-travel! A successful saving throw vs. spell results in a final destination close to the one the arriving being was trying to reach; failure indicates arrival in a spot near where the shift field tried to send them. The material components are a handful of diamond dust (crushed diamonds worth 75,000 gp or more) and a bit of rubber or tree gum.

Song of the Sundered Crown (Elven High Magic) Shilfhaor’Tel’Orar Transmutation Spellcraft DC: 60 Components: V, S, XP, Ritual, Attunement Casting Time: 10 hours 11 min Range: 12000 ft Target: one 750 ft cube + 10 ft. lvl Duration: Instantaneous Saving Throw: Fort Half Spell Resistance: Yes

By wrapping all the High Mages of this casting in a near-solid ward, five High Mages can weather away an entire city. The near-untamed forces of the Shilfhaor’Tel’Orar ritual find any unnatural states for nonliving matter and restores it to its most natural state. Living matter on the other hand is reduced to its most basic elemental components in an eye-blink of the ritual starting. Stone buildings are reduced to the soil from whence they came, wooden buildings are reduced to seedling trees, and so on.

This ritual effectively deconstructs and reduces all artificial constructs (including trees altered by High Magic) to their natural states. All buildings vanish, reduced to component matter. This ritual is completely destructive to all living matter such as plants and all forms of insect, bird and animal life. This ritual cleanses pollution by civilization and restores the natural order of a place. All that remains of an entire city and its occupants is enriched soil and loam.

Shilfhaor’takal – The Gift of the Twighlight Wyrm (Elven High Magic) Transmutation Spellcraft DC: 67 Components: V, S, XP, attunement Casting Time: 1 hour Target: Personal Duration: 3d6+10 days Saving Throw: Fortitude Negates (harmless) Spell Resistance: Yes (harmless)

The Elven high mage transforms into a shadow dragon with all its abilities and immunities equal to his age. Thus an ancient Selutaar could transform himself into a Great Wyrm Shadow Drake and still use all of his or her own spells and innate powers as well as those of the Wyrm. Hit points are re-rolled using a d12 plus the mages constitution bonus.

This ritual is used only in the direst circumstances as the backlash from transforming back into an elf is horrendous. Fully 25d6 back lash damage is taken when reverting to ones original form.

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Shelaraks Heavenly Retribution Elven High Magic Myriad Ritual:Evocation Range: 5 miles Components: VSM,XP, HP Duration: 2d4 hours Casting Time: 1 hour Area of effect: 1000 cubic feet per level Saving Throw: Special

This spell calls from the skies a powerful series of increasingly deadly disasters over the course of the spell. At first heavily acidic rains begin to fall causing 2d4 hp damage per round. Before long a howling wind blows in beginning as a stiff breeze and ending as a 300 mph hurricane that tears up any tree or wooden structure in its path. Along with the tempest comes bolts of lightning 20’ across doing 20d6 hp damage, 2d4 bolts per 10 minutes thunder down, the sounds are deafening (literally), next comes the earth quake that shatters and topples and major stone or crystaline structures and causes underground chambers to a depth of 1 mile to collapse or cave-in. Finally after 1 hour of armageddon, the ritual leader calls down meteorites from the sky, each varying in diameter from 1 foor to several hundred feet across. Each doing from 1d12 to 35d12 hp dg. By wrapping all the High Mages of this casting in a near-solid ward, five High Mages can wipe away an entire army/forest or city.

N’Maernthor/Hidden Homeland: Lesser Variant (Elven High Magic) Evocation Spellcraft DC: 27 Components: V, S, XP, attunement Casting Time: 1 day Area: 3,000 ft. radius Effect: Creates a magical ward that hides an area Duration: Permanent Saving Throw: None Spell Resistance: No Code: Select all The N’Maernthor Mythal Component Cost ------Prevalent Spells Screen (keyed, 8th-level, CL 15) 24,000 Hallucinatory Terrain (keyed, 4th-level, CL 7) 5,600 Suggestion (keyed, 3rd-level, CL 5) 3,000 ------Total 32,600 ------32,600/1,000 = 32.6; which gives +33 DC

Most mythals are custom made; however, this ritual represents a minor mythal that has limited scope and power compared to the iconic mythals, such as the one protecting Myth Drannor. It is a relatively commonly known ritual, and often serves as a platform when an Elven high mage wishes to design a custom made mythal. This mythal has a radius of 3,000 feet, and creates an illusory effect which combines with a compulsion effect to trick unwanted guests into departing an Elven realm without ever realizing they had Page | 36

entered it. The buildings within the mythal site are completely masked, and the terrain appears difficult to pass and leads the unwanted guest away (or around) the site. The compulsion effect subtly reminds the “guest” of myriad reasons to turn back or to the side, and may even seize upon surface thoughts to try to compel them away. The saving throw DC to rebuff these compulsions and detect the illusions (if interacted with) is made against the usual DC for the spell +10 (i.e. the saving throws against the prevalent spells are 20 + the spell level + the central caster’s intelligence modifier). If the site is scryed the illusions perfectly mask it, no saving throw is allowed in this case (as per the Screen spell).

This mythal has three prevalent spells, all of which are keyed to affect all that are not welcomed by one of the community. This mythal has no capstone, and is neither corruptible nor anchored. Furthermore, it has no arointed spells, vanguard spells, or prevalent powers. This ritual requires that the caster meditate to attune his or herself to the weave for ten days before the ritual can be performed.

N’Maernthor/Hidden Homeland: Greater Variant (Elven High Magic) – The Mythal of Illith’arear Evocation Spellcraft DC: 56 Components: V, S, XP, attunement Casting Time: 1 day Area: 3,000 ft. radius Effect: Creates a magical ward that cloaks an area Duration: Permanent Saving Throw: None Spell Resistance: No Code: Select all The N’Maernthor Mythal Component Cost ------Prevalent Spells Teleportation Circle (keyed, 9th-level, CL 17) 45,900 Screen (keyed, 8th-level, CL 15) 24,000 Hallucinatory Terrain (keyed, 4th-level, CL 7) 5,600 Suggestion (keyed, 3rd-level, CL 5) 3,000 Dimensional Shunt (10th level), 150,000 ------Total 228,500 ------78,500/1,000 = 78.5; which gives +79 DC

This spell has all of the effects of the lesser variant, but has one additional prevalent spell that causes unwanted intruders to be teleported away from the Elven realm they are approaching. This means that if they approach a city that is under the influence of this mythal they are immediately teleported to the other side of the city. The illusion magics of this mythal cloak the teleportation, making the target unaware that they have shifted position. In all other ways, including the attunement component, this spell is identical to the lesser variant described above. The intruder may be teleported as often as once every ten minutes while they are within the mythal. The protected area itself is shunted to the edge of the fey wild and there exists halfway between the two realms allowing limited access to both.

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Ahrinaesuol/The High Revival, Restoration: Greater Version (Elven High Magic) Evocation/Conjuration [Healing] Spellcraft DC: 78 Components: V, S, XP, attunement Casting Time: 1 day Range: 2640 ft. and 264 miles; see text Effect: Heals a large tract of forest and controls the weather; see text Duration: Instantaneous and 200 hours; see text (D) Saving Throw: None Spell Resistance: No

The effects of this ritual are myriad; it heals all plants and creatures with the plant and animal type to full health, removes any diseases, and dispels all curses afflicting these creatures or plants. It also removes blindness, deafness, and all temporary ability damage to creatures of the plant and animal type. The ritual degrades all dead matter into nutrients that enrich the soil; as a side effect this prevents the dead from being raised as undead by necromancers. These effects occur instantaneously at the completion of the casting and extend for a ½ mile in all directions from the ritual site.

The spell carries an additional effect; it allows for the Elven high mages to change the weather (causing cold snaps, heat waves, thunderstorms, gentle rain, fog, or blizzards). This weather effect extends to a radius of 264 miles and lasts for as long as 200 hours. The type of weather can only be set at the time of casting, and this weather effect begins about ten minutes after the casting is complete and disperses (returning to the regions original weather pattern) within ten minutes of the spells end.

This ritual requires three Elven high mages, all of whom know and can cast this version of the Ahrinaesuol ritual. All three Elven high mages must have spent ten days attuning themselves to the weave before performing this ritual.

Olkiir Mythal Ward (Evocation, Alteration, Mages casting simultaneous Olkiir Mythal Wards Enchantment/Charm) may combine their protections. The area protected Range: Special by the ward is measured from the inner edge of Components: V, S, M the Mythal Ward. The ward extends 120 feet Duration: Permanent beneath the surface of the ground, and may be Casting Time: 1 hour narrower than 60 feet in width wherever desired. Area of Effect: Special Its boundaries can twist and turn corners as sharply Saving Throw: Special and as often as desired to protect a certain area, and they may exclude whatever areas the caster This 9th-level spell requires the use of an amount desires. Once cast, a Mythal Ward can’t be moved. of mithral and diamond dust larger in total volume than twice the caster’s fist. Other material A Mythal Ward can always be freely entered or components are Moonspider silk and 50 pounds of left. Beings entering it are sensed by the spell, powdered iron meteorite. (All the spell which reacts by flashing a radiant or audible components are destroyed in the casting of the warning (or both, as desired) to a specific spot or spell.) The caster must stand in an area that will being. The spot or being is set upon casting, and it become part of the ward and visualize the cannot be changed thereafter. Such a warning route of the desired ward boundary. An area of would still function in the location of a destroyed 1000 cubic feet per level of the caster may be room (even in midair) or inside the tomb of a dead enclosed. If the wizard tries to enclose too large an being. area, the spell fails and is wasted. Page | 38

Warnings classify those who enter the Mythal A few wards are linked to more powerful Ward into two categories: those attuned to the guardians, such as Baelnorns, Watchnorns, Mythal ward and intruders. Mythal Ward warnings Banshees, Adamantine Golems, Sleeping Dragons transmit exact numbers, physical identities and and the like. There are even reports of multiple locations of all intruders. All forms of teleportation invisible stalkers and a variety of other elemental and all known magical and psionic means of scrying servitors linked to a Mythal Ward, each being freed won’t work through the boundaries of a Mythal from servitude in Toril after they slay a certain Ward. The caster of a Mythal Ward spell can link number of intruders. The Mythal Ward can be certain types of magically animated guardians such sealed as if a Forbiddance Spell had been cast, thus as stone or iron golems, or token baring guards and denying access to all outsiders and those not mages to the ward. When an intruder is detected attuned to the Mythal Ward. within a Mythal Ward some guardians are teleported to within 20 feet of the intruder.

Song of the Sundered Crown Ritual (http://www.astro.hr/~korado/art/06_korado_korlevic_tunguska_03m.jpg)

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Treasures of Shantel Othreier

Storm Scepter

These bronze and mithral inlaid scepters with their diamond, ruby, sapphire, emerald or amethyst tips were used in times past by the gate wardens of the various Othreien cities. Each scepter carried up to 100 charges when first created, but those found these days contain 0 – 100 depending on their use and condition. Each is tipped by a fist sized, tear drop shaped gem. The magical blast from each differed according to the colour at its tip: Rubies spat heat that would set objects ablaze and heat metals. Sapphires spat lightning that would shock, burn and stun. Emeralds spat cold that would freeze, slow, stun and shatter Amethyst spat sound that could kill, stun or shatter via resonance. Diamond tipped scepters can do all of the above… Each scepter could issue forth either a narrow long range beam that travelled up to 200 yards towards a single target (ranges attack), or a short range ring of energy 20’ in diameter that travelled no more than 60 yards. Command words known only to the creator or worked out by the wielder would operate the scepter which can be recharged by allowing it to drain a wand/rod/staff attached to one end.

