Illefarn of The Lost Voices by Phasai
Illefarn of The Lost Voices by Phasai
Illefarn of The Lost Voices by Phasai
&
The Voices
of a
Lost Realm
Compiled, edited & in parts written by snowblood
Page | 1
Contents Page
Introduction
page 3
page 5
History of Illefarn
page 7
Rysars of Illefarn
page 45
Cities of Illefarn
page 47
Aelinthaldaar
page 57
page 73
Notables of Illefarn
page 84
Magic of Illefarn
page 89
page 97
page 99
Appendices:
1. Ships of illefarns skyfleet
page 104
page 109
3. Monsters of Illefarn
page 132
Page 134
Sources used
page 136
Page | 2
Page | 3
legendary in large measure because its elves left so little written material or oral tradition behind, and
because everything that was left behind was so effectively destroyed. Elven cities and manors were
taken apart for building materials after being looted of the few valuables they possessed. Barbarians
defaced carved words, burned artwork, and built crude castles from stones that were once the
foundations of universities. Even some great works and relics that Illefarn's elves took with them as
they left were often lost in later wars, disasters, or feuds that befell their scattered people. Today, a
sage can struggle for decades to locate only one reliable source of information on the Fallen
Kingdom.
A majority of Illefarn's sun and moon elves went by ship to Evermeet during the long Crown Wars,
where they had a profound influence on that island's culture, religion, philosophy, and arts. Some
elves even say that Illefarn founded all that Evermeet would later become. Some moon elves
migrated to Evereska, where they had much the same effect. Most wood elves fled south during the
height of the Fifth Crown War or west to the Moonshaes. The dwarves scattered, most heading north
to found their own enclaves and join their brethren in battling the orc hordes that poured forth in an
endless tide.
Some of Illefarn's wood elves courageously stayed on the mainland in the old forest, their
descendants now populating the small woodlands that survived the coming of humans and orcs.
Illefarn was sometimes used as the name of a modest wood Elven realm in the Ardeep Forest after
the abandonment of Illefarn's capital, but in 342 DR the last of its people departed for Evermeet
following a series of orc attacks*. In the last Council of Illefarn, the leaders of the remaining wild Elven
tribes formally declared Illefarn was no more, though the abandonment of the capital, around -1100
DR, is generally taken by other historians (even Elven ones) as the nation's true end.
http://wizards.com/dnd/article.asp?x=fr/pg20010131b
Page | 4
Page | 5
Page | 6
llefarn timeline
30000 DR
War of the Seldarine
Araushnee is cast down into the
Demonweb Pits, where she becomes the
demon-goddess Lolth. Araushnees major
Domo and General of her celestial armies,
the solar Malkizid is branded and thrown
down into the Nine Hells. It is here that
he forms his undying hatred for Corellon
and his creations and begins his plans to
bring them all down to make his former
Lord suffer. Following him to exile are
three Planetar Generals who become
Nycaloths in his service.
27000 DR
25100 DR
25400 DR
23100 DR
Establishment of the first gold and moon
elf settlements of Syrpiir (present-day
Ankhwood and Chondalwood).
22900 DR
23900 DR
-22800 DR
24400 DR
23600 DR
Establishment of the first moon elf
settlements of Ardeep (present-day Green
Fields).
-22650 DR
23200 DR
Ilythiir settlements spread south and east
(present-day Shaar and Forest of Amtar).
Page | 8
-21698 DR
22500 DR
-21548 DR
-22590 DR
-22300 DR
Green, Moon and Ghost Elf Selutaar
establish a High Magic circle north of
Illefarns border, joining a Dark and Green
Elf community already living there, they
lay down a mythal renaming the place in
honour of the Dark Elven Laranlas who
established the colony, Illyanna Melarn,
Myth Iliyannar (Longsaddle) is born. The
principality of Iliyanbruen is created.
-22245 DR
Iyilitar Savrael Moonglaemer passes
peacefully onto Arvanaith whilst out riding
with his family through the Starmorn
meadows, later after much deliberation
the Conclave chooses his fourth daughter
Sheaern Moonglaemer to become the
new Iyilitar.
-21763 DR
Iyilitar Sheaern Moonglaemer dies
suddenly of an unknown illness that
devastates many families within the city.
After isolating the cause (a noxious
species rat of Feywild), Sheaerns niece,
Tellaran Moonglaemer becomes Iyilitar
upon the death of her aunt.
Page | 9
-21156 DR
Shyraeia Kilvarin Ghost/Green Elf leads
Green, Ghost and Moon Elf clans
migrating from Aryvandaar north of the
Sword Mountains, establishing the
settlement of Sharandar (Conyberry).
Amongst the first acts of the Clan
Selutaar is to raise a theur-crystal and
granite, many spired fortress to protect
the fledgling settlement against the roving
bands of orcs, goblins, gnolls and trolls.
-21137 DR
Leading her forces against a band of
raiding trolls Iyilitar Tellaran is slain and
eaten by the mountain troll king
Kargulstuth. After a period of mourning
lasting several months, the Lords Conclave
elects Tellarans eldest son, Ullthyrr to
the Iyilitar of Illefarn.
-21003 DR
A born warrior, Ulthyrr Moonglaemer
begins a crusade to clean out the trolls of
the northern Sword Mountains. After all
but eradicating the mountain trolls of the
region Ulthyyr is killed in single combat
with the troll king Kargulstuth on the
slopes of Mount Gaelgard, (Mount
Ardabad). In turn the troll king is
immolated in the fire magic of Corselutaar
Aghera Moonglaemer, who then claims
the Coronet and title of Iyilitar of Illefarn.
The few objecting voices are quickly
silenced by the mysterious
disappearances of Agheras detractors.
21000 DR
Establishment of the green elf settlements
of Eiellr (present-day Winterwood).
