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S O

hantel

threier

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
War of the Seldarine
Araushnee is cast down into the Demonweb Pits,
where she becomes the demon-goddess Lolth. The
solar Malkizid is branded and thrown down into
the Nine Hells.

Both sun and moon elf communities build great


cities that rival the magnificence of ancient
Atorrnash. The sun elf city of Occidian is heralded
as the center of elven music and dance, while the
moon elf city of Sharlarion is unrivaled as the
crossroads of trade and commerce.
24400 DR

27000 DR
Continuing their work to undermine dragon rule,
the Fey open new gates allowing the first elves to
immigrate to Toril. These primitive green elves
worship the Faerie gods (not the Seldarine, which
were unknown at this time). Although most green
elves are content to remain in small scattered
tribes, one group known as the Ilythiiri negotiates
with the dragons and begins to carve out a small
kingdom in the south. The great Ilythiiri capital at
Atorrnash remains a shining beacon of elf culture
for millennia.
25400 DR
Fleeing the destruction of the island kingdom of
Tintageer on their home world of Faerie, a small
circle of gold elves led by the young prince Durothil
cast a divination to find their new homeon the
world of Toriland then create a portal leading
there. The refugees name their new home Faern,
the One Land. Integrating into the native green elf
communities, the descendants of the gold elves of
Tintageer become known as sun elves, while the
descendants of the sole silver elf refugee, Sharlario
Moonflower, become known as moon elves.
24500 DR
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The elf city of Occidian is sacked by a horde of orcs


led by the abyssal fiend Haeshkarr, which then
attacks Sharlarion. The horde and Haeshkarr are
defeated by the elves at great cost.
23900 DR
Establishment of the first gold elf settlements of
Aryvandaar (present-day High Forest).
23600 DR
Establishment of the first moon elf settlements of
Shantel Othreier & Ardeep.
-23590 DR
The Conclave of Houses elects Hamaranth Othreier
as the first Coronal of the newly established Moon
and Gold Elf city of Yrchionmanthaar The City of
Peaceful Reverie. Within two centuries the borders
of Shantel Othreier are established and the new
realm in proclaimed.
-23400 DR

The Gold Elf city of Myth Ruavae is raised using


high magic becoming a centre of learning and the
arts.
23200 DR
Ilythiir settlements spread south and east (presentday Shaar and Forest of Amtar).
-23050 DR
The first Rysar ends with the journey of Hamaranth
Othreier to Arvandor, after a long and fruitful life.
He is known as Hamaranth the Wise, after
successfully guiding the new realm through its
earliest days and the upheaval created by the
Sundering. The new Coronal, Amonsevre
Othreier, Hamaranths second son, is chosen by
acclamation of the Council Lords as the most
suitable candidate from amongst the seven
claimants to the throne.
22900 DR
The elf settlement of Illefarn (present-day
Ardeep and Kryptgarden Forests and parts of
Dessarin Valley) is founded, and green elves join
their moon elf cousins in Ardeep.

the Shaar). Trade begins almosi immediately as


rare herbs, timbers fruits and other forest products
begin flowing north in exchange for much needed
supplies to help establish the Shantel Othreien
colony
-22172 DR
A sick and ailing Ypwerinath names his youngest
sister as his chosen heir, a choice bitterly opposed
by the old, male dominated houses on the council.
Despite their objections, Sassaliya Othreier,
CorSelutaar of Shantel Othreier, becomes its first
female Coronal, leading the realm into its first
golden age of peace, learning and expansion of the
arts.
The Golden Age of the Rising Sun
-22161 DR
Ypwerinath Othreier, The Dainty, dies in his
sleep after suffering a long and debilitating illness
that no known chirurgeons trick or priests prayer
could cure.
-21900 DR

The second Rysar ends with the sudden death of


Amonsevre Othreier in a violent storm whilst
travelling on dragon back from Fhaorenhaven to
Ardeep Forest. Amonsevres eldest son, the
warrior-mage Ypwerinath Othreier is chosen to
lead Shantel Othreier in its time of colonial
expansion.

After centuries of peace and harmony amongst the


various clans and houses, Sassaliya Othreier is
found murdered in her bath, with a look of abject
horror plastered to her face. Despite all efforts by
the priests the assassin is never caught and
Sassaliyas soul is never found. Crowned in her
stead is her eldest daughter, the High Priestess of
Sehanine, Shalindyra Othreier who vows not to
rest until the murder or murderers are brought to
an accounting for their actions.

-22540 DR

-21658 DR

Moon elves from Shantel Othreier officially found


the colony of Ardeep with the laying of a Mythal
over the tree city of Deepening Moon.

Leading a religious revival, Shalindyra Othreier


begins a building program bringing temples and
schools to all of the larger settlements within the
empire and its colonies. Whilst hearing a deathbed confession of one of her most trusted advisors,
she learns who it was that organized and carried
her mothers assassination. The bloody purge of
nobles that follows leaves no doubts as to who is in
charge.

-22760 DR

-22500 DR

Moon Elves from Yrchionmanthaar help their kin


Establish the moon elf settlements of Orlothia and
Shaarril in Orishaar (present-day Duskwood and
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-21328 DR

the realm remove him from power and exile his


immortal soul back from whence it came.

Shantel Othreiers first Golden Age comes to an


end with rebellion of the Gold Elves of Myth
Ruavae, this is in response to the Coronals
continued inquisition and persecution of families
connected to the plot to over throw her family
nearly 1000 years before.

Seen as a shining light of truth and justice, Keltor


Durothil is elected unanimously by the Lords
Conclave as a suitable replacement for Kylandor
the Devil Worshipper.

Leading her forces south from of Yr'chionmanthaar


to besiege Myth Ruavae, Shalindyra The Pious
Othreier and most of her commanders are slain in
their sleep by a trio of extra-planar assassins.
Seizing the crown from his dying mothers grasp,
Marpintel Othreier, The Betrayer, crowns himself
Coronal amongst all the chaos and confusion. The
civil war continues for another six months before
coming to a violent and bloody conclusion when
Marpintel is murdered by his own captains for his
gross incompetence in command and his
narcissistic views on the roles and privileges of the
Coronal.

Orishaar and the southern dark elf nation of Ilythiir


begin skirmishes that continue on and off for the
next seven millennia. Keltor Durothil sends several
ambassadors over many years to try and work out
a peaceful settlement to the simmering border
conflict. Their efforts meet with little success.