Ring of Raging Eyes

Each of these adamantine rings is shaped in the form of a serpent curling back upon itself the eyes set with tiny diamonds the fanged mouth being the source of the rays and darts. Each ring could function in set ways as commanded by the wearer.

Emerald fire: 150’ long beam of green fire doing 15d8 hp dg that can pierce most spell barriers. Sapphire darts: 2d4 magic missiles, each doing 1d6+1 hp dg, over a 150 yard range. Ruby ray: unlocks bindings and fetters as per the spell ruby ray of reversal, with a 150’ range. Amethyst cone: Acts as a holding field that effects any being living or dead within a cone 150’ x 40’, as per hold monster/undead spells.

In addition the ring wearer gains a +4 bonus to saving throws against heat/fire and enchantment charm magic, is immune to all forms of magic missiles, gains free action.

Each function occurs twice per day, but no more than two functions can be called upon in any 30 minute period. Anyone trying to do so finds the ring dormant radiating no magic what so ever.

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Guardian Staff

These staves were saved for the direst of occasions for once activated they could not always safely be restored. In its normal appearance the Guardians Staff was made of wood/iron/adamantine/ivory or crystal. Each radiated transformation/alteration magic and was marked by up to 5 separate segments. When first created each staff could be wielded in battle as a normal +5 staff. But by issuing certain command words segments could be detached from the staff and thrown down. They would then turn into multiple fighting golems of the type appropriate to the staff. Each golem would be of the normal type and would stay in form for up to 3 turns, after which, if it had not been destroyed, would return to the staff. If a golem was destroyed then it was gone forever. If even a single golem remained after 30 minutes then the staff would reform. The number of surviving golems would determine both the magical strength of the staff and the number of segments it contained.

Arrow of Return

These arrows come in both sheaf and flight varieties, and typically number 1-6 when discovered. An arrow of return usually gains +3 to attack and damage rolls (see below), but its true power is reflected in its name. Each time an arrow of return is fired from a bow, it magically returns to the arrow’s quiver, whether or not it hits the target. In the event that the arrow hits its intended target, the arrow loses one .plus. upon returning to the quiver. Thus, its magical bonus diminishes to +2 after the first successful hit, +1 after the second, and after hitting a third time, the arrow vanishes forever. An arrow of return does not lose any potency if the target is missed, though it will return to the quiver nevertheless. In any case, if such a missile is broken, its magic is lost. XP Value: 300 each

Cloak of the Unicorn

Creating a cloak of this sort requires a female Elven priest and a wizard (or a multi-classed wizard/priest). The exact process, however, is unknown to all but the most powerful of such spell casters. In addition to this, only good-aligned female elves, half-elves, or humans may use a cloak of the unicorn. It does not function for males or those of other races. If donned by any being of evil alignment, a cloak of the unicorn acts as a cloak of poisonousness in all ways (see the DMG for details). A unicorn cloak is cut from a yellowish-white material woven from a unicorn’s mane. When worn by a woman of the appropriate race, the cloak produces an aura of sympathy (as the eighth-level wizard spell), which applies only to unicorns. In addition, the wearer can transform herself into a unicorn by act of will. The cloak-wearer may change into a unicorn as often as desired and may remain in the new form as long as is necessary.

While in unicorn form, the wearer retains her own Hit Dice, hit points, saving throws, and Intelligence, but in all other ways she is a unicorn, and she may use all of the powers and abilities inherent to such creatures. Held or carried items are absorbed into the unicorn form, so all the wearer’s magical items become temporarily inert (only the cloaks sympathy power remains in effect). If the wearer can wield spells or spell- like natural abilities in her true form, these abilities are rendered dormant for as long as the wearer remains in unicorn form. Psionics are unaffected by the transformation, as are natural abilities that are not directly linked to some spell or magical device (e.g. magic resistance, regeneration due to unusually high Constitution, spell immunities, etc.). While in unicorn form, the wearer is immune to all polymorphing or shape-changing magic and effects, regardless of the cloak-wearer’s wishes. This includes natural shape-shifting abilities such as those possessed by druids and lycanthropes. The wearer can return to her own form with a mental command. Transformation from one form to another takes an entire round, but no System Shock roll is required. XP Value: 3,000

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Faerie stone

Also called Elven gems, jewels of elvenkind, and similar names, faerie stones are highly prized among all creatures, not just sylvan ones. They are extremely difficult to manufacture and therefore are quite rare. A faerie stone is always made from a large, precious gemstone (usually an emerald or sapphire), cut in an ovoid shape that fits easily in the owner’s palm. The jewels are always utterly flawless, with a value of no less than 5,000 gp.

A faerie stone has several powers, as follows: When held in the hand (in contact with the holder’s flesh), the faerie stone conveys infravision to its user, out to a distance of 30’. If the holder already has infravision, its range is extended by a like distance. This vision remains in effect as long as the user holds the faerie stone in his bare hand. Three times per day, the user can communicate with any intelligent creature(s) within 30 yards. This power does not allow the user to probe minds. This effect lasts for three turns per use. Twice per day, the owner can command the faerie stone to release a volley of magic missiles as if cast by a 9th-level wizard (5 missiles of 1d4 + 1 hp damage each at a range of up to 150 yards). Once each day, the owner can invoke a cerulean sword, a shimmering blue blade of magical force (treat this as a faerie sword from the Elves of Evermeet accessory, cast by a 12th-level wizard; if EoE is unavailable, treat it as a ’s sword). To use the cerulean sword, the faerie stone and the sword it projects must be held in the user’s bare hand. XP Value: 5,000

Elven Hound & Elven Cat

A variation of the common onyx dog/golden lion variety of figurines of wondrous power; these small statuettes take the form of a Cooshee or cathshee when activated (see the MM, page 241). The figurine may be activated no more than once per week, for no longer than six hours. The Elven hound or cat always has maximum hit points and an Intelligence of 8-10. It may speak to its owner in elvish. (If the owner cannot speak elvish, no communication is possible.) In all other ways, the Elven hound functions as a normal Cowheel/cathshee, (as per the MM). This device conforms to the advantages and limitations common to all figurines of wondrous power. XP Value: 300

Rod of Sylvan Prowess

A relative of the famed rod of lordly might, this rod may be used only by characters of the warrior classes (rangers and woodsmen find it particularly useful). Like a rod of lordly might, a rod of sylvan prowess is made entirely of metal and thicker than other rods. A Strength of 16 is required to wield its 10 lb. weight properly (-1 penalty to attack rolls for each point of Strength below 16). Unlike a rod of lordly might, a rod of sylvan prowess does not possess spell-like functions or charges, though it does have the ability to transform itself from one type of weapon into another, if the proper button is depressed. This power functions as follows: In its normal form, it appears as a normal length of metal. Though it does not possess the flanged ball common to a rod of lordly might, it is still equal to a mace +2 if used in combat. If the first button is pressed, the rod warps and lengthens, becoming a long bow +1. The user must provide the arrows. If the second button is pushed, a piercing blade springs from one end and the handle lengthens, creating a spear +3. The overall length of the weapon ranges from 6.-10., and if fully extended, it may be used as a light lance.

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When the third button is depressed the rod flattens out and shrinks to a length of 3. to form a long sword +4, Elven blade (see below). In addition to its weapon functions, a rod of sylvan prowess has several mundane abilities.

If the rod’s fourth button is pressed, the tip of the rod assumes the form of a four-pronged grappling hook. If that button is pushed a second time, the grapple is launched from the rod, but remains attached via a steel chain with a length of up to 50., which may be climbed. This function eliminates the need of the usual rope and grapple combination. When the rod is held perpendicular to the ground and its fifth button is pressed, a barbed spike protrudes from its tip and two short, six-inch bars fold out from its base, one on either side. If the button is pushed a second time, the spike is fired straight up, though it remains connected to the remainder of the rod by a length of steel cable (this inflicts 2d4 hp damage if the wielder rolls a successful attack roll against any target in the spike’s way). The spike carries sufficient force to become embedded in solid stone, and the barbs keep it solidly anchored. The cable that connects the spike with the rod can reach a length of up to 50., but it immediately stops playing out length as soon as the spike is embedded. If a creature stands on the steel bars at the base of the rod and the fifth button is pressed a third time, the cable reels itself in, drawing the rod and its cargo up to the spike. (If the surface the spike is embedded in cannot support the creature standing on the crosspieces, the spike simply tears away from the surface.) Obviously, an overhead surface must exist for the spike to secure itself. The sixth and final button returns the rod to its normal form, whether the rod is in a weapon mode or the grapple/spike applications. The functions of the rod are negated by a dispel magic spell; this counter spell also restores the rod to its normal form. XP Value: 4,000

Elven Blade

Forged only in long and short sword varieties, Elven blades are easily identifiable by the slight curve in their blade and their single edge. An Elven blade is slender, roughly 1.-1½” wide, ¼” thick along its spine, and 30.”long (20. for short swords). Including quillons, hilt, and pommel, such a weapon is approximately 3’ long (2.’ Feet for a short sword). An Elven blade is not a scimitar or cutlass, nor should it be confused with one, such blades have a much more pronounced curve to their length and are more cumbersome. An Elven blade most resembles the katana of Japan, but with a western-style hilt and crosspiece. Despite its apparent fragility, an Elven blade is rigid, strong, and exceptionally balanced. Due to its unique design, an Elven blade inflicts 1d10 (long sword) or 1d8 (short sword) hp damage, regardless of the target’s size. Its primary use is as a slashing weapon, but it functions almost as well for thrusting and cleaving attacks. Elven blades are as rare and potentially valuable as Elven chain mail, and as such they are not a common finds, even in Elven societies. Likewise, they should not be placed in a randomly-selected treasure hoard.

Just as Elven chain mail cannot be constructed by non-elves, only the Elven races know the secrets of forging an Elven blade. While Elven blades are often non-magical, magical blades do exist. Due to their exquisite craftsmanship, the experience point value for making a magical Elven blade is 500 points more than the usual amount for a magical sword, as detailed in the DMG. Thus, a long sword +1, Elven blade is worth 900 XP to its maker, instead of the usual 400, while a frostbrand, Elven blade is worth 2,100 XP instead of the normal 1,600.

Tent of Elvenkind

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When collapsed for storage or transport, a tent of elvenkind is a drab, gray colour, very much like any other disassembled tent. When erected, the tent assumes all of the qualities and characteristics of a cloak of elvenkind (as per the DMG). Thus, the tent is nearly invisible in most terrain. A tent of elvenkind is large enough (roughly 8-10 square feet of floor space) to hold five man-sized creatures in moderate comfort. It is squarish in shape and has a raised centre (which allows rain water to run off). A 2 square area on three of its four walls can be rolled up to provide windows, while a 3. × 5. flap functions as a door on the fourth wall. It is held up by four corner poles (each 5. tall) and a thicker centre pole (7. tall). The poles themselves may be anything from tree branches to metal rods, as the fabric of the tent radiates all of its magic. As a result, lost or broken poles can be replaced as desired. The tent’s fabric is entirely waterproof, but it is no more durable than a normal tent (though bonuses to saving throws still apply due to its enchantment). XP Value: 1,000 (Dragon 220 1995)

Ring of Assimilation

These rings always appear as a plain band of electrum with an empty setting. Alone, the ring radiates a weak dweomer, detectable by the usual magical means. However, the ring’s true power is revealed when another magical item is placed within the empty setting. Of course, such an item must be small enough to fit in the setting. When so placed, the fitted magical item projects its powers through the ring of assimilation, as if the magical device had been created as a magical ring instead of its actual form. As such, the ring-wearer can utilize (or suffer from) the powers of the magical item, just as he would use any other form of ring. For example, the wearer could place an ioun stone into the ring’s setting, and benefit from its powers without the need to have it orbit his head.