19999 DR
-19116 DR
-19674 DR
The port city of Ardmantor is founded at
the mouth of the Dessarin River, 5 miles
west south west of where Waterdeep
now stands.
-19902 DR
Still grieving over the loss of her children,
Essaeril LeQuella walks into the sea one
day and disappears forever. Her eldest
niece, daughter of the late Vaeldath,
Vaela LeQuella becomes Iyilitar in her
aunties stead.
-19782 DR
A group of pacifist, some would say
heretical Green, Ghost, Moon and Dark
Elves who worship Erewan (Chauntea)
move north-west from Myth Iliyannar,
establishing the colony of Llewyrrvael in
the newly named principality of
LLewyrrwood, north of Mount Hotenow.
-19464 DR
An adventurous group of Green, Moon
and Dark Elf clans migrate to the far
northern woods and begin the colony of
Khalarvael (head waters of the Shining
Creek in Lurkwood). Within a decade the
city and principality of the same name is
proclaimed, making Khalarvael the
northern most province of the Empire.
Page | 11
-18860 DR
Relations between Ilythiir and Orishaar
continue to deteriorate. Things are not
helped by covert interference from
Aryvandaar. Iyilitar Synnoria attempts to
bring both parties to the peace table
without much success. Tensions increase
within Aryvandaar as well as civil unrest
amongst the low-caste Green and Dark
Elven populations leads to a general
exodus from the empire to Illefarn,
Ardeep, Shantel Othreier and Keltormir.
18800 DR
Establishment of the first elf settlements
of due to political differences with the
gold elves of Aryvandaar. The Dark Elf
clan of Olriith, led by lady Halangdara,
and accompanied by 20 other Dark,
Green, Ghost, Star and Moon Elf clans,
settle on the shores of the Evendim
(Highstar Lake).
-18753 DR
Synnoria LeQuella and her husband, Lord
Sirigoth Nighthawk and their attendants
Page | 12
-18550 DR
Noble unrest grows against the Iyilitar as
he continues to spend more and more
time in Sharlarion, becoming a ruler in
name only. Upon his return he begins to
issue increasingly paranoid and
outrageous decrees against those he
perceives as his enemies. His irrational
fears focus upon the Ghost Elf clans whom
he accuses of being the cause of much of
the trouble Illefarn has been having. The
persecution of the Ghost Elves begins in
earnest in the heart of the Empire.
-18521 DR
Whilst touring around his realm with his
wife and entourage Iyilitar Leumynn stops
in a Ghost Elf village near Everanshee, to
oversee its destruction. Having rounded
up all of the adults, Leumynn is about to
order their executions when confronted
by a child of about 8 who accuses him of
being a tyrant and butcher. Just as the
royal guards are about to grab the young
girl, she and all about her are consumed
as she releases a Dark Sphere hidden
within the folds of the dress.
Even before his ashes are cold, Leumynns
daughter Aestar LeQuella seizes power,
ordering the extermination of all Ghost
Elves within the empire. Whilst here
decrees are carried out there is little
enthusiasm for the task.Aestar hires in
mercenaries from Aryvandaar as her
personal guard and security force.
-18499 DR
Civil war breaks out amongst the different
principalities of Illefarn. Mercinaries frim
Aryvandaar pour into the capital,
Sarthandor to protect the Iyilitar and her
family. The pacifists of Llewyyrvael
declare their neutrality whilst Iliyanbruen
-18249 DR
-18498 DR
the battle of illefarns
Shame
After a short a brief yet bitter campaign
150000 rebels lead by the Moon Elf
General Kelytha Amarillis finally confront
Iyilitar Aestar and 75000 royalists and
their Aryvandaaran mercenaries in the
lightly wooded Larch Hills north of
Sarthandor. By days end Aestra LeQuella
and another 45000 elves lie dead or dying
giving the name Red Larch to the hills in
which the battle is fought.
Kelytha Amarillis is chosen by acclamation
of the gathered troops as the first Moon
Elf Coronal (they do away with the title
Iyilitar) of Illefarn. His first act is to make
a vow that never again would Elvish blood
be spilled by the people of Illefarn
Remember my People, that here today;
we stand witness to our races greatest
folly, Hubris! Once before we allowed
ourselves to be lead by those who thought
themselves better than the rest. I say NO
MORE!. All Elves are created equal; let
none stand above the rest. Only by
working as one, as equals can we
TelQuessir be truly free of the past. So I
say to you on this our bloodiest day.
Never again will an Elf in the realm of
Illefarn raise a blade or use magic in
anger against another Elf. All people are
Page | 13
The Sundering
Hundreds of High Mages assemble in the
heartland of Faern at the Gathering Place
on the edge of the Miyeritar Plateau.
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
17500 DR
The independent sylvan elf realms of
Thearnytaar, Eiellr, and Syrpiir open
discussions about unifying the elves of the
Satyrwwod (present-day
Thornwood/Chondalwood).
17100 DR to 16800 DR
War of Three Leaves
The unification of the Satyrwood is
thwarted by dark elf Ilythiiri spies and
assassins, killing their leaders and framing
opposing heirs, driving the three realms to
a multi-front war. Ilythiirs influence is not
discovered for centuries.
-16997 DR
Coronal Teukiira Amarillis is killed in a
battle between warring Green Elf clans
whilst trying to negotiate a peaceful
settlement to a border dispute between
Eiellr, and Syrpiir. Upon his death the
Conclave of Lords severs all ties between
Illefarn and the warring realms. Teuivae
Amarillis, Teukiiras sister is selected to
rule in her brothers place.