-21327 DR
Seeking an end to the pious hypocrisy of house
Othreier, the Conclave of House Lords elects the
leader of the rebel forces, Kylandor Durothil as the
Coronal to restore order to a restive empire. He
immediately sets about putting his stamp upon
things by granting pardons to those who opposed
him and immediately ordering the arrests and
executions of the Aryvandaaran mercenaries who
fought for them. Kylandors second act is to close
off Shantel Othreier from the outside world. He
then sets in place a rigid class based social
structure that locks people into their current roles
and social status for millennia.

20000 DR

-19951 DR
Keltor Durothil dies whilst fighting the Shadows
Blood Orc horde on the southern slopes of the
Sunset Mountains as it attempts to invade Shantel
Othreier through a place called The Slot north of
the Gods Theatre. His son and heir is also slain,
leaving his cousin Mangkyll Durothil, as the
strongest claimant to the throne. Mangkyll is duly
elected by the Conclave of Lords, a body
dominated by members of his side of a very large
yet divided clan.
-19430 DR
Dark Elf refugees fleeing from the oppressive rule
of the leaders of Ilythiir fold over the border into
Orishaar. They are then settled much further
afield, finding sanctuary in the sparsely settled
region of northern Fhaormista, in the forest of
Shilteuvandor.

-20320 DR

The Age of Raging Storms

The seventh Rysar comes to a spectacular end


when it is revealed by Keltor Durothil, (the
Coronals nephew) that Kylandor has been
trafficking with devils, which in turn explains his
unusually long life span. His 1000 years saw a
solidification of House Durothils power into the
hands of a powerful Gold Elf elite. The Selutaar of

-18954 DR

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The ascension of Ayagasurya Durothil to the throne


begins the tenth Rysar when Mangkyll and his
entire family are massacred by Dark Elven raiders
from Illythiir whilst out hunting unicorns in the
Woods of Lurue. Ayaga The Lame is seen by
many as a pretender, but as the only blood heir,

and rightful claimant, the Conclave is left with little


choice. The veracity of his claim is beyond doubt,
but his ability to rule an increasingly fractious
realm is questioned.
18800 DR
Establishment of the first elf settlements of
Miyeritar (present-day High Moor and Misty
Forest) by green and dark elves due to political
differences with the gold elves of Aryvandaar.
Nearby families from Shilteuvandor and
Miyerimista arrive to join their cousins due to overcrowding. They continue to maintain close ties with
their cousins back in Shantel Othreier forming a
deep and lasting bond between the common
peoples of both realms.
-17900 DR
After a thousand years of paranoia Ayagas
increasingly racist policies once again bring Shantel
Othreier to the brink of civil war. Green elves are
banned from owning property within the larger
citys their nobles dispossessed of their lands in
favour of Ayagas lackeys. A resistance movement
springs up amongst the liberal minded Moon Elves
of Teualumista who rally behind the banner of a
previously unheard of Moon Elf Bard, Korinnialass
Moonflower (a great..great grand-daughter of
Sharlario Moonflower and the wielder of his family
blade.)
-17888 DR
The War of the Waxing Moon & Setting Sun
Ayaga The Lame is killed whilst laying siege to the
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
Moonflowers 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 Teualumista, Fhaorenhaven,
Seluvandaar, Yeventhyll and Firewine Bridge
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unanimously elect Korinnialass Moonflower as first


Moon Elf Female Coronal of the new Shantel
Othreier.
At Yrchionmanthaar in the north, the Gold and
more conservative Moon and Green Elf nobles fail
to recognize Korinns claim, electing Sunkyrrin
Durothil as only the third female Coronal of the
empire. A slow and dirty civil war simmers away
for the next 600 years as the empire fractures into
three separate, warring states. The Moon and
Green Elf domain of Miyerimista in the north, the
Moon, Green and Dark Elf principality of
Fhaormista in the west, the rump of old Shantel
Othreier in the south and east.
17800 DR
Establishment of the great elf settlements of
Keltormir (present-day Forest of Tethyr that
spanned all of Tethyr, Amn, Erlkazar, and
Calimshan) by moon and green elves, seeking
peace and simple lives away from the strife of the
other elf realms.
17600 DR
The Sundering
Hundreds of High Mages assemble in the heartland
of Faern at the Gathering Place. Ignoring the
lesson learned from the destruction of Tintageer
centuries earlier, they cast a spell of elven High
Magic designed to create a glorious elf homeland.
On the Day of Birthing, the magic reaches its apex
as the spell extends both back and forward in the
mists of time. Faern, the one land, is sundered
apart by the unbridled force of the Sundering.

over 100000 Moon, Green, Gold, Star and Dark


Elves.

The TelQuessir 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 Faern, 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.
Blessed by the goddess Angharradh, verdant
forests and wildlife soon flourish across the island.
Corellon Larethian wards Evermeet against Lolth,
Malar, and the other powers of the anti-Seldarine
and entrusts a unique seed to the Fair Folk of the
isle. The seed soon sprouts, growing into a
miniature treeknown as the Tree of Souls. Over
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
power. Prophecies reveal that the Tree of Souls will
someday be planted on Faern when the Fair Folk
finally return to the mainland after a period of exile
on the Green Isle.
Half of the coastal forest communities of Ardeep,
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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The TelQuessir Coast C -11000 DR.

Many other citys without mythal protection are


severely damaged with the loss of hundreds of
thousands of lives. Many question the wisdom of
the Arselutaar, and more than a few are
assassinated in revenge for the mighty art they
have wrought.

-17450 DR
The cities of Fharenhaven and Seluvandaar are
rebuilt as port cities with mythals laid over both
protecting them from the worst of the weather
and the worst of excesses that High Magic can
bring.