Typical magical items that can fit in the empty setting of a ring of assimilation include ioun stones, pearls of power, pearls of wisdom, and the like. Some judgement must be used on the part of both the DM and the player (e.g., a bead of force or a bead from a necklace of missiles could fit the setting, but would be useless, and possibly dangerous, if carried thus). In order for a ring of assimilation to hold a magical item in its setting, it must be worn on a finger. If it is removed, or the owner attempts to place an item in the setting without slipping on the ring, the magical object simply falls out. Also, only magical items can be placed in the setting; non-magical items will fall out as above.

These rings were often used by Othreien Spell Filchers, and Spies, who would often carry around a variety of stones enspelled with different functions. Thus gaining a much greater flexibility of magical ring functions without the need to carry/wear a multitude of jewellery. The rings could be worn in the ear, on the toes or even as a body piercing dependent on their design. XP Value: 4,000

Ring of Life

These rings typically store 5d4 charges. When slipped on a finger, the wearer is rendered immune to all effects that drain life levels, including spells, magical devices, undead, and so forth. Instead of affecting the wearer, the level-draining absorbs charges from the ring at a rate of 1 charge per level drained. If the ring does not have sufficient charges to prevent the loss of levels, the wearer is subject to the excess. For example, if a ring of life has five charges remaining, and its wearer is touched by a vampire three times (each touch draining two levels), the ring prevents the first five levels from being drained (by giving up its five charges), but the wearer loses the sixth level normally. (Creatures who become more powerful by draining levels continue to do so, as the energy taken from the ring is an adequate substitute.) When all of the ring’s charges

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are used, it crumbles to dust. A ring of life cannot be recharged. These rings are manufactured by the Priests of Labelas and Sehanine and often given to Undead Hunters and Tomb Guardians as part of the gear they receive when going hunting for rogue Elven undead. XP Value: 2,000

Ring of Shields

Often used by scouts and diplomatic guards, when this ring is slipped on a finger and the proper command word is uttered, a circular plane of force is created, which the ring-wearer may use to parry blows in combat, just as if he were wielding an actual shield. As such, the Armor Class of the wearer is improved by 1. Some rarer rings functions as shields +1 to +6, offering the appropriate AC bonus. The circle of force energy centers on the ring itself, and has a diameter appropriate to the size of its user. Once invoked, the force-shield will remain in existence indefinitely, but the wielder cannot use the shield-hand to perform other functions, as it is necessary to .hold. the shield. A second command word causes the shield to disperse, as will removal of the ring. A ring of shields conveys a second benefit to its wearer. If a disintegrate spell is cast on the wearer, and the force-shield is active, the disintegrate spell automatically destroys the force shield (and the ring, unless a successful save vs. Disintegration is rolled) instead of affecting the wearer. Most agree that the loss of the rings is a small price to pay for one’s life. XP Value: 750 – 15000

Ring of Swords

Often carried by diplomats, merchants, spies and by those who should not or cannot carry obvious weapons, these potent rings are typically constructed of unadorned platinum, though other materials are used on occasion. Often they have a minor primary magical function, such as protection +1, or invisibility or levitation and the like, but this is to disguise their true nature and purpose. When a command word is spoken, the ring produces a sword in the wearer’s hand (the hand that wears the ring), which the wearer can wield as a weapon, inflicting 3d4 points of damage with each successful hit. The type of sword created varies from ring to ring, but most sword rings conjure one of the following examples: Cold sword: This ring produces a sword of pure cold energy (not ice). The actual blade of the cold sword does not have a physical form, though the airspace it occupies seems to ripple, and when subjected to warm temperatures, it emits an icy vapor, which clearly outlines its length. The sword conveys cold resistance (as fire resistance, but with regards to cold-based attacks) to its wielder. Against fire- and heat-based creatures, a ring of cold swords inflicts 6d4 hp damage with each successful hit, but is entirely harmless against cold creatures. Fire sword: This ring produces a sword of crackling flame (color may vary), which produces light equal to a torch. In damp conditions, the flame will sputter and hiss, but will not go out. The sword can be used to ignite flammable materials (e.g., paper, oil, clothing, etc.), melt ice, and so forth. The sword imparts fire resistance (as the ring) to its user. When used as a weapon against cold creatures, the ring of fire swords inflicts 6d4 points of damage per blow, but cannot harm fire creatures at all. Force sword: This ring produces a sword of invisible force energy Upon impact with a target, the force sword becomes visible, but only for the brief moment that contact is made. It is entirely silent, and due to its transparency, the wielder gains a +4 bonus to hit when first used against a particular opponent, and a +2 bonus to hit for each attack thereafter, when used against the same opponent. The force sword can pass through other force energy effects (e.g., wall of force, shield, etc.) without being hindered, though no harm is brought upon the sword or the other effect. However, powers and effects that can halt or destroy force energy (e.g., disintegrate, wand of force, etc.) are effective against a ring of force swords. Lightning sword: This ring produces a sword of lightning, which emits a menacing hum and sheds a glow equal to a light spell. The sword conveys electricity resistance (as fire resistance, but with regards Page | 45

to electricity-based attack forms) upon its wielder. When used as a weapon, the wielder receives a +4 bonus to hit creatures composed of metal, or who are wearing metal armor. Similarly, the sword inflicts 6d4 points of damage to creatures who have a high susceptibility to electrical attacks, but is otherwise harmless to creatures of an electrical nature. In no case can the damage inflicted by a lightning sword be conducted to creatures other than the target creature.

(Note that the powers and effects conveyed by sword rings apply only if the ring is active.) When found, a ring of swords contains 5d10 charges, each sufficient to activate the ring for 1 turn. The wearer may attack with the sword in the same round that it is conjured, though the activation time increases the ring-wearer’s initiative dice by 1. Other types of sword rings certainly exist, though DMs must develop such devices themselves. Similarly, it is quite possible that certain rings of swords can produce more than one type of sword (but they could not be active at the same time), though such specimens should be extremely rare indeed. XP Value: 2,000 (+1,000/additional sword-type produced)

Wierdstones

These innocuous looking, fist sized pieces of faceted glass, are placed at the center of a mythal casting to add their power to the key stones that anchor a city’s mythal in place. When consumed by the, ‘Create Mythal’ ritual they block out all of the following within the mythal on a permanent basis.

All astral and ethereal travel. All divination & scrying spells. All conjuration/teleportation/ plane shifting/gating/portal spells. Any supernatural, spell like, or extraordinary abilities, psionic powers, or the like that mimic those effects.

The wierdstone hampers on effects that manifest within its area. Spells or abilities activated within the wierdstone’s area that target an area outside the mythal are unaffected. For example, a wizard standing right next to a wierdstone could cast a scrying spell to spy on a creature more than 100 miles away, but she could not teleport across the room because the wierdstone blocks teleportation within the mythal.

Ynloeth’s Bracer

A single silver bracer (actually burnished mithral), made to fit the left arm, decorated with roiling leaf work and vines. It functions as a Bracer AC 2 (+8), and makes the wearer immune to the disintegration effects of Ynloeth’s Shattering Swords. When worn in combination with Ynloeth’s Crown it allows the wearer to track the location/s of the Shattering Swords regardless of distance, planar location or time.

The Elven Blade of Ynloeth (Shar’telkerym)

+3 Elvenlongsword of Slicing, AL NG Int 15 Wis 15 Ch 17, Telepathy 240’, Lesser Powers: Detect Good/Evil 240’ – at will, Shield 3/day, Spell Blade Dispel magic Greater Powers: Disruption: +5 and double damage vs evil outsiders and undead, 50% chance of disruption. Special Purpose: Defeat the servants of Wendonai and Malkizid. Dedicated Power: +3 to all saving throws and ability checks whilst wiedling the sword.

The wielder of the blade is required to go through a bonding ritual, if the elf servives they may claim the Coronals Crown and the throne of Shantel Othreier. The wielder may summon the blade from any distance

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across infinite planes, where it will appear in their hand at will. If the wielder ever betrays the realm and its people then the blade become dormant at the next critical moment or life and death for the wielder.

Shattering Swords of Ynloeth

A pair of of +5 Holy Elven Longswords of Speed. When wielded individually the swords are simple +2 elven longswords. If wielded together, they then take on their ful powers: Once per year the wielder may strike the sword blades together causing them to shatter into a cloud of metallic shards with 500 feet radius. Any being living or dead within the shard cloud is disintegrated unless they make a saving throw vs spells. Even if they to save they still take 15d6 hp damage as they flee the cloud. If the wielder is wearing the Bracer, then the are unaffected by the sgard cloud. If not they are instantly destroyed, no saving throw. If the wielder is wearing the Crown, then they retain the swords within their grasp, other wise the swords vanish and reform within 24 hours somewhere within Faerun.

The Orbs of Dragon kind (Candle Keep)

By Jamey Martin

Elven craftsmen made orbs containing the beauty of Elven song at the request of the noblest of dragon-clans. These songs were so beautiful that the souls of the dragon lords were wrenched away. The elves weren't malicious in this; it wasn't their fault that their voices and gifts are too awesome for even dragons to tolerate.

The Green Orb

Little is known about the true origin of the Orbs of Dragon kind, but according to legend Corellon Larethian appeared to elf kind soon after they began to unlock the secrets of magic. He bequeathed upon the elves 5 orbs of great power that would give them the necessary might to throw off the yoke of wyrmkind and enable their culture to flourish. And so it was, with legend going on to tell how many an elfin knight used one orb or another to master and slay dragon after dragon, until at length legend became history and the great elfin civilizations of Aryvandaar, Illefarn, Miyeritar, Shantel Othreier, and Keltormir had emerged along the west coast of Faerun.

By this time, with the mastery of elfin magic and the great reduction in the might and numbers of dragon kind, the need for the orbs had diminished substantially. Nevertheless, they continued to hold symbolic value and so each of the great elfin civilization kept one orb within its greatest temple to Corellon.

Throughout the course of the Crown Wars (-12,000 DR to -9,000 DR) history began to lose track of the fabled orbs. It is believed that, at one time, the realm of Aryvandaar had come into possession of at least three of the orbs via it‘s conquests, while the dark elves of Ilythiir are known to have used enslaved dragons to destroy the realm of Shantel Othreier, and so might have come into possession of one themselves.

As for the Green Orb, it is known to have been carried eastward in the wake of the Fifth Crown Wars to the great forest Arcorar, now known as Cormanthor. It was brought forth from the remains of Aryvandaar to help the pioneers deal with the great number of dragons that made their home in the verdant wood.

Eventually the great elfin realms of Rystall, Jhyrennstar, Uvaeren, Semberholme sprung into being within Arcorar, and of these Uvaeren was the greatest. So rich in knowledge were the elves of Uvaeren, that their land became known as the Lorelands. Amongst their many fabled librariums, it is told that none rivalled that of Intevar‘s, for it is said to have contained the collective knowledge of all elves. And amongst its many grand temples, it is said that none rivalled that of Corellon Larethian, for it was here that the Green Orb was housed.