Coronal Teuivae erects a monument to
her brothers honour, establishing a
temple to the Seldarine at the site of his
Vow of Peace. Before long this temple
attracts a small community of marshall
followers becoming the first Chapter
House of the Holy Armathors of the
Sacred Song, an order established by
Teuivae to ensure that her brothers vow is
honoured by all who would enter Illefarn.
(Later a series of portals is established as
the temple become a nexus hub to Elven
settlements as far away as the Moonshaes,
the Vast, and the Tashalar, near Chult.
-16875 DR
Under Teuivaes patronage the practice of
Spell Singers, Bards and Magi linking
portals to lore gains great favour and
begins to rival the networks established
by Aryvandaar for scope, but not purpose.
The Song Knights over sea their creation
and use, establishing trade posts and
chapter houses wherever the portals
emerge. Soon missionaries of Eldath the
Spirit of Peace and merchants are both
using the expanding Song-Portal network
for spreading Illefarns message of
peaceful interaction and mutually
beneficial trade.
16800 DR
After many protracted negotiations over
seen by mediators from Illefarn, peace is
established amongst the war of Three
leaves is ended. Thearnytaar, Eiellr, and
Syrpiir remain separate realms, though
each of the three continues skirmishing
among themselves and with Ilythiir for
centuries.
-16641 DR
After a brief but hectic reign Coronal
Teuivae passes onto Arvanaith quietly one
winters night. Her body is laid to rest
beside her brother in the royal tomb at
Red Larch. After several weeks of
mourning, Teukiiras third daughter, the
Moon priestess Suoressa Amarillis, is
elected the next ruler of Illefarn.
-16536 DR
Oenthal of Ardeep and Suoressa of Illefarn
gather a host of elves to battle the on
rushing Green Tusk horde. A highly
organised and motivated army of Forest
Orcs lead by the Orc Cambion
Callaborros Shee-Slayer. The two forces
Page | 15
-15942 DR
Continuing to pine away for his lost love,
Queen Kilaeaflaess, Coronal Shashanta
again calls the regents council to rule in
his stead whilst he travels once more to
the Moonshaes in search of Karador.
-15892 DR
Gone for more than 40 years, upon his
return Coronal Shashanta brings with him
a daughter, a fey featured elf named
Ruashay. That same afternoon, after
naming the swanmay Ruashay Stilmyst as
his chosen heir, Shashanta disappears
through one of the many portals that dot
the palace, never to be seen or heard
from again.
15300 DR
The elf Vyshaan clan rises to power in
Aryvandaar under Coronal Ivsaar
Vyshann. He approaches the apparently
ageless Coronal Ruashay with a proposal
of marriage (after the sudden death of his
last wife), Ruathay politely declines saying
that to marry Ivosaar would be to break
Kelythas Vow. Stymied in his early plans
to create an empire Coronal Ivosaar looks
for new ways to expand his reach and
power.
-15243 DR
Whilst flying to a secret meeting of Swan
Sisters in the Star Peaks of Aryvandaar,
Coronal Ruashay is hunted down and slain
by a polymorphed, bronze dragon riding
Kellathil Vyshaan,(Ivosaars son). Her
death goes un-remarked for several days
until her sorority sisters come to
Sarthandor looking for their queen.
Eventually divinations reveal her fate, but
not who the dragon, or rider actually
were. The Aradoness of Illefarn, Karendil
Page | 16
13900 DR
Miyeritar becomes the center of elven Art
and High Magic in Faern with the raising
of Faertelmiir by geomancers and High
Magi from Miyeritar, Illefarn and Shantel
Othreier. The crowning achievement is
the establishment of the Great Library of
Ellordaine in the heart if the city, a series
of interlinked sapphire blue, crystal spires
dedicated to the higher arts and sciences
for all to access and learn.
-13727 DR
In an apparent building accident, Coronal
Infaeril is killed when a falling marble
column lands upon her carriage as repairs
are being made to the Grand Palace of
Sarthandor. In another apparent coincidence, Infaerils younger brother
Meneleth is on hand with all of his
supporters to assume the crown almost
immediately upon receiving news of his
sisters death.
There are rumblings throughout the
empire as talk of the rise of another
Leumynn LeQuella and an emergency
regional Conclave is held in far off Myth
Iliyanar to decide the issue.
-13700 DR
Page | 17
13200 DR
Skirmishing and trade interference starts
between Aryvandaar and Miyeritar.
Despite being warned off by Shantel
Othreier, Illefarn and Ithrathyll of Ardeep,
the Vyshaanti conduct a dirty little trade
war on foreign soil. Their often cross the
border to attack Miyeritari caravans and
frequently clash with Ardeeps border
patrols and Song Knight portal guardians.
-13004 DR
After a long and prosperous reign the
aged Coronal Ilyrana ascends happily to
Arvanaith, happy in the knowledge that
leaves the Empire a much better place
than when she took the throne. In tine
she is known as Ilyarana the Magnificent,
for the peace and growth in learning, the
arts and commerce that flourished during
her time as Coronal. With her passing the
Arselutaar Ileleste Felmiir is accepted by
the Rulers Sceptre as the next Coronal, as
the Empire enters a Golden Age.
-12890 DR
-13520 DR
After 1278 years of peace, an apparently
ageless Eshcalon reveals himself to be a
Silver Dragon and a Blessed Servant of
Sehanine.
-13465 DR
Miyeritars reputation as a place of peace
and learning is further enhanced with the
raising of the second city of learning and
magic, Faerteldur 60 miles south east of
Page | 18
-12585 DR
Coronal Ileleste Felmiir is found torn apart
in her private study high in the Rulers
Tower in Sarthandor Palace. Witnesses
report a huge deminc being with bat like
wings emerging from the balcony of the
study. Further investigations reveal the
creature to be a Nycaloth, but who sent it
and why is not discovered until much
later.