-17261 DR
The War of Three Crowns
After a series of stunning victories, the forces of
Fhaormista and Miyerimista, under the leadership
of Coronal Korinnialass Moonflower, begin laying
siege to Yrchionmanthaar in an attempt to bring
about an end to the war. Right at the moment of
victory, the besiegers become the besieged when a
force of Gold, Moon and Dark Elf mercenaries from
Aryvandaar, led by an up and coming general
Ivosaar Vyshaan attack the Moonflower armies
from the rear. Caught between a hammer and
anvil, the forces of Fhaormista and Miyerimista are
routed. After a lengthy chase across the Green
Fields which sees the sacking and burning of
Firewine Bridge by Aryvandaaran mercenaries, the
scattered forces of Fhaormista and Miyerimista,
reunite under the boughs of the ancient trees of
the Cloak Woods, and alongside Citadel of
Shadows, home of the greatest Sharn Elders, the
Children of Tharizdun.
The Age of the Waxing Moon
In a fateful reversal of fortune Sunkyrrin Durothil
and her troops are forced to surrender with her
death on the blade of Shilvanthor Olryth of
Miyeritar, after a lengthy forest battle. In the nick
of time relief forces from Ardeep and Miyeritar
arrive to save the beleaguered Moonflower army.
The realm is once again united under one ruler,
signaling a second Golden (or in this case) Silver
Age of Shantel Othreier.
-16500 DR
The thirteenth Rysar begins sadly but peacefully
with the quiet passing of Coronal Korinnialass
Moonflower at the ripe old age of 1627 years of
age. It is revealed upon her death Korinn was a
Celadrin (that her mother was a Ghael Eladrin),
thus explaining her extraordinarily long life. Her
third son, Seitharil Moonflower inherits the family
blade by rite of ritual and with it the crown.
-15928 DR
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Darrokan Moonflower becomes Coronal beginning


the 14th Rysar after the disappearance of his older
brother Seitharil whilst out hunting in the
Cloudpeaks. Rumours flourish about his fate, but it
is not until many years later that people learn that
he and his hunting party became lunch for a group
of Cloud Giants and their pack of Dire-Wolf
Hounds. Darrokan sets about rebuilding the great
cities of the empire and re-establishing the good
relations the empire once had with its northern
and southern neigbours.
-15336 DR
After more than half a millennium of peace and
prosperity the Rysar of Darrokan the diplomat gave
way to the rise of Mamianaa Moonflower, known
to history as Fey Mamianaa. A priestess of Hanali,
the new Coronal is considered the most beautiful
woman of the empire. A devout worshipper of the
Lady Evergold, Mamianaa built many temples and
dedicated many places to honour her Lady Love. It
is said that the Coronal was born with one foot
already in the Fey Wild, so when she prematurely
ascends to Arvandor one fine spring day, no one is
really surprised.
-15300 DR
The elvish Vyshaan clan rises to power in
Aryvandaar under Coronal Ivsaar Vyshann,
deposing the Moon Elf Amarillis clan as the rulers
of Sharlarion, and the realm.
14700 DR
Aryvandaars rulers begin attempts to
diplomatically and peacefully annex
Miyeritar into their realm and under their control.
-14009 DR
With the Ascension of her mother to Arvandor,
Haryinthryll Moonflower becomes the next
Coronal of Shantel Othreier. In a political move
designed to secure the empires long term security,
Haryinthryll almost immediately enters into a
political marriage with her long term love,
Aiatavaar Olryth, the third son of the ruling house
of Miyeritar. This marriage raises the ire of Illsaar

Vyshann of Aryvandaar, who has been attempting


to win Haryins hand in marriage himself.

Lords pronounce him Coronal, despite refusing to


undergo the blade rite as tradition demands.

The Age of Twilights Falling

12000 DR

-13461 DR

Rise of the Vyshaantar Empire

After a long and peaceful reign Haryin, wanting to


spend her remaining years with her husband in
Miyeritar, abdicates in favour of her nephew
Ytermista Othreier of Ardeep. Haryins abdication
opens the way for a return of a lesser branch of the
original ruling family to power and influence.
The Conclave of Lords has long argued that Haryin
and Aiatavaars children cannot inherit due to both
their connections with the rulers of Miyeritar and
there less than desirable bloodlines.

After centuries of fruitless diplomacy, the


impatient, grasping rulers of Aryvandaar attack
Miyeritar and using the Vyshaan familys tenuous
links to the Othreien crown begin putting political
pressure on Shantel Othreier to join them or suffer
the same fate. The appeasers on the Coronals
council (Gold and Moon Elf traders and Priests)
urge unification with Aryvandaar to stem any
further violence and disruption to trade. More
extreme elements begin to plot the increasingly
feckless and unpopular Coronals downfall.

-13024 DR

The First Crown War begins.

Ytamaranth Othreier comes to power with the


death of old age of his father Ytermista.
Ytamaranth The Fearful marries his cousin
Ammeliya Moonflower, bringing both royal houses
together in an attempt to consolidate his familys
hold on power.

11800 DR

-12650 DR
After a shaky and paranoid reign lasting less than
half a millennium Ytamaranth Othreier finally
succumbs to his paranoia. Whilst attempting to
collect the secrets of those he is sure are plotting
against him Ytamaranth is driven to madness
whilst contacting an outer planar power. Propelled
by the voices in his head he throws himself off of a
cliff into the Sea of Claarteeros. His daughter the
beautiful and spirited Ysolde Othreier passes the
blade rite ritual becoming the next Coronal of the
empire. Ysoldes reign promises to be one of
peace and hope. But the auguries and portents of
Labelas are not always kind.
-12623 DR
Ysildyr Othreier, jealous of his sisters popularity
and power, plots with dark forces her downfall and
eventual execution for treason. Having pulled off
his coup, Ysildyr The Tyrant has the Conclave of
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The Crown Wars


Seeking to provoke a war with Illythiir, Miyeritar is
militarily occupied and annexed by Aryvandaar,
though a number of clans and strongholds resist
and continue to fight. Many elves of Illefarn,
despite its officially neutral stance, provide secret
safe havens for Miyeritari refugees.
-11700 DR
Secretly summoned by Vyshaan mages (to teach
the recalcitrant Othreien a lesson)and controlled
using forbidden Dragon Orbs, a clan of Red
Dragons set the southern expanse of Shantel
Othreier aflame, separating the soon-to-be-called
Wyrmwood from its greater body, Tethir, kin of
Keltormir (soon to be called "the Dragonslayer"),
single-handedly slays two ancient red wyrms of
Keltors Wall and saves many elves of his own
Keltormir and Shantel Othreier. Tethir's stand
earned the elves the respect of the dragons, who
had previously dismissed them as ignorant, twofooted cattle. The Green Elven tree city of
Suldasssulantaar is consumed in the conflagration,
but not before Tethirs efforts save most of its
inhabitants.

The Second Crown War flares up in answer to the


aggression of Aryvandaar. Ilythiir rises up and
viciously strikes out at any that support the gold
elves of the north. Its nearest neighbour of
Orishaar, as a major trade partner with
Aryvandaar, falls swiftly in a brutal surprise attack
of Red and Black Dragons ridden by Dark Elves
(using Dragon Orbs supplied to them by a
mysterious benefactor), and supported by an army
of Dark Elves and their demonic allies.
Many refugees of Moon, Green and Dark Elf stock
arrive in Fhaorenhaven having fled by ship from
the burning port city of Myth Shilltaar. They are
eventually settled in Fhaorenhaven and
Seluvandaar.