The glory of Uvaeren was brought to an abrupt end in the year -5,000 DR however, when a great meteor fell from the Page | 47

heavens and devastated the Lorelands. While it is unknown if the temple in any way survived this destruction, the remaining ruins were in the hands of the increasingly present Drow within 100 years, and they held them until at last forced out in the year -1,354 DR; roughly 2,600 years after the birth of the city of Cormanthor (-3983 DR). Little mention is ever again made of the Green Orb, save one...

In the year -982 DR a green dragon of great power named Venominhandar began to rampage in the southeastern woods. Such was the potency and endurance of this wyrm that the elves of Cormanthyr quickly called for a quest, to the ruins of Corellon's temple in old Uvaeren; there to find and retrieve the Orb. The questing elves however, never returned, and the might of Venom, as he came to be called, continued to wax. For over 700 years Venom plagued the elves, destroying their communities, driving them out, and using his fell magic to twist and tangle the woods of the great domain he had claimed in the southeast. His personal power was unrivalled amongst dragon kind, and he commanded a veritable army of wyverns, black dragons and green dragons. Nevertheless, it was in the year -206 DR. that the elfin hero Jassin Aunglor, armed with a fabled moonblade, at last challenged Venom himself. This took place in the wyrm's lair beneath Haptooth Hill, and it was here that both Venom and Jassin met their ends; as the cavern complex the wyrm inhabited collapsed in upon them. Of Venom's offspring, only the terrible wyrm known as "Green Magic" is known to have outlived her father. Her lair is thought to have been located somewhere south of her sire's, but she was last seen bathing in a river in the year 0 DR, and both her fate and the location of her lair are unknown.

Some scholars believe that Venom's initial rampages were strategically aimed at forcing the elves to reveal the location of the Green Orb. They believe that the band of elves sent to locate and retrieve the orb were somehow followed by agents of the wyrm, and eventually slaughtered by them. With their murder, or so the theories go, these agents brought the orb back to Venom, who then used it's power to raise and command his draconic army. Other scholars have denounced such theories as overly speculative, and say that Venom was more likely a mere throw back to the fearsome dragons of the elder age. As for the Orb, the more conservative scholars believe that it was destroyed when the meteor hit. Others still argue that it was borne off into the Underdark during the 4,000 years that the Drow controlled the ruins. Unbeknownst to history, the Orb was indeed stolen away by agents of Venominhandur, who used it's power in combination with his charisma to control all lesser wyrms.

When the terrible wyrm at last began to feel old age and weakness beginning to creep into his bones, he placed the Orb in the safe keeping of his mightiest offspring ... the green wyrm known as Green Magic. It was not long after that Venom and the elfin champion slew each other in the wyrm's lair beneath Haptooth Hill. For a long time Manastorm held the Orb as a part of her horde, fearful of the curse it was said to carry. In the end, she was persuaded to bring the Orb to a meeting with an old companion and potential mate, the green wyrm Shan'thantros, where she was ambushed by a number of black and green dragons. The fight was ferocious, with Green Magic destroying three wyrms in her fury, Shan'thantros amongst them, but in the end the daughter of Venom was slain.

Each of the surviving dragons thence claimed the Orb as it‘s own, offering various reasons to back their claims, but in the end reason failed and a general melee erupted. When all was said and done, all were slain save for the wiley young black dragon known as Zarlandris. The black wyrm had shrunk from the initial onslaught of the battle, emerging only with the finale to steal the victory. Thus, was the Orb carried to Zarlandris' lair in Glaun Bog. In centuries to come Dretchroyaster, the descendent of Venom would rampage across the southeastern Dalelands, engaging in brutal battles with a number of black dragons, in search of both vengeance and the Orb. The latter however, forever evaded him.

Arrow of Charming (Candle Keep)

These ordinary looking arrows feature the traditional wooden shaft and flight feathers, however the head of the arrow is carved from a Ruby. When this arrow is fired at an opponent, it deals no damage, instead having the effect of a Charm Person or Mammal spell upon the target. The spell is an instant success, although the duration is shortened to only three rounds. The spell only works if the arrow successfully hits the target and the target is within the spell limits. This means that while a Humanoid can be charmed, it cannot charm those the spell normally could not.

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Cen Edth (Candle Keep)

Cen Edth is a +2 defending, shocking burst, intelligent shortsword: AL CG; Int 10, Wis 12, Cha 12; Empathy; 30 ft. vision and hearing; Ego score 9. Lesser Powers: electricity resistance 10, sense motive +11 (10 ranks, 1 Wis). Languages: Common (understands), Elven (understands).

Personality: Cen Edth is thought to contain a sentience of an elf maiden who, for unknown reasons, came to inhabit the blade of Cen Edth. She is joyous and imparts happiness and serenity upon her bearer unless held by someone who commits evil acts. It is said that if Cen Edth is used to shed innocent blood, she will attempt to overcome her wielder or "call" out to someone else who may be able to take her. If she is held by an individual with an evil alignment, Cen Edth expresses strong feelings of despair upon them and occasionally releases a disturbing mental scream. She usually does this when it would especially be most inconvenient to the wielder (such as during spell casting).

History: Cen Edth is thought to have been forged long ago by elves living in the great Shantel Othreier. The one who created the beautiful blade remains unknown but the first recorded owner was a famous Elven warrior named Cen Edth, whom the blade has been named for. After his death, the shortsword was passed down in succession to his heirs until long after the Crown Wars. After the fall of Shantel Othreier and some of the other great Elven kingdoms, Cen Edth disappeared only to resurface centuries later, in 626 DR. A halfling lass named Kysi Brownhedge found the blade near her home outside of the Wood of Sharp Teeth. She had it on her mantle for years until it was stolen by two "unusually dark skinned elvish chaps" who reportedly took Cen Edth somewhere to the south. There, it was once again lost to record...until recently, where it is presumed to be in the possession of a drow assassin known as Theikneryl Daekh.

Strong Evocation; Caster Level 10th; Craft Magic Arms and Armor, call lightning or lightning bolt, shield or shield of faith, resist energy; Price 68, 308.

Dhaerowsharla

Elven Long Sword +3/+5 & Double Dg Vs Dark Elves. Detects Dark Elves 1 mile radius – glows a soft azure that increases in intensity as the enemies draw closure. Wielder immune to spider venoms & drow sleep poisons, gains +4 bonus to all other poisons & venoms. Wielder regenerates at 1 hp per hour. Dhaerowsharla was made on the smithies of Yeventhyll, on the shores of the Mirrormeer to help defeat the Ilithyrii when they first invaded southern Shantel Othreier in -10090 DR. The sword was wielded with great valor and distinction by a variety of warriors before finally being lost at the Siege of Myth Ruavae, when a patrol of Gold and Moon Elves was ambushed by a force of Dark Elves, Demons and Orcs.

Wendonai’s Hammers

Description: Wendonai’s Hammer are a pair of deadly, demonic rune covered, double headed, red iron war hammers.

Powers: Each of these wicked weapons functions as a +5 Warhammer of Hurling and Stunning and inflicts double damage on a dice roll of 21+. Also each hammer grants the wielder Balor’s strength, Free Action, and all the standard Tanarric immunities. The downside of wielding these blades is that the barer must save vs spell every time they use one of the hammers to take a life they lose a little bit of themselves to Wendonai, eventually after failing 5 saves, becoming one of his minions and taking on slowly the Fiendish template…

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"Arc’draken’byr" Xaxathart’s Bane

+5 Elven Longsword – Vorpal/Dragonslayer: Detect dragons, kind and number within 20 miles, double damage vs dragon kin, triple damage vs true dragons. Special purpose – slay red dragons, each successful hit a red dragon must save vs death of be disintegrated. This extends to undead versions as well. The wielder is immune to dragon fear and red dragon breath and gains a +4 bonus to saves vs dragon magic and psionics. Lastly the swords wielder can fly for up to 2 hours per day at a speed of 36 MC B. It was with this sword, supplied to him by his cousin the great Moon Elf Blade Singer & Dragon Slayer Keltor “The Just”, that Tethir skew the mighty Red Wyrms, Xaxathart, "The Retributer" and Caldarbarabaraxxa, above Keltor’s Wall. The sword now lies with Tethir somewhere within the Tomb City of Myth Rhynn.

Silent Arrows (Candle Keep)

These arrows made by the wild elves don't produce any sound when fired even when they touch something. Besides, they make a silent spell in 10ft. radius during one round after what they vanish in a little fog.

Staff of Rust

This wand made by Druids of Eldath and Rillifane, is a potent weapon against armored foes. The weapon is only usable by those not wearing great amounts of ferrous metals. Anyone wearing more than 10 pounds of iron, adamantine and the like is unable to operate the staff, or more likely to have their beam boomerang back and strike them. Every time a charge is expended, a pencil-thin ray of a rusty red color streaks out. Any ferrous metal object hit acts as though a “metal to rust” spell had been cast on it. Note: Because the beam is so thin, a save vs. wands means that the beam has missed, and could thus strike something else. The beam will travel 100. As with the spell, the wand may also transform rust to metal. If one charge is expended while the wand is swirled around in a pile of rust (here the rust may be due to any cause), the affected item is restored as per the spell. If less than 90% of the item’s rust is in that spot, the spell will not work, but the one charge will still be expended. The wand may be recharged.

Orbs of Arboreal Splendor

These magically-treated, giant fresh water pearls carry a special blessing of the Green Gods, the Seelie Court and all the Seldarine. Said to be 20 in number each 2i diameter orb always glows with a brilliant emerald green light so penetrating that it can light up every room in even the largest castle. When placed in the heart of a woodland or forest, the orbs act as a periapt of health for all plants and plant like creatures within a 20 mile radius. In addition, it can increase or decrease the severity of local weather conditions like a control weather spell. People and animals grow fatter and healthier, plants, fruits, seeds and nuts grow larger and more plentiful fires do not burn so fiercely, and game animals increase in size. If buried, the pearl reveals its presence by the fact that the grass over it is always green and healthy, even in winter or in times of drought.

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Kits & Classes of the Realm

Duskblades

(Players HandBook II Pg 19-24/ 3rd Edition or Blade Singer Kit but with Elven Plate – CBoE – 2nd Edition) In the ancient Vyshaanti fighting academies, a martial style developed among young elves who were gifted in fighting and magic. This was a divergent path of bladesinging -- a more brutal style that incorporated heavier armor and more deadly spells. Originally known as Nael'kerym, these warriors greatly complemented bladesingers. They were meant to be heavy combat spellblades, while the bladesingers acted as precision skirmishers.

The Gods Theatre (Tunlands) When the army of Aryvandaar invaded Shantel Othreier in -10,900, the heavily armored spellblade contingent was faced with a terrible decision. Witnessing their nation invading an allied land, trafficking with infernal powers, and showing a complete disregard for the lives of their kin, these warriors were torn between abandoning their nation and slaughtering their brethren. Heated discussion occurred at the war council. One side was firmly in support of the Vyshaanti, citing a variety of reasons why the attack was just. To the other side, these explanations and excuses rang hollow.

Before the war council could resolve this thorny question, a fast-moving orc horde fell upon both armies. The loyalists stayed with the Aryvandaaran forces, slaughtering elf and orc alike. The dissenters fought orcs only, attempting to stay away from both other contingents and meeting mostly with success.

Afterward, the warriors who slew indiscriminately became known as duskblades. They received this name because their contingent broke through the Shantel Othreier line at dusk, cresting a hill toward victory. Survivors of the enemy forces

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described these warriors as frightening blurs of magic and metal, shining in the fading orange sun like vengeful, fallen angels.