Ilelestes youngest brother passes the
election trials and becomes the next
Coronal of Illefarn. Despite the growing
tensions between Aryvandaar and
Miyeritar, and the simmering trade war
between Ilythiir and Orishaar, Coronal
Iriador felmiir is determined to preserve
the Peace of Kelytha at all costs.
-12323 DR
Migrating clans of Green, Dark and Ghost
elves continue to poor acroos the border
into Illefarn and Ardeep. In response
Vyshaan troopers disguised as bandits
attack the fleeing refugees spreading
terror as they do. The Araegisses of
Illefarn commands the Song Knights to
guard those seeking refuge across the
border and to escort them through the
portal networks to their kin across the
seas.
Page | 20
11300 DR
End of the First Crown
War
Miyeritar conquered by Aryvandaar, but
Ardeep manages to maintain its
independence thanks to the Treaty forged
45 years before. Coronal Faernoss
continues to attempt a diplomatic
solution to the Miyeritaran problem with
little success. Determined to maintain
Illefarns neutrality, he never the less
advocates covert support for the
resistance fighters who camp in his realm.
-11200 DR
Thearnytaar falls to the savage and now
unrepentant dark elves, who use enslaved
monsters and undead to occupy the
thorn- and bramble-choked woods. Ilythiir
now directly skirmishes with the
major realm of Keltormir along its eastern
and southern expanses. Coronal faernoss
Aleth leads a fleet of Swan and Dragon
Ships south to rescue the refugees
gathered along the shores of the Lake of
Steam, in make shift camps and
settlements.
-11161 DR
Coronal Faernoss ship is lost to raiding
Saughuin who begin raiding settlements
up and down the northern Sword Coast.
The Sea Swift, the Coronals personal
Swanship is lost with all hands, including
Faernoss Aleth.
Illefarns current Aradoness, the Green Elf
Caerta Silverspear accepts and passes the
Rulers Sceptre trials.
-11086 DR
Campaigning in the south eastern forests
of Keltormir, Laranlor Ilitharath Moodark
leads a group of Crusaders from Ardeep,
Illefarn, Shantel Othreier and Keltormir in
a Grand Crusade against the demon
worshipping infidels of Ilythiir.
-10997 DR
Fearing resurgence in Vyshaan and Ilythiiri
aggression, Coronal Caerta orders the
construction of a series of watch towers
along the Dessarin border with
Aryvandaar, and sponsors the
construction of watch towers along the
peaks of the Troll Hills, linked by a
specifically dedicated portal network and
garrisoned by experienced troops and
contingents of Song Knights and Spell
Blades.
10900 DR
-10837 DR
Battle of the Bloody
Swords
Using its own extensive portal network
underneath the capital Sharlarion, the
rulers of Aryvandaar send troops and High
Magi south to destroy enemy troop
concentrations alongside the Delimbyr
where it crosses their western border with
Ardeep. An army of 20000 Gold Elves
emerges from previously hidden portal
doors within the Sword Hills.
Killed in the battle (really a massacre)
besides the 34000 Dark, Star, Moon, Gold
and Green Elf troops, are many Laranlyrr
(Lords & Ladies) of the resistance as well
as several experienced generals and
Caerta Silverspear who had simply come
along trying to arrange a truce between
the different warring parties. Elected to
her sisters place as ruler of Illefarn is the
Aradoness, Triel Silverspear, Hand Maiden
of Sehanine.
-10700 DR
battle of the gods
Theatre
The Gods Theater (present-day the
Tunlands) on eastern Shantal Othreier is
the site of one of the largest and costliest
of all the Crown Wars battles. Nearly
70,000 elves die at the hands of elf and
orc enemies, as an orc horde 100,000
strong falls upon the already embattled
elves. Aryvandaar wins the day, and
occupies the northern half of Shantel
Othreier. Ynloeth and Ilitharath take their
remaining forces south then west to the
capital Yrchionmanthaar.
Then whilst Ynloeth signs a treaty ceding a
third of his lands to Vyshaan rule,
Page | 21
Page | 22
10500 DR
The Dark Disaster
Miyeritar is engulfed in killing storms,
which reduce this entire forest and realm
into a barren wasteland in three months.
Although no proof could ever be found,
many believe the High Mages of
Aryvandaar inflicted the Dark Disaster on
Miyeritar. Shock over the Dark Disaster
establishes an uneasy four decades of
peace, as nearly every elf of Faern
shrinks back in awe and horror from the
havoc wrought by the Crown Wars.
-10474 DR
Stricken with grief and shame over the
great evil her kin had inflicted upon the
innocent Elves of Miyeritar, having
discovered the perfidy and duplicity of the
priests and High Magi from Aryvandaar
and Shantel Othreier, Coronal Triel
Silverspear takes her own life in
Sharlarions main public forum. She
declares before the gathered crowd that
the TelQuessir would know no peace on
Faerun as long as the rank and evil stain of
the Dark Disaster rested upon their
collective Elven souls. With that she
plunged a dagger into her heart which in
turn triggered the consuming magics that
removed her body too from the realm.
Upon learning of his mothers death from
Urloth Silverspear successfully takes up
the Rulers Sceptre and with it the
Coronet of Illefarn. His first action is to
order the strengthening of Illefarns
southern and eastern defences,
particularly those beside known Vyshaan
portal exits. Those known he orders
sealed and warded against future use.
10460 DR
Tarospur and a band of Song Knights are
slain defending the Hall of Long Silences
from a Vyshaan raiding party. Having
doggedly resisted Aryvandaan occupation
for more than 100 years, the leaders of
Aryvandaar decide that drastic action
must be taken. The Coronal of Aryvandaar
and the Corselutaar of Sharlarion once
again summon their Nycaloth assassins to
remove an obstacle from the Vyshaantis
path.