Illythiir as a cats paw to further their own plans for


Empire. The evil of the Dark Elven leadership
makes them the perfect bogey monsters for the
Vyshaan leadership.
-11400 DR
Fall of Eiellr as the Illythiir once again use fire and
War Mythals to destroy their realm around them
and isolate them from aid. They also were helped
by traitor green elves, who thought their
appeasement actions could help restore peace.
The Illythiir reward their co-conspirators with
slavery and death. Many enslaved Green Elves are
sent north to work in the mines of Aryvandaar,
deep in the Gray Peak mountains.
-11050 DR

The Age of the Waning Moon


-11591 DR
After centuries of authoritarian rule, the Conclave
of Lords takes the unprecedented step of arresting
and removing the Coronal from office. Tried for
crimes against the people, Ysilder is promptly
executed and a Regents Council of Elders set up to
rule in his stead until a suitable replacement can be
found.

Ynloeth Othreier is chosen as the new Coronal of


Shantel Othreier. His first act is to repudiate all
Vyshaan claims to the thrones of both Shantel
Othreier and Miyeritar. In the annals of Elven
history he becomes known as Ynloeth the
Indomitable and Ynloeth the Great.
-11000 DR

Thearnytaar and Eiellr band together and declare


war on Ilythiir, decrying their use of fire and
wanton destruction far more than the power plays
of the northern elves. They fight a holding action,
preventing the Illythiir from advancing north.

The smiths and Selutaar of Miyeritar and Shantel


Othreier gather together to forge to arms and
armour for the new Coronal. In the 50 years they
take to complete their works, they forge some of
the mightiest items known. Forged are Ynloeth's
Crown, Ynloeths Cuirass, The Shattering Swords of
Ynloeth, Ynloeths Bracer, The Axe of The Autumn
Moon and the mightiest of them all, the Elven
Longsword Moondark.

-11450 DR

-10900 DR

The Sable Wars

The Third Crown War erupts as accords finally fail


between Shantel Othreier and Aryvandaar. Agents
of Ynloeth learn of the Vyshaan perfidy in the Sable
Wars and their role in the defeats of Thearnytaar
and Eiellr. Border skirmishes begin between small
patrols, and then full scale war erupts with
Ynloeths sacking of the fortress city of Nikerym on
Aryvandaars southern border.

-11500 DR

Thearnytaar and Eiellr, with minimal assistance


from Keltormir and Shantel Othreier, invade
Ilythiir, intent on destroying or reforming the dark
elves before more realms fall. More than half their
forces are decimated by the corrupt magics of the
dark elves who make use of War Mythals (and
other fell weapons and magic), supplied to them by
agents of the Vyshaan who continue to use the
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-10700 DR
Battle of the God's Theatre
The Gods' Theater (Present Day: The Tunlands) on
eastern Shantel Othreier is 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 decides 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 rushes 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 makes his stand with 60000
Moon and Gold Elf warriors, priests and mages at
his back.
In turn the host of Aryvandaar numbers nearly
120000, but despite outnumbering their enemy
two to one, they find themselves trapped in a
natural killing field the size of a large city. Nearly
70,000 elves die at the hands of Elven and orcish
enemies, as an orc horde 100,000 strong falls upon
the already-embattled elves. Aryvandaar win the
day, and occupies the northern half of Shantel
Othreier. Ynloeth with his few remaining forces
flees south back to the capital, ceding all the lands
north of the Chionthar to its conquerors, the
Vyshaanti.
(See the entry on Duskblades for more details.)
The Age of Never Ending Night
-10600 DR
After decades of fighting an indecisive guerrilla
war, the Coronal of Aryvandaar, Merhandesh
Vyshaan, calls for peace talks to decide the issue
diplomatically. Coronal Ynloeth Othreier and his
counsellors are invited to attend peace talks at a
little known place called Trollclaw Ford. Ynloeth
agrees, but suspecting a trap he takes what he
considers appropriate precautions. Leaving the
capital in a grand procession the Coronals party
heads north whilst Ynloeth and his body guard
await their arrival before teleporting into the
location of the meeting.
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The Coronal and his party never arrive. Just before


they are ready to leave Ynloeth and his wife are
ambushed in their private chambers by 3 Nycaloths
who butcher 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.
Ynloeths death shakes the realm. Now leaderless
and unprepared for this sudden reversal the
counselors of Shantel Othreier dither whilst the
armies of Aryvandaar pour over the Chionthar and
into the central forests. Before the month is out
the Othreien forces are in full retreat and the
conquest of Shantel Othreier is complete. Only
Ardeep, a vassal realm of Shantel Othreier,
continues to resist the Vyshaan. The regency of
the realm begins and lasts for the next 100 years
until the final conquest of Ardeep and the sacking
and burning of the city of Deepening Moon.
-10500 DR
Aryvandaar finally conquers the eleven realm of
Ardeep. The using the same Nycaloth assassins the
Vyshaanti slay two of its rulers--Ilitharath and his
grandson Tarosspur--in the hundred years it takes
to bring Ardeep under their control. The
conquering Vyshann install Ynlaathar Othreier
(Ynloeths younger brother), on the throne of
Shantel Othreier as Laranlor. His puppet
government is much resented by the rank and file
of Othreien nobles who plot and scheme to
overthrow their new masters at every opportunity.
They are in turn helped in their resistance by the
Sharn of Cloak Wood and their Dark and Green elf
cousins from Miyeritar.
The Dark Disaster
In the closing days of autumn whilst the nobles of
both realms gather in Myth Akherynnar to organize
a rebellion against their Vyshann overlords,
Miyeritar is engulfed in killing storms, which
reduce this entire forest and realm into barren
wastelands in three months. While no proof could
ever be found, many believe the High Mages of
Aryvandaar inflicted the Dark Disaster on
Miyeritar.

Whilst the realm of Miyeritar was lost, the much


larger principalities of Fhaormista, Miyerimista,
Ardeep, Wyrmwood and Esmelvale were cowed
into submission by this massive show of magical
might and power.
-10450 DR
The Fourth Crown War
Illythiir's seething counter-attack to avenge
Miyeritar sees their open use of the corrupt
powers of Ghaunadar and other dark, evil gods for
the first time.

flames, destroying over 70% of its trees over the


course of 50 years.
-10090 DR
The Battle of Three Rivers
The southern watch towers and Green and Moon
Elf communities of the Three Rivers district of
Esmelvale are over run, sacked and burned by the
advanced guard of the Ilythiir armies led by clan
Hune. The Moon Elf city of Teualumista on the
shores of Lake Esmel is the last to fall, most of its
32000 inhabitants killed in the flames that
consumed their homes. The survivors become
slaves and forced labour.