Following the massacre, the duskblades came to be thought of as "steel dancers," or H'ei'Yal Drathinmaleé. Those that cleaved through their brethren with sword and spell became ignominious symbols of Aryvandaaran treachery. The dissenters were forgotten, a footnote in most Elven lore tomes. When the Vyshaanti, and later the Dlardrageth, descended into the evil of infernal lore, the duskblades became symbols for the corruption of the ancient bladesinging tradition.

The dissenters at the battle for Northern Shantel Othreier may have been forgotten, but the tradition did not end there. Valorous duskblades remained, helping Shantel Othreier until the end, as well as other invaded kingdoms. They constantly proved their valor in these battles, but eventually, their tradition all but died out when the Vyshaanti succeeded in conquering the rest of the Elven realms. When the Vyshaan reign came to an end, many of the duskblades died with it. Later, some were sealed in Nar Kerymhoarth with the rest of the Fey'ri legion. They were recently seen among the Fey'ri army led by Sarya Dlardrageth.

A few of the duskblade dissenters remained after the Crown Wars, passing down the tradition through the generations. Eventually, this art became mostly lost, something that was practiced only secretly for fear of association with the Vyshaanti. Future duskblades hid their abilities, mimicking the more fluid styles of the bladesingers by wearing mithral armor and studying music and dance. They knew that if their true abilities were revealed, they would be associated with the treachery of the crown wars.

BLADESONG DUSKBLADE

Elves take to the duskblade class like a hawk to the sky. The class seamlessly combines their inclination for swordplay with magic—much like Corellon Larethian himself. In ages past, many elves took up the heavy armor and often more brutal style of the Nael’kerym. More, however, pursued the duskblade class to master the Elven martial art of the bladesong. The bladesong emphasizes beauty and economy of movement over destruction and sheer power. (Most bladesong duskblades take the Combat Expertise feat early in their careers.) The movement of these elves makes them appear as if they are dancing when the fight.

Nevertheless, the Elven bladesong is deceptively dangerous, for all its apparent grace. The bladesong is so named for the whistling of the blade as it slices through the air and the haunting, wordless tune many of its practitioners appear to sing as they fight (when in truth, they are reciting the arcane syllables of the magic they so seamlessly weave into their swordplay). The most elite duskblades, those who have made their study of the bladesong their life’s focus, are often known as bladesingers. While they often work alone discovering new forms within the bladesong, they will sometimes take another under their wing to train for a time. The concept of anything as formalized as a bladesinger school is an absurd notion to these masters of the bladesong. Nevertheless, many bladesingers do belong to loosely-organized fraternal societies known as guilds. (Note: This represents an alternate path to the role of “bladesinger.” It is perfectly acceptable for elves to come from many different class backgrounds, whether as single-classed duskblades or multi-classed adherents of the bladesinger prestige class presented in Complete Warrior.)

Hit Die: d8 Requirements To take a bladesong duskblade substitution level, a character must be an elf about to take his 1st, 4th, or 7th level of duskblade.

Class Skills Bladesong duskblades are often capable of working their way through the battlefield with ease, but spend less time in study than their fellow duskblades. Bladesong duskblade substitution levels have the class skills of the standard duskblade class, minus Craft, Decipher Script, and all Knowledge skills except Knowledge (arcana), plus Balance (Dex), Bluff (Cha), Perform (dance) (Cha), Perform (sing) (Cha), and Tumble (Dex). Once an elf takes a bladesong duskblade substitution level, these changes apply to each subsequent Page | 52

duskblade level.

Skill Points at Each Level: 2 + Int modifier (or four times this number as a 1st-level character). Class Features All the following are class features of the bladesong duskblade racial substitution levels.

Bladesinger Spells: A blade song duskblades adds the following spells to his duskblades spell list (see page 24 of Player’s Handbook II): 0—electric jolt, resistance; 1st—mage armor, shield; 2nd—bladesongSp:B (see below), blur, burning sword, heroism, mirror image, protection from arrows, swift haste; 3rd—blink, displacement, greater mage armor; 4th—haste, improved invisibility, stone skin; 5th— greater blink. A bladesong duskblades removes all necromancy and fear spells from his duskblades spell list, including: 0— disrupt undead, touch of fatigue; 1st—blade of blood, cause fear, chill touch, ray of enfeeblement; 2—ghoul touch; 3—doom scarabs, ray of exhaustion, vampiric touch; 4—enervation, phantasmal killer; 5—waves of fatigue.

Blade song Style (Ex): When wielding a longsword, rapier, Elven light blade, or Elven thin blade in one hand (and nothing in the other), a blade song duskblades gains a dodge bonus to Armor class equal to his class level, up to a maximum of his Intelligence bonus. If the elf wears medium or heavy armor, he loses all benefits of the bladesong style. This substitution feature replaces the standard duskblades proficiency with medium armor, heavy armor, and shields (as well as armored mage benefits with light shields). Reflexive Grace (Ex): A bladesong duskblade uses the good base save bonus progression for Reflex save and poor base save bonus progression for Fortitude save. This change applies to every duskblade level the elf takes thereafter. (In effect, switch the Fortitude Save and Reflex Save bonuses listed at any and all duskblade levels the character takes.) Improved Bladesong Style (Ex): When wielding a longsword, rapier, Elven lightblade, or Elven thinblade in one hand (and nothing in the other), a bladesong duskblade can take 10 when making a Concentration check to cast defensively. This substitution feature replaces the standard duskblade’s armored mage (medium) class feature. Bladesong Flurry (Ex): When a bladesong duskblade makes a full attack with a longsword, rapier, Elven lightblade, or Elven thin blade in one hand (and nothing in the other), he can make one extra attack a round at his highest base attack bonus, but this attack and each other attack made that round take a -2 penalty. This penalty applies for 1 round, so it also affects attacks of opportunity the duskblade might make before his next action. This substitution feature replaces the standard swashbuckler’s armored mage (heavy shield) class feature. Level Fort Ref Special 1 +0 +2 Armored attunement, bladesinger spells, bladesong style, armored mage (light), reflexive grace 4 +1 +4 Improved bladesong style 7 +2 +5 Bladesong flurry

Scouts

(Players Handbook II Pg 58 – 59 , 3rd Edition, or Path Finder Kit CBoR – 2nd Edition)

Scouts are the first line of defense in any standing army. With their ability to move quickly, superlative stealth and survival skills, and their pension for sniping at enemies while staying out of harm's way, scouts are the best defense against getting surprised, surrounded, and outnumbered. While rogues and rangers can be effective in these endeavors, rogues lack the wilderness abilities and toughness of the scout, and rangers lack the skill and speed. These abilities, along with the scouts' ability to find traps, make scouts a great asset to most parties. Among the elves of ancient Faerûn, the largest contingents of scouts resided in Miyeritar and in southern Shantel Othreier. The elite group of scouts were known as Kel'min'hara (fleet defenders of the blessed), and were based in the Cloudrown Mountains. Throughout Shantel Othreier and Miyeritar, scouts served in armies, acted as bounty hunters, worked as guides, and travelled with noble hunting parties. Page | 53

Notables of the Realm Race: Gold Elf LG Sex: Male AC Height: 6’ (15’) Class Fighter/High Mage Weight : 185 (1500) Level 19 22 Hair: Black HP 191 Eyes: Sky Blue Kit High Mage Skin: Dusky Copper MR% Age: Gods: Corellon & Sehanine Name: Ynloeth Othreier

Str 17 Con 16 Int 22 Dex 19 Wis 23 Chr 21

Languages : Tongues ( at will)

Abilities : standard for gold elf & high mage,

Elven Longsword specx2, long & short blades groups, 2 wep style, ambidexterity, unarmed combat (black claw) +4 to hit, 2d6+7dg, dodge blows & missiles (9 actions/round),

+5 Frostbrand/Flame Tongue, special power to slay evil extra planar beings (Triple damage vs devils/demons/yugoloth etc), detect these beings within 500’, wielder immune to all powers used by these beings, heal 2/day, Abjure 10’radius (at level of wielder) 1/day for 3 turns, spell turning, alter self 2/day, discern location 1/day, gate 1/day, +5 Silver Dragon Scale Mail, (AC-5), +3 elf cloak (dimension door 3/day), elf boots of flight (21/B/1 turn per level of wearer), helm of brilliance (21 chg), Ynloeth’s Bracers, Greater Belt of Battle (Greater Mantle – Anti Magic Shell – Stored Spells: finger of death, power word kill, disjunction, prismatic beam), Ynloeth’s Crown, Rings: Ring of Arch Wizardry (extra 2 spells at each level/+1 to caster level) , Free Action, Invisibility, Amulet of Non-Detection, +4 Shortsword of wounding/slicing, various beluths,

Lore

Ynloeth Othreier was chosen as the new Coronal of Shantel Othreier in the year -11050 DR. His first act was to repudiate all Vyshaan claims to the thrones of both Shantel Othreier and Miyeritar. In the annals of Elven history he became known as Ynloeth the Indomitable and Ynloeth the Great. Very soon after he took the throne the smiths and Selu’taar of Miyeritar and Shantel Othreier gathered together to forge to arms and armour for the new Coronal. In the 50 years they took to complete their works, they forged some of the mightiest items known. Forged were Ynloeth's Crown, Ynloeth’s Cuirass, The Shattering Swords of Ynloeth, Ynloeth’s Bracer, The Axe of The Autumn Moon and the mightiest of them all, the Elven Longsword Moondark.

The Third Crown War erupted in -10900 DR as accords finally failed between Shantel Othreier and Aryvandaar. Agents of Ynloeth learnt of the Vyshaan perfidy in the Sable Wars and their role in the defeats of Thearnytaar and Eiellûr. Border skirmishes began between small patrols, and then full scale war erupted with Ynloeth’s sacking of the fortress city of Nikerym on Aryvandaar’s southern border. Page | 54

The Gods' Theater on eastern Shantel Othreiers border was the site of one of the largest and costliest of all the Crown Wars' battles. In an effort to finally bring an end to the war with Shantel Othreier, the Commander of the armies of Aryvandaar decided to outflank her enemies by taking her forces through a valley known simply as “The Slot”. (Tunlands). Learning of this move via spies of his own Ynloeth rushed his own army north to meet the Vyshaanti at the southern entrance of the Valley in a natural pound called “The Gods Theatre”. Here he made his stand with 60000 Moon and Gold Elf warriors, priests and mages at his back. In turn the host of Aryvandaar numbered nearly 120000, but despite outnumbering their enemy two to one, they found themselves trapped in a natural killing field the size of a large city. Nearly 70,000 elves died at the hands of Elven and orcish enemies, as an orc horde 100,000 strong fell upon the already-embattled elves. Aryvandaar won the day, and occupied the northern half of Shantel Othreier. Ynloeth with his few remaining forces fled south back to the capital, ceding all the lands north of the Chionthar to its conquerors, the Vyshaanti.

After decades of fighting an indecisive guerrilla war, the Coronal of Aryvandaar, Merhandesh Vyshaan, sued for peace to decide the issue diplomatically. Coronal Ynloeth Othreier and his counsellors were invited to attend peace talks at a little known place called Trollclaw Ford. Ynloeth agreed, but suspecting a trap he took what he considered appropriate precautions. Leaving the capital in a grand procession the Coronals party heade north whilst Ynloeth and his body guard awaited their arrival before teleporting into the location of the meeting. The Coronal and his party never arrived. Just before they are ready to leave Ynloeth and his wife were ambushed in their private chambers by three Nycaloths who butchered the Coronal and his family before taking their bodies back to the Nine Hells, leaving the mangled bodies of magically altered dark elves in their place. Ynloeth’s death shook the realm to it core. Now leaderless and unprepared for this sudden reversal the counselors of Shantel Othreier dithered whilst the armies of Aryvandaar poured over the Chionthar and into the central forests. Before the month was out the Othreien forces were in full retreat and the conquest of Shantel Othreier was assured.