With the death of Tarospur Moondark the
armies of Aryvandaar sack and burn the
capital city of Deepening Moon, finally
conquering the elf realm of Ardeep. The
Vyshaanti slay two of its rulersIlitharath
and his grandson Tarosspurin the
hundred years it takes to bring Ardeep
under their control. Aryvandaaran
Telegaunt Elarfindan Floshin is appointed
Aradoness-Laranlor (Military Governor) of
Ardeep and immediately institutes a state
of marshall-law.
10110 DR
Through enslaved dragons and other
powers, the dark elves of Ilythiir engulf
all of Shantal Othreier in flames,
destroying over 70 percent of its trees
over the course of fifty years. In response
to this continued destruction,
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. In secret High Magi from
Aryvandaar and Sharlarion begin work on
a Ritual of Myriad that will remove the
Ilythiiri and their allies as the last threat to
ultimate Vyshaan hegemony over the
elves of Faerun.
Page | 23
-10049 DR
battle of corellons
Weeping
A combined army 65000 strong made up
of the free peoples of Illefarn, Ardeep,
lesser settlements of Aryvandaar and the
shattered remnants of the armies of
Shantel Othreier meet on the plains of
Corellons Weeping, to confront the Army
of Twilights Fall (a force comprised of
Dark, Green, Moon and some Gold Elves,
working alongside yugoloths, devils,
demons and dragons.)
There on the plains halfway between the
Delimbyr and the Troll Hills, they halt the
Ilythiiris advance and after days of
struggle, manage to all but destroy the
army of Twilights Fall with the help of a
Seldarine summoned host of Celestials,
metallic dragons and Eladrin (Ghaels and
the like).
10000 DR
Descent of the Drow
Gathering at Corellons temple within the
confines of the Misty Forest thousands
and priests and mages gather at Corellons
bidding. Corellons magic, as directed
through his priests and High Mages, (and
corrupted by the self serving Vyshaan
Spell casters,) transforms the dark elves,
whether the corrupt Ilythiiri or others,
into the drow. Whether by magic or by
the weaknesses that banish them from
the sunlit lands, all drow retreat within
two months passing into the Underdark.
Learning through a vision of the Vyshaan
attempts to pervert the Ritual to their
own ends Coronal Ulroth leads a group of
Song-Knights, Duskblades and High Magi
in an attempt to disrupt the Myriad Ritual.
Arriving too late to stop it the Coronal and
-9914 DR
Battle of Larchford
Believing that they are their to secretly
meet Coronal Elladyr and plan a general
uprisng, the leaders of the rebellion, led
by the Song knight Adufaer Strongbow are
ambushed and slain by Vyshaanti Magi
and Duskblades at the village of Larchford
(nearby present day Stonebridge). The
bodies of the slain are strung up along the
bridge crossing the river as a warning to
others, whilst their souls are entombed in
several emeralds and buried within the
Royal Crypts beneath the temple on Red
Larch Hill.
With the Adufaers death, the rebellion
comes to a staggering halt. The full time
occupation of Illefarn begins as the last
refugees flee to the Moonshaes, Shantel
Othreier, Keltormir the Yuirwood and the
hidden colonies beyond the Inner Sea.
9900 DR
Fearful of having their Fhaorteldhaerow
Ritual used against them the leaders of
Aryvandaar begin the covert persecution
of High Mages and priests. Although not
destroyed utterly, Illefarn and its colony in
the Llewyrrwood (present-day
Neverwinter Wood) are annexed by
Aryvandaar. Many elves of both lands flee
to the remnants of Shantel Othreier. The
Vyshantaar Empires forces occupy all elf
realms (except Keltormir) from the High
Forest of Aryvandaar to the sweltering
southern forests of Ilythiir. They begin the
colonization and settlement of Evermeet .
Yuirwood is settled by small numbers of
green elves in the aftermath of the Crown
Wars.
Page | 25
-8550 DR
8400 DR
High Magi, High Priests and geomancers
begin raising the city of Evereska from the
bedrock of the valley. After many months
of labour they complete the basic of the
citys defences by laying the Mythal over
the city. It is said that Corellon and
members of the Seldarine participated in
the Mythals laying, but the Selutaar and
High priests who gave their lives to invoke
the Mythal refused to confirm or deny this
idea.
8500 DR
8200 DR
With the destruction of Sarthandor, the
High Magi and geomancers of Illefarn
decide to raise a new city, Aelinthaldaar,
which becomes the capital city of Illefarn,
founded on the future site of Waterdeep.
tucked beneath the forboding brow of
Mount Waterdeep, Aelinthaldaars skyline
features delicate tow ers of glass and
alabaster, domes of precious stones and
metals, streets paved in living rock
or crystal, vast mansions literally grown
from the very earth and composed of
growing trees and plants, and many other
wonders.
Keltormirs fall
Due to fire-sundered and otherwise
ravaged homelands, Keltormir dissolves
into three separate forests: The
Wyrmwood, Darthiir Wood (present-day
Forest of Mir), and the Forest of Tethir.
-8456 DR
After a lengthy and tumultuous reign,
Coronal Vaellassra Moonflower passes
peacefully onto Arvanaith, with her
passing, Vaellennsa Moonflower,
Vaellassras daughter becomes the next
Coronal of Illefarn.
Page | 27
7790 DR
A Flight of Dragons destroys the cities of
Khalarvael in the Lurk Wood and
Teutelondathyr in the northern Troll Bark
Forest. The survivors move south to
Sharandar and north to Deepening Moon.