-10176 DR
-10085 DR
Laranlor Ynlaathar Othreier is slain whilst fighting
Dark Elven raiders using dragons and demons to
burn their way across eastern Keltormir and the
south-eastern edge of the Woods of Lurue.
Sensing an opportunity, nobles from Shillora
quickly rebel, throwing out there former masters.
In retaliation the Vyshaan allow the city to be
torched by the Illythiir as they raid their way north
into the Green Fields. Peraphus Othreier is
installed as Laranlor, by the Vyshaanti, selected as
the most submissive and compliant of the many
possible candidates for the job.

The Fall of Myth Ruavae (The City of Starlight)


After three years of siege, the Gold Elf city of Myth
Ruavae, located at the eastern feet of the Cloud
Peaks, is destroyed by Dark Elf Selutaar using a
War Mythal. When the maelstrom that they
unleash finally abates, the city and all its 52000
inhabitants is gone with not a single stone or blade
of grass left standing.
-10075 DR

-10110 DR

The Slaughter of Greenheart Vale

At the secret behest of Vyshaanti priests of


Corellon working in opposition to the corrupt dark
elves of Ilythiir and their continued destruction of
the forested eleven homelands by fire (an eleven
enemy of long-standing), over 1,000 priests and
High Mages in neutral Illefarn and other free areas
spend decades in fervent prayer for salvation by
Corellon Larethian and the Seldarine gods.

After consolidating their hold over southern


Shantel Othreier, the Hune armies push forward
again through the Green Woods and into the very
center of the realm, the Greenheart Vale. The
dragons and the demonic horde that followed,
spear headed by brigades of demonic Dark Elven
half-breeds, and tieflings, set almost the entire
forest ablaze between the Cloudpeaks and the
Chionthar River. In turn destroying the Moon and
Gold Elf cities of Seluvandaar, Myth Veluthil,
Teualumista and the only Green Elf city in the
realm Ardonvandar.

-10100 DR to -10050 DR
The War of Ash and Dust
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
Page | 13

-10063 DR
The Erasure of Yrchionmanthaar (The City of
Placid Reverie)
At the site of present day Berdusk, there once
stood perhaps the most beautiful city in all the
world. Shantel Othreiers capital, the brightly
glowing sapphire and lapis towers of
Yrchionmanthaar shone as a symbol of peace and
contentment in an ever darkening age. The city
was destroyed without warning when the Illythiir
Selutaar unleashed their most potent Myriad
Ritual the ShilTelOrar
This ritual effectively deconstructed and reduced
all artificial constructs (including trees altered by
High Magic) to their natural states. All buildings
vanished, reduced to component matter. This
ritual also unleashed its destructive effects on any
living thing except plants and trees, which it
restored to full natural health. Within the space of
10 hours, Yrchionmanthaar and almost its entire
population were no more.

banish them from the sunlit lands, all drow retreat


within two month's passing into
the Underdark. Elves are summoned by the
Seldarine to the site that becomes Elven Court one
month after the Descent of the Drow, to settle
differences and restore peace among the elves.
-9900 DR
Aryvandaar annexes Illefarn and Neverwinter
Wood, its colony in the Llewyrrwood. Elves of both
lands flee to the remnants of Shantel Othreier,
occupying hidden holds in the Reaching Wood, The
Wyrm Wood, and the Wood of Sharp Teeth. The
vast majority of escapees find refuge in the hidden
Green Elf city of Illitharear.
-9900 DR
Aryvandaar's covert persecution of High Mages
and priests begins, as they attempt to destroy or
control any who might somehow force their
descent as they did the drow.
-9800 DR

-10050 DR
The Battle of Screaming Trees
Alarmed and horrified at the wanton destruction
unleashed by clan Hune, the Vyshaanti dispatched
100 000 troops led by the puppet Coronal
Peraphus Othreier. Confident of victory Peraphus
sent his eagle and dragon riders ahead to counter
the aerial forces of Illythiir. Forming up on the
Plains of Sama, (south of modern day Elturel) the
army of Aryvandaar, a shining mass of mithral clad
warriors, was smashed to charred cinders by the
treacherous magic of the Selutaar of clan Hune.
(see the Lay of Peraphus)
-10000 DR

The Vyshantaar Empire's forces occupy all eleven


realms (save Keltormir) from the High Forest of
Aryvandaar to the sweltering southern forests of
Ilythiir. They begin the colonization and settlement
of Evermeet
-9200 DR
The Fifth Crown War
The First Proclamation of Elven Court leads to the
revolt of the nobles of Aryvandaar and the last
Crown War begins. The Elven Court, the Seldarine
priesthoods, and the long-hidden High Mages
restore pockets of resistance and freedom across
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,
whether the corrupt Illythiir or others, into the
drow. Whether by magic or by the weaknesses that
Page | 14

The Fifth Crown War ends with the utter


defeat of the Vyshaan and the dissolution of
Aryvandaar. Much of the High Forest is abandoned
for an age, leaving the forest open so the gods

might restore its peace. Illefarn emerges intact


from the Crown Wars and joins with Ardeep. The
final Conclave of Houses of Shantel Othreier is
called in Fhaormista (The Cloak Woods), the
surviving elders rule that Shantel Othreier is no
more. The remaining holds and cities are erased
by Moon and Green Elf Selutaar over the course of
the next 1000 years, as the retreat to Evermeet
continues, removing almost all traces of the once
great empire of Peaceful Reverie.

-395 DR Year of Ashen Faces


Fildaerae the Night Flame, laranla (ruler) of
Ardeep, is slain in orc raids. Her grandniece
Imdalace succeeds her as laranla of Ardeep.
200 DR
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
Evereska founded in secret by surviving clans
of Shantel Othreier, Eiellr, Miyeritar, and Orishaar
as an eleven haven in the woods east of
Aryvandaar.
-8005 DR

Laranla Imdalace of Ardeep disappears. Rulership


of the kingdom passes to her kinswoman Embrae
Aloevan.
177 DR Year of the Troublesome Vixen

The Green Elves of Illitharear vote to move their


city to the Fey Wild border, thus removing the last
of the 12 great cities of Shantel Othreier from
history. Access to Faerun is maintained through
the Redwood Ring in the north- eastern glades of
the Reaching Woods.