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Eldar Sharn (The Children of Tharizdun)

Climate/Terrain: Any Frequency: Extremely rare Organisation: Clan Activity Cycle: Any: Diet: Omnivore & magical energies such as Faeressz Intelligence: God Like 21+ Treasure: Hmmm could be!!! Alignment: Any No. Appearing: 1-4+1 Armour Class: 0/2 Movement: 12, Fl 24 (C) Hid Dice: 9+18 (Plus any class bonuses) THACO: varies No of Attacks: 21

Damage/Attack: 2d6+6 (x3) heads, 1d6+6 or by weapon (x18), 3 tri-hands Special Attacks: Ethereal Portal Attacks, Envenomed Bite (anti-magic poison), Hasted attacks Special Defenses: Regeneration, Immunity to mind attacks and polymorphing magics MR: 30 + 1 per highest mage/priest level Size: Huge 30+ feet in length Morale: Fearless (20), but not suicidal or reckless

Eldar Sharn are an enigma little understood by sages and rightfully feared by adventurers. Born of the last remnants of a dead world, these timeless beings embody raw eldritch might. They might rise to rule the mortal world, if they cared and could put their minds to it, but their agenda seems more sophisticated than temporal wealth or power. Their motives are alien and ever shifting. Some dare claim the Eldar Sharns are insane. Lesser Sharn assert that what others call insanity is actually enlightenment.

The Eldar Sharn live in the yawning depths the Underdark in a region known as the Godless Deeps. There in the Sharnlands, the Eldar Sharn live in great pools of black, amorphous goo. Immense caverns filled with intricate crystalline formations are common in this region, resembling the interior of a massive geode. Most Eldar Sharn have retired to a state of eternal contemplation, leaving younger Sharn to gather intelligence and defend the Sharnlands. These younger Sharn take interest in the activities of mortals. Eldar Sharn are ancient aberrant creatures hailing from an alternate reality outside the known universe. Despite what most believe, Sharn are not from the Far Realm. The Eldar Sharn take their name from the dying world of their birth. Their signature tripartite form is an imperfect imitation of the Juna, an extinct species from the world of Sharn.

The Eldar Sharn are mysterious aberrations of transformed humanoids. They are best known as those responsible for imprisoning the malevolent phaerimm under the sands of the Anauroch desert. What is not known is why they fought the Phaerimm in the first place. The Eldar Sharn are also called by these lesser known names: High Shiftshades, Immortal Blackclaws, Greater Simmershadows, Skulkingdeaths, and Ar’fhaorn’quessir, which is Elvish for “great changed/altered/transformed people.” The Eldar Sharn are adept and monstrous sorcerers and psionicists who pursue their own secret agendas whilst also serving the alliance of deities known as the Pentad—the Elven deities Corellon Larethian and Sehanine Moonbow, the dwarven god Dumathoin, and the human deities Mystra and Oghma. The Eldar

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Sharn have joined symbiotically with a variety of different races, including elves, dwarves, humans, and centaurs, of fallen civilizations that willingly underwent magical transformations to turn themselves into Sharn that they may better preserve their civilizations’ lore. The Eldar Sharn also prevent abuses of magic and fight against corruptions of the Weave, as this threatens the very bonds that keep Tharixdun from entering the mortal realms. Sharn Elders are also accomplished priests, druids and psionicists of truly epic, godlike power. Sharn can meld and flow together, forming black pools of liquid. There are black pools of Sharnstuff in caverns in the upper reaches of the Underdark, particularly the Northdark, where the Sharn make their homes. The Sharn split off from these pools of themselves, and when they complete their missions, they meld back into them. The point of entry for of the original Eldar Sharn lies in the caverns deep beneath the Cloaking Woods, home of the most ancient and powerful trees in all of Faerun.

The Sharn can create small portals through the ethereal and broach nearly any protections or barriers. Each portal is a small translucent hexagonal window of purple light three feet in diameter that coalesces out of a swirl of purple motes, and the Sharn can maintain up to three of them at once within about twenty feet (6.1 m) of their bodies. Although the Sharn cannot move completely through these portals, they can use them to see through, cast spells through, and extend limbs through to claw or bite at their opponents. Sharn also frequently cast spells upon themselves which greatly increase their speed and agility. They do not need material components or focuses for their spells, whether arcane or divine. The Eldar Sharn elders are not very numerous, with their ability to assume any form they wish for as long as they like, they often move amongst the mortal populations of the societies they guard. An Eldar Sharn is intensely curious and many have taken up rather mundane pursuits such as baking and carpentry simply to learn new skills and to better appreciate the world in which they live. Their society houses much political argument and social intrigue, and they constantly have power struggles which are typically based on ideological conflicts. Each Eldar Sharn leads a particular clan and group of Sharn who follow it.

Combat

Sharn create miniature portals up to 400’ away from their bodies. The Eldar Sharn can create and maintain up to 12 portals at once, using any or all to attack from a variety of angels and distances. A Sharn can extend 3 heads with fanged maws and three tri-hand arms to attack opponents at a distance. Each of these appendages is studded with tiny eyes which have infra-vision of 120’, and each appendage has its own independent portal each appendage has an AC of 2. A portal appears as a nimbus of winking points of multi coloured radiance and is Mv 12. When opening or closing, portals look like tiny whirling images or rainbow light. Consider a portal to be AC -2; damage from attacks which hit the portal is transmitted o the central body.

The tri-hand arms are snake-like, flexible trunks that end in and elbow where three humanoid forearms split apart from each other. Each arm ends in a humanoid hand which can punch or rake for 1d6+6 points of damage, snatch items, or wield weapons and wands etc. Consider both arms and snake-heads to have the same armour class as the central body. Attacks on a particular hand need to hit an AC of -1 because of the close proximity of the other two forearms in a tri- hand. Attacks against a specific hand can shatter a held item, disarm the hand or sever a finger wearing a magical ring. Sharn have unique minds, they are immune to all enchantment charm magic and illusions and like psionics. An Eldar Sharn can psionically dominate a mind in contact with it, reaching through the mental link as a special, additional attack. This is in addition to its normal psionic abilities, of which they have many. The victim must make an intelligence check with a +3 penalty or come under the control of the Eldar Sharn until released. Sharn regenerate 1 hit point per turn as long as they have access to hear or sunlight and water, whether in liquid form, or in snow, plants, ice or blood.

Physical Description

Eldar Sharn have large bodies shaped like teardrops with amorphous, hairless, and oily black flesh surrounded by a nimbus of purple light. Their massive three thousand-pound (1,360 kg) black and silver bodies are lit by continual magical flares, and they are between twelve and fifteen feet (366–457 cm) tall. They each have three huge, eyeless heads which each only consist of two nostrils and a large mouth with sharp fangs dripping saliva. All three heads are connected to a single trunk.

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Sharn have three large arm-trunks that each end in three hands. Two arm-trunks are located at the sides of their bodies, and another is attached to their backs. Each hand has three clawed digits. Sharn do not have legs or feet, just a thick tail, and they prefer to float or fly in the air rather than slither on the ground. Each of their nine hands has multiple eyes that each see normally and with darkvision, each hand has a single eye in the center of its palm. Their skin can move and shift, with small eyes, fingers, and mouths forming and disappearing at will anywhere on their bodies. They are able to regenerate lost limbs within seconds. The Sharn track by scent and by magic.

In their natural state, Sharn exist as amorphous pools of oily black ooze. This semifluid “Sharnstuff ” is slimy and cold to the touch. Through a minor act of conscious thought, a Sharn can alter its composition and viscosity to adopt a physical form. The resultant form has no fine definition and maintains its signature oily black appearance. Lacking a pulmonary system, Sharn have no need to breathe. If submerged, they can remain underwater indefinitely. In fact, the Sharn have no internal organs to speak of whatsoever. Flesh, nerves, and blood are alien to their aberrant composition. Unable to reproduce naturally, Eldar Sharn require hosts to join with symbiotes. Such assimilated creatures shed their individuality to join with the greater Sharn community. Once an individual merges with the Sharn, the process is irreversible except under extremely rare and specific conditions. Typically, the host is a willing participant, but Sharn do not shy from forcibly assimilating an enemy if the threat is dire. Effectively immortal in their natural state, Eldar Sharn have been known to while away the years without ever stirring from their dark pools.

History

Somewhere at the dawn of the cosmos, the elder god Tharizdun stretched forth his hand to clutch a shard of utter evil. This simple act exposed creation to the perverse remains of another universe that evil had destroyed. The power- hungry god was doomed to an eternity of madness, his mind shattered and scattered into other realities. In one reality—the “true” universe known to mortals today—Tharizdun carried the crystalline fragment into the heart of the primordial vastness and planted it there, giving birth to the Abyss. This act awakened the elder primordials to the burgeoning power of the gods, and soon war raged across all creation. Tharizdun was ultimately imprisoned for his effrontery, and the gods gained the upper hand against the primordials. Since that time, the universe has enjoyed at least the seeming of an uneasy peace.

The End of all Things

How different might the world be today if the primordials had won the Dawn War instead of the gods? In such a world, would Tharizdun have avoided imprisonment to carry out his mad scheme to unmake the universe? Such a universe does exist. On the surface, it seems little different from our own, but peer a little more closely, and it quickly becomes apparent that something has gone horribly wrong. All that was remains as a devastated world drifting within a decaying corpse of a universe. Skeletons of buildings, cities, and whole civilizations dot this world of dust and twilight. Jagged bolts of lightning illuminate the gray vault of the sky, born from ink-black clouds that circle the decaying world like stalking predators. Above the world hangs a feeble, collapsing sun, ringed by a halo of utter darkness. Here Tharizdun’s will is manifest in a world whose fate is dust and death. Between the booming thunder, the roar of unquenchable fire, and the violent cracking of the brittle earth, ethereal whispers echo from the void. These haunting wails emanate from the Sharn, the last beings to bear witness to the end of all things in their version of creation.

Birthed of Doom

The Eldar Sharn alone stand sentinel over this world of bones and ruins. Having achieved his ends, Tharizdun abandoned this universe eons ago. So mighty had the mad god become that he shed his divinity in a grand apotheosis, becoming something beyond a god—something perverse and outside the known. The Sharn remained as the sentient remnant of all Tharizdun had destroyed and abandoned—a collective of merged consciousnesses. For a time, forsaken and alone on a dying world, this chaotic amalgam watched and waited. It’s unclear whether curiosity or boredom drove it to act, but soon the roiling amorphous form of pitch-black “Sharnstuff ” began to move across the brittle landscape. Something within drove it to explore and catalog the dying world. To speed its study, the Sharnstuff formed manifestations in the likeness of the tripartite Juna, extinct eel-like beings whose ruined metropolises dotted the otherwise lifeless world. Knowing their time to be short, these Eldar Sharn gorged themselves on all the knowledge they could consume. Within a few short years, the Eldar Sharn had acquired thousands of magic implements unearthed around the globe. With the

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eldritch artifacts and the latent divine energy infused in their skin, the Sharn attempted a ritual to escape their doomed universe. They succeeded and arrived deep in the Underdark of Faerun beneath what is now the Cloaking Wood There they set the seals preventing Tharizdun from following them into their new home. As the Eldar Sharn moved into the known world, transmuted rock sent a blizzard of black sand billowing forth from a tear in reality. From within that nimbus of purple light, out poured pools of ebony goo containing, here and there, bizarre creatures that were black with three eyeless heads and odd tri-clawed arms.