-7776 DR
Coronal Llataellor Moonflower is killed in
a riding accident when he and the Moon
Horse he is on are scooped up by a
passing green dragon and devoured rider
and all. A subsequent search reveals the
new nest of a pair of brooding wyrms,
who are promptly despatched by a
contingent of Griffon Riders from
Aelinthaldaar. The Moon Elf Armathor
Ulraeth Moonflower is the only
prospective candidate not to be feeble
minded by the Rulers Sceptre and thus
becomes the new Coronal of Illefarn
7600 DR
Founding of Sharrven in the southern
reaches of the High Forest, due to
overcrowding in Evereska and elitism of
Siluvanedenn elves. Many of the Elves
reunite with their kin from Illefarn forming
a lasting bond between the two nations.
-7449 DR
Coronal Ulraeths youngest daughter
marries Whyllyr Ammath, the current
Aradoness of Sharrven, a sure sign of the
contuiing interdependence of the two
realms
7400 DR
The elf realm of Ilodhar falls under an orc
horde. Illefarn sends a relief force under
the command of Bethany Braceldaur to
bring the surviving Green Elves to safety
Page | 28
6900 DR
Coronal Kiyuigh of Uvaeren dies on his
one hundredth foray into the mountains.
The Fourth Rysar of Uvaeren starts with
the new coronal, the blind Great Scholar
Eltaor, who restores Uvaerens reputation
as a learned realm.
-6870 DR
Coronal Ellardreth and the Song Knights
agree to establish watch posts, hostleries
and chapter houses at all of the major
portal exits throughout the Empire. Thus
increasing Illefarns presence and
hopefully influence throughout all the
lands that were once in Elven hands.
The borders of the first and older elven
realm of Illefarn weren't as clear-cut as
more modern human realms (which tend
towards mapped, formal borders as
opposed to the more fluid "we patrol
fiercely here, we patrol occasionally
there" approach of the elves in elder times.
However, at its height, "old" Illefarn's
western border was the Sword Coast itself,
its northern border was about a day's ride
north of Neverwinter, its southern border
was pretty much the same as the southern
border of present-day Tethyr, and its
eastern border was an irregular,
wandering "band" of influence that
reached into the present-day High Forest
north of the Delimbiyr, covered most of
what was later The High Moor south of
that, reached the western verges of the Far
Hills and then the Troll Mountains south
of that, and took in most of the later
realms of Amn and Tethyr. Ed
Greenwood 2009
6600 DR
Yuireshanyaar is founded by star elves and
green elves. Coronal Hoccar dies, ending
the Second Rysar of Jhyrennstar. The
Page | 29
5300 DR
The elves of Siluvanede erect a mythal in
the city of Adofhaeranede and rename it
Myth Adofhaer. This move shocks and
alarms the moon elves of Ardeep and
Illefarn who are deeply concerned about
developments in old Aryvandaar. Coronal
Dalsien convenes a High Lords Conclave to
decide the best course of action.
Ambassadors are sent to remind the gold
elves that they are being watched very
carefully.
-5289 DR
-5994 DR
Coronal Daoinaer is murdered in his
palace Reception Hall by a group of
visiting nobles from Ardeep. When
questioned as to why they had committed
treason, thwe four nobles, two from
house Moondark, and one each from
houses Sarsantyr and Taurntyrith claimed
revenge as their prime motivator.
The Dowager Daoinella Moonsong, the
last of her line assumes the rulers coronet
will few objections, bringing a much
needed period of peace and prosperity
back to the empire.
-5753 DR
The aging Dowager Daoinella returns to
Arvanaith at the ripe old age of 1429
years, many attribute her great age to
some fey blood in her lineage, the secret
known to only a few priests of Sehanine is
something very different. Before she
departs Coronal Daoinella selects the
priest of Corellon, Dalsien Snowmantle to
succeed her to the throne.
Page | 30
5000 DR
The Twelve Nights of Fire
(Midsummer)
Uvaeren is destroyed by a falling star
whose impact opens a hundred-mile-long
and thirty-mile-wide clearing in
Cormanthors treeline. The coronal and
nearly all of Uvaerens noble houses die
instantly or during the conflagration. Few
Uvaeranni escape to the safety of deeper
Arcorar, aside from those few dozen away
from the realm during this disaster.
Those Moon, Green and Gold Elf clans of
Illefarn with kin in the ruined realm,
gather a relief force together to help
those who have escaped the destruction,
and to help put out the raging wild fires
that threaten to consume the surrounding
forests of Arcorar.
Survivors of House Dlardrageth, a clan of
demon-blooded sun elves, flee from
Arcorar to Siluvanede. Immediately they
begin insinuating themselves into every
aspect of Siluvaneden society.
-4846 DR
4500 DR
Coronal Escathallon and three entire
circles of druids are slain whilst attending
a High Moot in the south-western High
Page | 31
-4357DR
The Rape of Telardon
Joining a combined army from Shaarven
and Eaerlann, the elves of Ardeep and
Illefarn, sack and level Telardon, the City
of the Emerald Spires in retaliation for
Siluvanedes use of forbidden Vyshaanti
weapons and magic. Much of the fleeing
populace is slain by Nendrylls Green Elf
(Gruarch) mercenaries, as they scatter
into the forest.
4300 DR
The Seven Citadels War ends, and
Eaerlann forcibly annexes Siluvanede.
Upon discovering the deceit of the feyri,
untainted Siluvanedenn High Mages place
the city of Myth Adofhaer in magical
stasis, effectively fleeing to the far future
to escape association with the feyri
houses. Most of the surviving feyri
warriors are imprisoned in Nar
Kerymhoarth, the Nameless Dungeon but
some avoid capture and eventually spawn
long-lived houses of demon-tainted elves
that successfully conceal their nature.
Coronal Arreyla sends a contingent of
Armathors and Song Knights to watch
over the various Feyri prisons, and to
assist with the hunting down of any who
remain.
-4211 DR
Coronal Arrelya passes onto Arvanaith
peacefully in her sleep, her granddaughter Yrgenta Moonflower becomes
the new Coronal of Illefarn.