The elves of Iliyanbruen destroy the orcs of the


Severed Hand and Argrock, though the effort costs
much of their strength. Within three years,
Iliyanbruen is no more. Many of its moon elf
inhabitants travel west to Evermeet or south to
Ardeep, leaving only scattered wood elf
settlements and the abandoned capital of
Sharandar.

-7950 DR

292 DR Year of Frostfires

Full trade exists between the dwarves of Deep


Shanatar and the elves of Darthiir, Tethir, and the
dwindling remnants of Shantel Othreier.

Aloevan, laranla of Ardeep, embraces the service of


both Mystra and Sehanine and is made a Chosen of
both goddesses.

-1100 DR

342 DR Year of Cantobele Stalking

The last great wyrm of the Wyrmwood (piece of


Shantel Othreier) falls by eleven hands, and the
kingdom becomes Arundath the Quiet Wood.

Athalantar falls to an orc horde from the High


Moor. The orcs are in turn destroyed by an unlikely
alliance of moon elves from Ardeep and dwarves
from Dardath. The last Council of Illefarn is called,
and the long-fragmented elf realm of Illefarn is
officially dissolved with the remaining wood elves
of Iliyanbruen and many wood elves from Rilithar
departing for Evermeet. Ardeep and Dardath
formally ally and look to create further alliances
with the humans of the region.

Illefarns last coronal, Syglaeth Audark, commands


a Retreat to Evermeet . The remnants of the elf
empire fragment into the independent realms of
Ardeep, Iliyanbruen (in Neverwinter Wood), and
Rilithar (in Westwood and Kryptgarden Forest).

Page | 15

355 DR
The almost all of the Elves of the Kingdom of
Arundath are slaughtered by Emperor Shoon VII
whilst defending a herd of unicorn amongst the
trees or Luora -The Woods of Lurue. The few
survivors only do so after being rescued by an Eldar
Sharn, who honoured a compact made millennia
before.
523 DR Year of Trials Arcane
Realm of Three Crowns: The rising power of orc
hordes in the North leads to the calling of the
Council of Axe and Arrow. There, the humans of
Delimbiyran, the dwarves of Dardath, the elves of
Ardeep Forest, the gnomes of Dolblunde, and
displaced halflings from Meiritin collectively found
the Tri-Crowned Kingdom of Phalorm. The aging
Ulbaerag rejects an invitation to join the Realm of
Three Crowns.

The armies of Phalorm drive off an orc horde that


besieges Secomber. Ellatharion Othreier, Phalorms
elf king, leads an army of elves and halflings into
the High Forest in pursuit of the orcs, and neither
king nor army returns.
612 DR Year of the Jesters Smile
The armies of Phalorm and their allies in the North
crush the Everhorde south of Triboar, but their
victory comes at the cost of many lives. The
casualties include Lathlaeril Leafspear, Othreier
the elf king.
614 DR Year of the Shattered Scepter
Two orc hordes attack Phalorm, a realm that has
already been gravely weakened by the Everhorde.
The dwarf king Oskilar of Phalorm dies in battle
with the second horde, and Dolblunde is sacked
and pillaged. Phalorms northern armies, still
mopping up the remnants of the Everhorde, move
south to defend the realm but are driven into
Uthtower.

528 DR Year of the Burning Sky


Phalorms armies slaughter the Howltusk orc horde
at the House of Stone, but their human King
Javilarhh the Dark Snowsword is slain.
568 DR Year of the Pernicious Hauberk
The armies of Phalorm defend the neighboring
realm of Yarlith from attacks by orcs led by the
frost giant Horthgar.
604 DR Year of the Immured Imp

Page | 16

615 DR Year of the Lamias Kiss


In response to Uthtowers call for aid, the lich
Iniarv floods the land, drowning the armies of
Uthtower, Phalorm, and the orcs and forming the
Mere of Dead Men. The orcs flee into the Sword
Mountains, and Phalorm (the Fallen Kingdom, as it
came to be known) collapses when its Fair Folk
abandon Faern for Evermeet. Ardeep remains an
elf realm in name only.

T he Lay of Peraphus
Song of a Sundered Crown
The processions of the pretender
Paraded through the streets
Peraphus Othreier the puppet
Marching the Vyshaan drummers beat
Oblivious to the dangers
Hammering at his door
Peraphus the Pretender
The feckless Vyshaan whore
Whose dark and evil heart
Was filled with greed and lust
Could never have dreamed his mothers realm
Would soon be ash and dust
For clan Hune and the Illithyrii armies
Their souls blighted by the poison of hate
Had arrived with demons and dragons
To smash Othreiers gates
The dusky blades of the Branded King
These knights from times of yore
Stood firm against Wendonais might
Loyal down to the core
Gathered on the plains of Sama
On Chionathars southern bank

Stood the proud and mighty Vyshaan horde


In rank upon mithral rank
A hundred thousand Vyshaan blades
Raised in grim salute
Melted to bright and shiny slag
Their voices smashed and mute
The implacable Selutaar of Illithyr
Called down stones from the sky
A chromatic tempest of dweomer flames
Gathered from stars on high
The earth boiled and trees did scream
As forests were torn asunder
Peraphus died, disbelief on his lips
Denying his awful blunder
The Lightning flashed
The thunder roared
The rain came crashing
As down it poured
Corellon wept in pity and shame
As the bitch of the Web, she hungered
The fields of green would soon emerge
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

Rulers Name

-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

Ypwerinath 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

Feyri Gold Elf Male

-18954 DR to -17888 DR

Ayagasurya Durothil

Feyri Gold Elf Male

-17888 DR to 16500 DR

Korinnialass Moonflower

Moon Elf Female

-17888 DR to -17261 DR

Sunkyrrin Durothil

Feyri 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

Haryinthryll Moonflower

Moon Elf Female

-13461 DR to -13024 DR

Ytermista Othreier

Gold/Moon Elf Male

-13024 DR to -12650 DR

Ytamaranth Othreier

Gold/Moon Elf Male

-12650 DR to -12623 DR

Ysolde Othreier

Page | 18

Race& Gender

Gold/Moon/Dark Elf Female

-12623 DR to 11591 DR

Ysildyr Othreier

-11591 DR to -11050 DR

Regents Council of Elders

-11050 DR to -10600 DR

Ynloeth The Great Othreier

-10600 DR to -10500 DR

Vyshaan Regency

-10500 DR to -10176 DR

Ynlaathar Othreier

Gold Elf Male

-10176 DR to -10050 DR

Peraphus Othreier

Gold Elf Male

Page | 19

Gold/Moon Elf Male

Gold/Moon Elf Male

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 Othreiers 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 Othreiers interior. Barges and river boats can travel as far as the Falls of Nuanatha before having
to travel over land. Its broad, sweeping vale was the heart of Shantel Othreiers 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 Othreiers 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
Page | 20

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 Keltormirs forces during the Stone and Claws War of the
-10200s 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 against the giants and goblinoid
hordes.
Dun Arkerym (Mount Speartop)
Dun Arkerym is the highest mountain in the Cloud Peaks and among the 20 tallest in southern Faern,
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 Othreiers silver dragons and Eagle
Riders corp.