Eldritch reactions created towering crystals, luminous and mysterious. In time the surviving Eldar Sharn settled within the ancient forests of Faerûn before even the rise of the Sarrukh. There they adopted forms that allowed them to blend in with their surrounds, and they waited and watched, forever vigilant against intrusion by the followers and servants of the Lost Mad God, “He who shall not be named!” In times past they noted the emergence of a race of Sorcerers equal almost in power to their own. The Phaerimm emerged as a direct threat as each one spawned created a tangible link to the Mad Gods power. The growing conflict came to a head when the Phaerimm attempted to destroy the Sharn in their forest home. In the earliest days, when only the deities and the Eldest Races walked or flew above the oceans and lands of Toril, the Eldar Sharn and the Phaerimm fought a great war in the mountains of what would become the west coast of Faerûn. As the Phaerimm's magic cascaded off the Eldar Sharn's shields, the land beneath the battle warped and shrank. Mountains that had formerly soared to scrape the foundations of the homes of the divine powers collapsed in upon themselves until they turned into low hills. The great western mountain range of Faerûn disappeared, seen only in garbled visions of the cataclysmic past, by seers who misstep while viewing the future.

Amongst the first Sharn native to Faerun were the surviving citizens of the ancient dark elf and wood elf realm known as Miyeritar. In the year −10,500 DR, during the Third Crown War, Vyshaan high mages produced a horrid magical storm called the Dark Disaster, or the Killing Storms, that hung over Miyeritar for months and laid waste to it, turning it into an infertile wasteland that became known as the High Moor. The fell magic proceeded unopposed because of a Vyshantaar assassination campaign that had killed many Miyeritaari high mages in the months before.

Three grand mages of Miyeritar—T’karon, Hamra, and Alunor—who would become known as the Three Watchers working with several Eldar Sharn, devised the means to become Sharn and transformed themselves and some willing citizens of Miyeritar into Sharn in order to preserve their civilization in the hopes that it would one day rise again. The Sharn from Miyeritar were the three grand mages, ninety Dark Elf Selutaar, and a host of citizens, which included elves, dwarves, humans, and the guards and scouts of Miyeritar, the centaurs. The many elves of Uvaeren also later became Sharn after a visit from an Eldar Sharn Seer convinced them that their realm was doomed. In Mirtul 611 DR, the Year of the Normiir, the members of the Pentad Retreat also became Sharn after the traitorous precept, the vampire wizard Palron Kaeth, used the orcs of the Everhorde to attack the hidden enclave. Survivors of other fallen civilizations have also become Sharn, probably from such places as Ammarindar, Ascalhorn, Eaerlann, and Netheril. The Eldar Sharn continue to gathers those of martial, spiritual and magical might for the struggle they know is coming very soon.

(Adapted from ‘Ecology of the Sharn’, by Brian R James, Dragon # 373)

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The Twilight Citadel

(The Heart of the Cloaking Wood)

Hidden within the bowels of the most ancient part of a forest dating back to the time before sentient creatures wandered the forests of Toril there stands a black granite citadel shaped like an eight pointed star. Hidden behind its tower, dark and enigmatic façade lies one of the darkest and best kept secrets of all. Rumoured by some to hold priceless treasures of elves and dragons, and by others to be a portal nexus to other worlds and realities, no one who has managed to pierce the mythal surrounding it has ever returned to describe who or what is kept safely hidden within.

The mythal of the Twilight Citadel has at its heart a wierdstone acting as the anchor. Combined with the powers of a Mythal Ward, the wierdstone blocks out all of the following within the mythal on a permanent basis.

All astral and ethereal travel. All divination & scrying spells. All conjuration/teleportation/ plane shifting/gating/portal spells. Any supernatural, spell like, or extraordinary abilities, psionic powers, or the like that mimic those effects.

The wierdstone hampers on effects that manifest within its area. Spells or abilities activated within the wierdstone’s area that target an area outside the mythal are unaffected. For example, a wizard standing right next to a wierdstone could cast a scrying spell to spy on a creature more than 100 miles away, but she could not teleport across the room because the wierdstone blocks teleportation within the mythal.

The guardians attached to the mythal include at least 20 lesser Sharn mage/priests of 8th – 12th levels, and many Dark and Green Elf servitors who see to the daily up keep of the Sharn Elders resting place. Access to the citadel is via the doors that only appear to those baring both an individually attuned mythal token and who are accompanied by a current resident of the Citadel. Hostile intruders using force are often met by a hail of fell magics not seen since the Eldar Days of Toril, when the Gods were still babes not long from the teets of their mothers Shar and Selune. There are at least 12 Sharn Elders residing within the caverns hidden deep beneath the Citadel, the walls of which are protected by Improved Warded Wall Spells.

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The Lost World of Tharizdun It is rumoured that there exists portals to the Sharn Lands and to their old home, the Dead World of Tharizdun. What is not known by any but the Elder Sharn and a few of their closest allies is that they guard a hidden gate that once opened into the prison plane of the Mad Lost God. If it were ever opened and ‘He Who Cannot Be Named’, was awoken, then misery greater than even that visited by the Sundering would be visited upon the world of Toril.

Greater Warded Walls Abjuration Level: Sor/Wiz 7 Components: V, S, M, F Casting Time: 30 minutes Range: Anywhere within the area to be warded Area: Up to 200 sq. ft./level (S) Duration: Permanent Saving Throw: See text Spell Resistance: See text

This powerful spell is primarily used to defend a stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as 40 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them. The following spells cannot penetrate walls protected by this spell: clairaudience/clairvoyance, disintegrate, dispel magic, locate object, passwall, scrying, dimension door, Inescapable Location, Circle Dance, stone to flesh/dust/plush, polymorph any object and teleport.

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The Darkest Secret of Shantel Othreier

He Who Shall Not Be Named/The Sleeper Within/ The Mad Lost God/The Ender/the Elder Elemental Eye/the Dark God/the Patient One/He Who Waits/the Anathema/the Father of Elder Evil/ the Author of Wickedness/He of /the Eater of Worlds/the Despised/the Undoer/ the Enemy/Tharizdun and Ghaunadaur

Enigmatic, feared, and utterly evil. Even from his eternal prison, Tharizdun continues to influence the world through his cultists. He whispers to his faithful in the darkness, promising them great rewards for their dedication. They will be the last ones remaining after he cleanses the world of the stink and filth that currently inhabits it. The world is flawed and it is his job to undo all that has been created. He will wipe away the fear, the pain, and the ugliness, but likewise, he will wipe away hope, joy, and glory.

"Light must be snuffed, perfection decayed, order dissolved, and minds fragmented."

(Extract taken from http://www.wizards.com/dnd/images/elderevils1.jpg)

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Tharizdun is locked away in a plane from which he cannot escape, his connection to his followers is not as strong as that of most other gods. His clerics can cast divine spells, but only if they are in contact with an object or site imbued with some of Tharizdun's power. Portions of destroyed artifacts that were crafted in his name before his imprisonment are frequently worked into magic items to fulfill this requirement. The cult goes to great lengths to recover any remaining portions of these items by devoting months, if not years, scouring moldering texts to learn the history of their god's lost items of power. Remnants of once-mighty magic still possess an ember of their former power, and many consider them the most important direct link between followers and deity.

The cult of Tharizdun has committed itself to the destruction of all things, but they welcome potential cultists with open arms, pretending to care about the injustices that they have been victimized by, and promising that when Tharizdun reduces the world to smoking ruins, his followers will be rewarded with all the things they cannot possess in the world as it currently exists. They are also treated to excesses of food, flesh, and wealth previously denied to them.

Hidden deep within the bowels of the Twilight Citadel are Seals of Binding. A series of spells and enchantments that keep Him from entering into this world. Since Tharizdun works always to bring ruin, the gods set aside their differences and sealed the dreadful power away; holding him in stasis so his malign will and countless servants could no longer threaten the balance of the cosmos. They then set his children, the Eldar Sharn to watch over his eternal slumber, and to gather together those with compassion, might and wisdom to join them in dark immortality in preparation for the battle to come. A time known to many as The Seals of Binding interfere with most conjuration spells and many divination spells. By closing off the avenues enabling mortals to interact with the planes, clerics find their connections with the divine severed, summoned creatures remain trapped, and the most expedient means of travel cease to function. The divine seals may contain him, but Tharizdun can extend his malign will beyond them, caressing the minds of his servants and impelling them to do his bidding. Assuming the guise of the Elder Elemental Eye, he has accumulated numerous disturbing cults that swear their allegiance to the multifaceted nature of their insane master, fighting each other as much as they move toward their unholy mission of releasing a power whose fullness and wickedness they only dimly realize.

(extracted from http://www.wizards.com/default.asp?x=dnd/drfe/20080318a and http://www.wizards.com/default.asp?x=dnd/re/20040510x )

Black Cysts (The Dreams of Tharizdun)

A great black ball of impenetrable darkness hangs in the air. From the blackness spills a knot of writhing tentacles.

BLACK CYST CR 18 hp 346 (33 HD); regeneration 10; DR 15/lawful and silver

Always CE Large outsider (chaos, evil, extra-planar) Init +7; Senses blind sight 120 ft., darkvision 60 ft.; Listen +39, Spot +39 Aura warping (60 ft., DC 33) Languages A black cyst cannot speak but understands telepathic instructions from the essence of Tharizdun

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AC 35, touch 17, flat-footed 32; Dodge, Mobility (-1 size, +3 Dex, +5 insight, +18 natural) Immune critical hits, massive damage, mind-affecting effects, paralysis, petrification Resist acid 10, cold 10, electricity 10, fire 10; SR 26 Fort +29, Ref +26, Will +26 Weakness vulnerability to sonic

Speed 50 ft. (10 squares), fly 100 ft. (perfect); Flyby Attack Melee 8 tentacles +40 (1d6+8/19-20) Space 10 ft.; Reach 10 ft. Base Atk +33; Grp +45 Atk Options Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (confusion), aligned strike (chaos, evil), entropic touch, magic strike Special Actions spawn elemental Spell-Like Abilities (CL 16th): At will -- confusion (DC 19), ethereal jaunt 1/day -- insanity (DC 22), power word stun, waves of exhaustion

Abilities Str 26, Dex 16, Con 22, Int 3, Wis 17, Cha 21 SA aligned strike (chaos, evil), entropic touch, magic strike, spawn elemental SQ blessing of Tharizdun Feats Ability Focus (warping aura), Cleave, Dodge, Flyby Attack, Great Cleave, Improved Bull Rush, Improved Critical (tentacle), Improved Initiative, Improved Sunder, Mobility, Power Attack, Quicken Spell-Like Ability (confusion) Skills Hide +43, Listen +39, Move Silently +39, Spot +39 Advancement 34-44 HD (Large), 45-66 (Huge)

Regeneration (Ex) A black cyst takes lethal damage from lawful and silver weapons as well as from effects with the sonic descriptor.

Warping Aura (Su) Each round, at the start of the black cyst's turn, all living creatures within 60 feet must succeed on DC 33 Will saves or take a -5 insight penalty on all attack rolls, saving throws, skill checks, and ability checks for 1 round. This is a mind-affecting effect.

Entropic Touch (Su) As the harm spell, Will DC 31 half, caster level 15th. Once the black cyst uses this ability, it cannot use it again in the same 24-hour period unless it takes 50 or more points of damage.