The warlike Coronal continues the hunt
for for missing Feyri whilst at the same
time stepping up the hunt for roving
bands of orcs and hobgoblins that have
Page | 32
-4188 DR
The Cloven Shield Goblinoid Horde led by
the Ogre-Magi Kjaius Nathrglasht
thunders out of the Crags and Spine of
the World. They quickly over run many of
Illefarns northern settlements with
refugees pouring into Aelinthadaar via the
portal network.
The War of the Moonrose
Leading the largest army of elves seen
since the end of the Sixth Crown war,
Coronal Yrgenta and her 100000 warriors
smash the Cloven Shield Horde upon the
Plains of Iliyannar outside the gates of the
city currently under siege. Singling out
the hordes leader Kjaius for single
combat, Yrgenta manages to slay her, but
not without being mortally wounded in
the process.
3845 DR
The Eaerlanni elves begin discreetly
observing Netheril. Urged on by the magi
of Illefarn they begin sending out agents
to find out just what it is the humans are
up to.
3533 DR
The Nether Scrolls are discovered amid
the ruins of Aryvandaar. The Netherese
abandon the magic they learned from the
Eaerlanni in favor of the scrolls greater
power.
3520 DR
3843 DR
The drow city of Ched Nasad is founded
by descendants of Miyeritar, beginning
centuries of strife between the drow and
the dwarves of Ammarindar.
3830 DR
The Eaerlanni elves initiate a formal
dialogue with humans of Netheril and
begin instructing promising Netherese
students in the Art. Netherils first arcanist
is Therion of Gers.
3655 DR
Orcs pour forth from the Spine of the
World, but the elves of Illefarn and
Eaerlann turn them back with help from
the fledgling Netherese Empire and the
Rengarth barbarians. The tribal lands of
the Rengarth are absorbed into Netheril,
although the barbarians remain largely
autonomous.
3649 DR
3150 DR
3605 DR
3000 DR
Page | 34
-2896 DR
Whilst hosting a delegation of space faring
Elves from the Imperial Fleet, Coronal
Isellkhilvor and several nobles along with
the visiting Imperial Admiral are killed
when the spell jamming helm of the Swan
Ship they are inspecting, explodes in a
violent eruption of magical energies.
What follows is considered one of the
most farcical Coronal elections in Illefarn
history. With the Conclave set for three
months after the Isellkhilors death, a
stripling Moon Elf Bard, of just 42
summers, creeps into the Lords Hall and
steals the Rule Sceptre.
With every Armathor and Selutaar hunting
for the culprit, they are shocked to find
that not only is the thief just a boy, but
that he has passed the Rulers trial
unscathed. Thus Yrnvae Audark, the new
Coronal of Illefarn was chosen.
-2880 DR
-2548 DR
-2700 DR
-2770 DR
The Slaughter of Sharrven
The elf realm of Sharrven fragments and
falls due to an explosion in the monstrous
populations within the southern High
Forest engineered by the feyri of
Siluvanede. Survivors flee to Ardeep,
Illefarn, Eaerlann and Evereska. The
mysterious arrival of a flight of silver
dragons wielding elven high magic,
manages to stem the worst ravages of the
horde preventing it from spreading across
the Lhuvael River (Hearts Blood River) and
into Eaerlann. King Connar IV of
Ammarindar vanquishes many of the
creatures that have devastated Sharrven,
including the red wyrm Rithaerosurffel,
known as the Bane of Sharrven.
Using the portal network established so
long ago by the Elves of Illefarn, Coronal
Ormlanass orders Illefarns troops into the
Hills of Dardath and beyond, to stem the
monster hordes southern advance. After
many days of running forest battles,
Araegisess Valiaor Ildacer and King Connar
IV of Ammarindar meet at the confluence
of the Delimbiyr and Lhuvael Rivers atop
the corpse of a great red Wyrm the dwarf
has just slain.
-2649 DR
Traders from Lower Netheril arrive in
Illefarn to negotiate passage for their
goods and merchant caravans along the
east-weat trade routes and along the
Delimbyr River.
2550 DR
The weather in the north suddenly over
just a few months becomes much cooler
and drier as the north of faerun enters
into a miniature ice-age. The rapid
Page | 36
-1597 DR
The portal arts of Illefarn and Ardeep
reach their greatest heights when the
Arselutaar Bard Mohannes Braceldaur
composes and constructs her greatest
works; the ballad The Horns of the Far Elf
Realm, and the Epic Poem Voices of the
Lost. Along with the poem, Mohannes
and her fellow Spellsong Minstrels
construct a series of artistic portals,
stretching from the forests of Illefarn and
Ardeep, all the way to Sharlarion and the
long lost Moon Elf realm of Braceldaur,
the former home of Mohannes ancestors,
lost beneath the Moonsea when the Great
Glacier suddenly appeared in -2250 DR.
1288 DR
A shield dwarf named Melair discovers a
vein of precious mithral beneath Mount
Waterdeep. Approaching Coronal Shilkiira
with promises of exclusivity in matters of
defence and trade, King Melair asks her
for permission to set up a colony beneath
the slopes of the mountain.
Gaining this boon from the Coronal, King
Melair the 1st , as he comes to be known,
sends word to his kindred, and those who
answer his call become Clan Melairkyn.
The Melairkyn are traders, artisans, and
explorers, strongly protective of their
home, which they name the Underhalls of
Melairbode.
-1253 DR
The Laying of the
Melairshield
2095 DR
The Netherese enclave of Quesseer is
abandoned. Sent to investigate, Green Elf
scouts from Sharandar report that the
settlement has been picked clean.