Keltors 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. Keltors 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 Giants
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.
Lurora: 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 woodsmens 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.

Page | 22

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 Keltors 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 Lurora.
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 Faern.
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 Keltors 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 Agyrtaa Green Dragon clan who
vie for control of the woods with the Green Elves of Illitharear, 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
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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 Illitharear.
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 Yrchionmanthaar, 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 Selutaar 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 Faern, 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 Faern. 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 Faern disappeared, seen only in garbled visions of the cataclysmic past,
by seers who misstep while viewing the future.

LakeEsmel
Lake Esmel was here when the Lurora 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
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the waters 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 Akaravs 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


Yrchionmanthaar 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%, Halfling 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 Othreiers capital, the brightly glowing sapphire and lapis
towers of Yrchionmanthaar 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 elders 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 Hanalis 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
creatures 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 citys 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 Illitharear, 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 citys Green Elf population and the priests and druids of Solonor Thelandira.
Illitharear
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 Illitharear.
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
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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 Tensers
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 companys 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.
Teualumista
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 Teualumista on the shores of Lake Esmel with its 32000 inhabitants.
Myth Ruavae (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 Ruavae, 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
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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.
Druids 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
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As you intone the final words of the spell, your blade begins to humthe 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 wielders normal attack bonus with that weapon but inflicts no damage. Instead,
anyone successfully touched by the weapon in this way is dazed for one round. Dazed characters cannot take
actions but can defend themselves normally. Focus: The weapon
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 recipients normal vision and hearing are employed by the spell, allowing the affected
being to transfer the focal point of his senses from his own body to other objects by thought alone (only one
focal point may be used at a time). He can transfer to another, if desired within a given round. The spell
requires one to three focal points from which the affected being can farscry; these must be solid inorganic
objects with a smaller surface area than the spell recipients head. The objects must be touched during
casting, but they are not consumed or altered by the spell. By means of the farscry spell, the recipient sees
and hears things as if he were standing where the focal points are, but he cannot turn or move a focal point to
change their view. The spell is not impaired if the focal point is moved by another being or by other causes.
The recipient can speak normally through a focal point and touch what the focal point touches, in fact,
anything that heats or otherwise harms a focal point harms the spell recipient (though he can end the spell by
force of will at any time. The transfer of the recipient. sense of touch through the spell also allows him to
activate magic items by touching them with the focal point and speaking through it. Touch spells can also be
cast through the focal point, but despite the best efforts of a score of mages down the years, no way to cast
ranged spells through a farscry link has yet been found, and at least three eminent sages of the magical arts
believe it is an impossible goal.
The focal point radiates a dweomer, and the spell recipients speech is emitted from it, but other sounds
around the recipient are not transmitted. The focal point does not change its appearance or exhibit a visible
eye or other spell manifestation. The material component is a glass, crystal, or amber ring (which must be
translucent, not .frosted.) of any shape or size, that bears the engraved or painted symbol of a human eye.
Lesser Shadow Storm (Evocation, Necromancy, Shadow)
Level: 5
Range: 10 yd/level
Duration: Special
Area of Effect: 20 or 40 ft. radius

Components: V,S,M
Casting Time: 5
Saving Throw: None/Death Magic

This spell can have one of two effects, at the casters option: Either Large shards of darkness rain down for one round in
a 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
Page | 33

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
Duration: Special
Area of Effect: 40 or 60 ft. radius

Components: V,S,M
Casting Time: 5
Saving Throw: None/Death Magic

This spell can have one of two effects, at the casters option: Either large shards of darkness rain down for one round in
a 40 radius area inflicting 1d8 points of damage per caster level (maximum 20d8) to any creature within the area of
effect, or a shroud of shadows descend upon a 60 radius area for one round per caster level. The shadow inflicts a
prickling sensation, as well as inflicting a 4 to all attacks within the shadow. Likewise, any victim within the shadow
must save vs. Death Magic or temporarily be reduced to half their hit points, struck blind and deaf, and lose half their
strength and dexterity (loss persists 2d12 hours).
Greater Shadow Storm (Evocation, Necromancy, Shadow)
Level: 10
Range: 50 yd/level
Duration: Special
Area of Effect: 80 or 120 ft. radius

Components: V,S,M
Casting Time: 5
Saving Throw: None/Death Magic

This spell can have one of two effects, at the casters 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 spells saving throw
begins with an Intelligence check for incoming magic- or psionic-using beings redirected by the shift field. If
the check fails, the spell has its normal effect. If the check succeeds, the being realizes that something is awry.
It may try to alter its destination, resulting in safe arrival (i.e. not teleporting into an area occupied by a solid
Page | 34

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)
ShilfhaorTelOrar
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 ShilfhaorTelOrar 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.
Shilfhaortakal 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.
NMaernthor/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 NMaernthor 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 casters 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.
NMaernthor/Hidden Homeland: Greater Variant (Elven High Magic) The Mythal of Illitharear
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 NMaernthor 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
th
Dimensional Shunt (10 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 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,
Enchantment/Charm)
Range: Special
Components: V, S, M
Duration: Permanent
Casting Time: 1 hour
Area of Effect: Special
Saving Throw: Special
This 9th-level spell requires the use of an amount
of mithral and diamond dust larger in total volume
than twice the casters fist. Other material
components are Moonspider silk and 50 pounds of
powdered iron meteorite. (All the spell
components are destroyed in the casting of the
spell.) The caster must stand in an area that will
become part of the ward and visualize the
route of the desired ward boundary. An area of
1000 cubic feet per level of the caster may be
enclosed. If the wizard tries to enclose too large an
area, the spell fails and is wasted.
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Mages casting simultaneous Olkiir Mythal Wards


may combine their protections. The area protected
by the ward is measured from the inner edge of
the Mythal Ward. The ward extends 120 feet
beneath the surface of the ground, and may be
narrower than 60 feet in width wherever desired.
Its boundaries can twist and turn corners as sharply
and as often as desired to protect a certain area,
and they may exclude whatever areas the caster
desires. Once cast, a Mythal Ward cant be moved.
A Mythal Ward can always be freely entered or
left. Beings entering it are sensed by the spell,
which reacts by flashing a radiant or audible
warning (or both, as desired) to a specific spot or
being. The spot or being is set upon casting, and it
cannot be changed thereafter. Such a warning
would still function in the location of a destroyed
room (even in midair) or inside the tomb of a dead
being.