Spawn Elemental (Su) Whenever a black cyst is reduced to 200 hit points or less, it spews forth an elder elemental into an adjacent square. Roll 1d4 to determine the elemental's type: 1 -- air; 2 -- earth; 3 -- fire; 4 -- water. The spawned elemental is a normal elemental for its kind except its alignment is chaotic evil. The elemental is under the control of the black cyst that spawned it. Should the black cyst's hit point total rise above 200, the elder elemental vanishes.

Blessing of Tharizdun (Ex) A black cyst may add its Charisma bonus as an insight bonus to AC and as a resistance bonus on all saving throws. These bonuses are included.

Skills A black cyst's coloration gives it a +8 bonus on Hide checks.

Hook A wild cackling sounds when a black cyst attacks.

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A black cyst is a monstrous creation of Tharizdun, an idiotic servant that exists only to spread the ill-will of the Dark God and destroy all living things.

Strategies and Tactics A black cyst is aggressive in combat, flying into the thickest group of combatants and exposing them to its warping aura. Once positioned, it uses its first action to deliver its entropic touch to weaken whichever opponent is closest, uncaring or unable to distinguish between the types of foes.

Once it has begun its attack, the black cyst prefers to make full attacks, dividing its tentacle attacks between each opponent it threatens. Depending on the success of its attacks, it may use Power Attack to deal additional damage, but only if it successfully hits its opponents from the start. Through it all, it works to exhaust its quickened confusion by casting this spell each round for the first three rounds in the hopes of driving mad all creatures it faces.

The black cyst reserves its attack options and spell-like abilities for when it takes significant damage, usually 50 points or more. It responds first with waves of exhaustion followed on the next round with a power word stun against the target that dealt it the most damage. Alternatively, if faced with extensive weapon damage, it may train its focus on the attacker using Improved Sunder and insanity.

Ecology The black cyst is an entirely unnatural creature -- an abomination conjured up from the madness that defines Tharizdun's mind. Believed to ooze from the Dark God's demiplane prison, black cysts slip free and congregate around the shackled color pool marking the entrance to this place, awaiting the time when their hideous master is freed. Occasionally, black cysts escape the Ethereal Plane to visit horrors on the Material, usually, but not always, on behalf of Tharizdun's mortal servants.

Having no need for sustenance doesn't stop these dim creatures from hunting. Black cysts seem to take special delight from dissolving the flesh of their victims, and when they kill a mortal, they set to work liquefying the victim with their unspeakable essences in a process that can take hours. As the tentacles caress the flesh, the fundamental nature seems to unravel, leaving behind a sticky mess of blood, liquid flesh, and softened bones. Queerly, this act does not actually affect living creatures or creatures animated by negative energy; it only works on the inanimate dead.

Environment: Black cysts are native to the nameless demiplane holding Tharizdun. The divine power that contains the Dark God seems not to affect the black cysts, who can come and go freely if they choose.

Typical Physical Characteristics: A black cyst looks like a massive black ball of darkness. Nothing mars its surface and when light falls upon it, it leaves no reflection. From its depths, it forms long ropy tentacles that flail about when angered. Outside of combat, the tentacles soften and retract, oozing back into the perfect orb of its body.

Society Black cysts are the nightmares of Tharizdun given form, and, as such, they are capricious beings, capable of unprovoked and appalling acts of violence. They seem to delight in spreading suffering and insanity wherever they go, and some even torment other creatures that bend their knee to the Dark God. Their dim intellect prevents them from forming any sort of lasting community, and their lack of need for sustenance gives them little impetus to set aside their wanton wickedness to work together overlong. This said, black cysts are famous for combining their efforts against greater enemies. It's unlikely they do so out of their own tactical sense. Likely, it is because of some missive from their master.

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Alignment: As creatures of Tharizdun's creation, black cysts are always chaotic evil. They recognize no pacts, no alliances, and are as quick to destroy their allies, as they are their enemies.

Typical Treasure Black cysts have no use for treasure and therefore never keep it. What valuables may be found with a black cyst are undoubtedly the treasures of the cult that summoned it.

Advanced Black Cysts Black cysts are incapable of growing larger on their own. A servant of Tharizdun can cause the black cyst to swell, however, by performing ritual sacrifice. Every 10 Hit Dice of sacrificed victims causes the black cyst to gain 1 Hit Die. Once it has acquired 44 Hit Dice, it suddenly bloats, expanding with terrifying speed until it finally settles on Huge size.

http://www.wizards.com/dnd/images/elderevils2.jpg

Telorhathygg

A sister sword to Druniazth, Telorhathygg is +5 Shadow Longsword of Wounding& Madness,(Int 22 Wis 21 Chr 20 AL NE: Domination of Wielder only) that was created by the Doom Dreamers when the world of Tharizdun was still lush and green. Brought by the Eldar Sharn from there old for safe keeping. The leaf shaped blade appears to hold a smokey Page | 66

black, non reflective surface. All light shone upon it is absorbed. On closer inspection the gazer sees a roiling smoke filled realm of chaotic nightmares and death.

Any being struck by the blade automatically continues to lose 5 hp per round for 10 rounds, only power spells like heal and miracle can stop this, or a periapt of wound closure. In addition, any living struck must save vs spells (wisdom bonus applies) or be struck down by a Greater Slumber spell filled with nightmares. The effect lasts until removed, the individual dying in a number of days equal to their constitution divided by 3, from the horror of their nightmares. Even is they are safely awoken they must save again this time vs death or be rendered mad (as if confused and feebleminded) until Heal, Dispel Evil and Remove Curse are cast upon them. If the person survives the madness they are then considered a Thrall of Tharizdun. This effect takes time to manifest, and may only appear obvious after many months of slow and subtle personality and alignment changes.

The sword itself holds a tiny portion of the Dark God, it attempts to take possession of its wielder who then works towards freeing the Dark One whilst spreading the worship of Tharizdun to increase the numbers working to free the imprisoned god. The swords wielder gathers a following of Thralls who will follow their every command as if from the god itself. The method of removing the Thrall’s curse is long and difficult, its exact method lost to the mists of time.

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Elven Peerage and Titles of Rank

Ar’Coronal ( Ar’Cor-O-nal ): The Grand Speaker for a collection of Realms where there exists already lesser Coronals The Elven equivalent of an Emperor. Only ever used by the rulers of Aryvandaar and Ilythiir. Coronal (COr-onal): The Great Speaker, a uni-gender term for the leader of a large Elven realm or independent city. The human equivalent of a High King.

Iyilitar, (“ILL-i-tar”): A uni-gender equivalent to Coronal in elder days, but is nigh-forgotten today. A term used by the early Coronals of Sharlarion and Occidian, and later the first rulers of Shantel Othreier, Miyeritar and Illefarn.

Laran’lor (masculine) and Laran’las (feminine): The Elven terms meaning regal lord and regal lady, respectively, and used to denote the king or queen of an Elven vassal realm or minor kingdom, the human equivalent of a Vassal Prince, Client King, Great Earl or Duke.

Armathor : Knight of the realm, the same as a human knight but often with the added responsibilities of a force commander and Knight Commander or Baron of the realm.

Aradoness: Great Peace Keeper, usually the Knight Marshall of all the forces of a city or realm in Peace Time.

Araegisess: Great Protector, the elected Knight Marshall in War Time, responsible for commanding in the field, the armies of the realm.

Arkerynsuoress: Crusader or Holy Knight/Paladin of one of the Churches of the Seldarine.

Desmrar (male) or Desmril (if female) (“DEZZ-mrar” or “DEZZ-mrill”): The mayor or ‘chief of police and defense’ of a community. The Elven equivalent of an Earl or Jarl.

Ar’Selu’Taar: Court High Mage in any one of the cities of Shantel Othreier, Miyeritar, Keltormir, Illefarn and Aryvandaar.

Cor’Selu’Taar: Grand Mage of the High Mages of a city or realm.

Etriel: Noble Elven Woman, the equivalent of a human baroness or marquessa/marchioness.

Velarshee/Velarshree (“Ssh-EE” or “Shh-REE”): a wise female elder, strong in magic, in some cases, High Magic specifically.

Faernsuor: ‘Holy Practitioner of the Art’. In the case of Shantel Othreier, a priest of the Churches of Corellon and Angharad.

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Ar’Faernsuor: The High Priest of the Church of Corellon Larethian or Angharad.

Olkiir’tel’Onal: ‘Star Speaker', the Court Seer, astrologer, astronomer and Prognosticator.

Telegaunt (“TELL-eh-gont”): A war leader (unit commander) or mission leader regardless of gender, but this term is usually used only if the individual is a veteran of proven merit. The Elven equivalent of a Knight Lieutenant, Captain or Commander in a regular army.

Cor’Penaal: The Grand Bard, Lore Keeper, Chief Historian and Chief Herald of the Realm.

Quessir/Quessaar: ‘An Honorable Elven Male/Female’. One who deports themselves with a certain “joie de vivre” and who treats all she/he meets with courtesy/dignity and respect whilst maintaining their own noble yet self sacrificing sense of honour and self.

Ar’Quessir – High Born Noble Lord, the equivalent of a human baron or marquis.

Alantar, (“Al-LAN-tar”): A far-traveled, experienced elf who knows or remembers a lot, and can impart it (humans might use the term ‘sage,’ but that often implies book-learning and deduction, whereas the elves mean someone who’s seen with their own eyes, and only augments their own experience with what they’ve learned from others) is often, regardless of gender.

Rysar - ‘Duration of Coronal’s Reign’

In lesser communities of the empire the local nobles have a variety of titles; the most common among the smaller colonies is the use of the settlement name or clan name as the ruler's title, i.e., "the Alusiil of Alusiil Grove," or "the Vispasial of Clan Vispasial, ruler of Bhaasoraen". This practice was most common amongst the many smaller Moon and Green Elf communities, but found little purchase in the more hide-bound Gold Elf towns and villages.

(adapted from a Candlekeep post by - 2005, a Candlekeep post by AJA, via the Sage, 2009, and the Elven dictionary posted on Candlekeep’s website.)

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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 all things Magical, 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, 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, Sceptre Tower of Spellgard, College of Wizardry, Bastions of Faith, City of Ravens Bluff, Code of the Harpers, A Grand History of the Realms (all three version...), Epic Level Handbook, Demi-Human Deities, Hellgate Keep, Blackstaff, Forsaken House, , Final Gate, Elves of Evermeet online Web Source, City of the Spider Queen, Elminsters’s Ecologies, Faiths and Avatars, Hall of Heroes, Lands of Intrigue, Magic of Faerun, Netheril: Empire of Magic, Ecology of the Sharn Dragon # 373, The Serpent Kingdoms, Cloak and Dagger, Magic of Incarnum, Giant Craft, 2E & 3E, Environs of Waterdeep Web Enhancement, Elder Evils, Complete Arcane, Races of Faerun, Dragon Magazine 1-360 something....., FR Adventures 2E, 1,2,3 E, 1,2,3 E, , Spell Compendium 3E,

Internet Resources

Various Articles by the Scribes of Candle Keep Various Wiki articles Various Wkikpedia articles

The Cult of Tharizdun - http://www.wizards.com/default.asp?x=dnd/re/20040510x Ecology of the Sharn – Dragon #373 Elder Evils: Shothragot – Dragon #362 http://www.wizards.com/default.asp?x=dnd/drfe/20080318a GHoR - Moonshaes BR James - http://www.wizards.com/default.asp?x=dnd/drfe/20080110

Special Thanks goes to Matt James and “The Sage” for providing valuable resources for the more obscure aspects of this project. Gentlemen, your help was and always will be invaluable. Ta muchly!!!!!

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