Warnings classify those who enter the Mythal


Ward into two categories: those attuned to the
Mythal ward and intruders. Mythal Ward warnings
transmit exact numbers, physical identities and
locations of all intruders. All forms of teleportation
and all known magical and psionic means of scrying
wont work through the boundaries of a Mythal
Ward. The caster of a Mythal Ward spell can link
certain types of magically animated guardians such
as stone or iron golems, or token baring guards and
mages to the ward. When an intruder is detected
within a Mythal Ward some guardians are
teleported to within 20 feet of the intruder.

A few wards are linked to more powerful


guardians, such as Baelnorns, Watchnorns,
Banshees, Adamantine Golems, Sleeping Dragons
and the like. There are even reports of multiple
invisible stalkers and a variety of other elemental
servitors linked to a Mythal Ward, each being freed
from servitude in Toril after they slay a certain
number of intruders. The Mythal Ward can be
sealed as if a Forbiddance Spell had been cast, thus
denying access to all outsiders and those not
attuned to the Mythal Ward.

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 arrows 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 unicorns 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 wearers magical items become
temporarily inert (only the cloaks sympathy power remains in effect). If the wearer can wield spells or spelllike 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-wearers 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
Page | 41

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 owners 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 holders 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 Mordenkainens sword). To use the cerulean sword, the faerie stone and the
sword it projects must be held in the users 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.

Page | 42

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 rods 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 spikes 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.-1 wide, 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 targets 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
Page | 43

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 tents 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 rings 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 rings 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 rings 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 ones 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 wearers 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
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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-wearers
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 citys 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
wierdstones 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.
Ynloeths 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
Ynloeths Shattering Swords. When worn in combination with Ynloeths 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 (Shartelkerym)
+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 its
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 Intevars, 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
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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 its 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.
Wendonais Hammers
Description: Wendonais 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 Balors 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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"Arcdrakenbyr" Xaxatharts 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 Keltors 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 items 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 Drathinmale. 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 magicmuch like Corellon Larethian himself. In ages past, many elves took up the heavy
armor and often more brutal style of the Naelkerym. 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 lifes 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
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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 Players Handbook II): 0electric jolt, resistance; 1stmage armor, shield; 2ndbladesongSp:B (see
below), blur, burning sword, heroism, mirror image, protection from arrows, swift haste; 3rdblink,
displacement, greater mage armor; 4thhaste, 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; 1stblade of blood, cause fear, chill touch, ray of enfeeblement; 2ghoul
touch; 3doom scarabs, ray of exhaustion, vampiric touch; 4enervation, phantasmal killer; 5waves 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 duskblades 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 swashbucklers 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
Faern, 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.
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Notables of the Realm


Race: Gold Elf
Sex: Male
Height: 6 (15)
Weight : 185 (1500)
Hair: Black
Eyes: Sky Blue
Skin: Dusky Copper
Age:
Name: Ynloeth Othreier
Str 17
Int 22
Wis 23

LG
AC
Class Fighter/High Mage
Level 19
22
HP 191
Kit High Mage
MR%
Gods: Corellon & Sehanine

Con 16
Dex 19
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 10radius
(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), Ynloeths Bracers, Greater Belt of Battle (Greater Mantle Anti Magic Shell Stored Spells: finger of
death, power word kill, disjunction, prismatic beam), Ynloeths 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 Selutaar 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, Ynloeths Cuirass, The Shattering Swords of Ynloeth,
Ynloeths 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 Eiellr. Border skirmishes began between small patrols, and then full scale war erupted with Ynloeths
sacking of the fortress city of Nikerym on Aryvandaars southern border.
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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. Ynloeths 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 Arfhaornquessir, 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 Pentadthe 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 trihand. 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 (366457 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 powerhungry god was doomed to an eternity of madness, his mind shattered and scattered into other realities. In one
realitythe true universe known to mortals todayTharizdun 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 Tharizduns
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 godsomething perverse and outside the known. The Sharn remained as the sentient remnant of
all Tharizdun had destroyed and abandoneda collective of merged consciousnesses. For a time, forsaken and alone on
a dying world, this chaotic amalgam watched and waited. Its 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 Faern 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 Faern. 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 Faern 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 MiyeritarTkaron, Hamra, and Alunorwho 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 faade 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
wierdstones 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 Eternal
Darkness/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
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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 Thralls curse is long and difficult, its exact method lost to the mists of time.

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Elven Peerage and Titles of Rank


ArCoronal ( ArCor-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.

Laranlor (masculine) and Laranlas (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.

ArSeluTaar: Court High Mage in any one of the cities of Shantel Othreier, Miyeritar, Keltormir, Illefarn
and Aryvandaar.

CorSeluTaar: 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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ArFaernsuor: The High Priest of the Church of Corellon Larethian or Angharad.


OlkiirtelOnal: 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.

CorPenaal: 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.

ArQuessir 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 whos seen with their own eyes, and only augments their own experience with what
theyve learned from others) is often, regardless of gender.

Rysar - Duration of Coronals 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 Ed Greenwood- 2005, a Candlekeep post by AJA, via the Sage, 2009,
and the Elven dictionary posted on Candlekeeps website.)

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Sources Used
Every Volos 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.
Volos 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, Farthest Reach, Final Gate, Elves of Evermeet online Web Source, City of the
Spider Queen, Elminsterss 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, Draconomicon 2E & 3E, Environs of Waterdeep Web Enhancement,
Elder Evils, Complete Arcane, Races of Faerun, Dragon Magazine 1-360 something....., FR Adventures 2E,
Unearthed Arcana 1,2,3 E, Manual of the Planes 1,2,3 E, Fiend Folio, Spell Compendium 3E,
Internet Resources
Various Articles by the Scribes of Candle Keep
Various Forgotten Realms 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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