Page | 37
1100 DR
After ruminating on the timing, and after
more than a century of prepartaions,
Illefarns last Coronal, Syglaeth Audark,
commands a Retreat to Evermeet. The
remnants of the empire fragment into the
independent realms of Ardeep,
Iliyanbruen (In Neverwinter Woods), and
Rilithar (In Westwood and Krypt Garden
Forest), Aelinthaldaar, the capital of
Illefarn is razed by High Magic. Virtually
nothing is left to indicate that an elf city
had stood on the site for seven millennia.
Much of the travel to Evermeet was through
gates (3e "portals"), and there were also living
skyships (see the SPELLJAMMER boxed set and
my "Lost Ships" SJ sourcebook) of elven
design Ed Greenwood 2009
585 DR
The troll warlord Harska Thaug gathers a
horde of trolls and orcs, which he leads
south from the Spine of the World to
assault the elf realm of Rilithar. On its
way, the horde attacks the Tower of the
Star. The defenders summon the slaad
lord Bazim-Gorag, known as the
Firebringer, who destroys the horde.
In the Year of Oaths Forsaken (626 DR), a
cabal of wizards cast out of Netheril
formed an arcane college in the pristine
wilderness of the ancient north. Known as
the Selskar Order, they built a village on
top an abandoned dwarven stronghold
named Andalbruin, centered on a school
of wizardry, which they called the
Selskartur or the Tower of the Star. The
Selskaryn claimed to be neutral in the
affairs of the world, but in truth they were
ambitious and haughty.
In time, the Selskar Order might have been
another wizard-ruled tyranny in western
Faerun had it not been for Harska Thraug,
the Render of Thrones. This troll warlord
united the savage humanoid tribes of the
Spine of the World into a bloodthirsty
horde and in the Year of Rumbling Earth
(585 DR), they went south to destroy and
conquer. Andalbruin stood directly in the
horde's path.
The Ar-Magus Ilviroon, leader of the
Selskar Order, rallied the school to defend
Andalbruin. Although they inflicted
massive damage to Harska Thraug's
horde, it wasn't enough. At last, Ilviroon
decided to use his mightiest weapon to
drive Harska Thraug from the vale. The armagus cast a gate spell and summoned
Bazim Gorag, the Firebringer, to deal with
the horde.
Page | 39
425 DR
111 DR
-395 DR
Laranla Fildarae the Night Flame dies in
a mighty explosion as she fighting orc
raider in the Larch Hills. She and her party
are beset by a cable of Netherese
assassin-mages. The Shattered Hands
operate from Illusk under the secret
patronage of Fynran the Flamelord, high
arcanist and ruler of Illusk. She is
succeeded by her grand niece Laranla
Illonyra Imdalace.
-206 DR
The last Coronal of Illefarn is murdered by
raiders from Jhachalkyn, a drow city deep
beneath the south eastern Neverwinter
Woods. A series of reprisal attacks led by
Illonyra sees many hundreds of Drow
raiders and their orcish slaves killed in
revenge. the former ruler hung around in
the area (he did spend some time in
Evermeet but pined for his home
woodlands) and continued to live on with
a group of loyal vassals and retainers until
slain as noted. He would flit from
Iliyanbruen to Ardeep etc. as a revered
elder and roving arbiter of conflicts but
with no ruling authority. Given that the
coronals of Illefarn were selected and not
hereditary, this isn't surprising. George
Krashos
50 DR
Illuskans from Ruathym settle at the
mouth of the River Delimbiyr, founding
the city of Tavaray.
-15 DR
Illusk expands its broders south and
eastwards into elven lands. This leads to
stern words from the Laranlor of
Ilyanbruen, Halueth Never, warning the
Illuskans to go no further into Elven lands.
12 DR
The elves of Iliyanbruen resist further
Illuskan expansion in the south.
-10 DR
The use of fire by Illuskani forces south of
the River Mirar, to scour the forests clear
of green and moon elf settlements rouses
the elves of Iliyanbruen. Led by Lord
Halueth Never, the elves defeat the forces
of Illusk at the Battle of Bloody Oaks. The
conflict between Illusk and Iliyanbruen is
reduced to ceaseless skirmishing and
minor clashes.
12 DR
Page | 40
52 DR
96 DR
34 DR
64 DR
Northmen begin settling the Twilit land
the coastal area between present day
Neverwinter and Waterdeep.
75 DR
The elf realm of Rilithar bordering the
Sword Mountains is finally abandoned
because of the encroachment of human
settlers and unceasing orc and troll raids.
Page | 41
145 DR
After hearing of the massacres of distant
kin is the Chondalwood by marauding
human loggers, Laranlas Aloevan and
Green Elf Halrutha Audark from Ardeep
and Rilithar, and Laranlor Jilltass Never
from Ilyanbruen send groups of Spell
Blades, Scouts and Arcane Archers to
assist the Green Elves of Rucien-Xan fight
off this current menace. Embrae Aloevan
personally leads the crusaders, invoking
the spirit of her ancestor, Illitharath as
inspiration for her cause.
146 DR
Elembar is founded by settlers from
Tavaray, north of the River Delimbiyr and
east of Ardeep. Uth Myrmoran, an exiled
lord of Tavaray, erects the Uthtower west
of the Sword Mountains and founds the
realm of the same name.
152DR
The orcs of the Severed Hand tribe
capture Illusk and rename it Argrock, the
orcs were once again a serious threat.
Elven outposts in the Spine of the World
were overwhelmed and Illusk was again
overrun. Human refugees began to
swamp Iliyanbruen. To halt the tide, the
host of Iliyanbruen marched to war
against the orcs. In a campaign which
lasted over 20 years, the face and nature
of Iliyanbruen was changed completely.
175 DR
The orcs of the Severed Hand sack Port
Llast (formerly Graths Hold). Much of the
citys population travels south to
Eigersstor and safety.
177 DR
The elves of Iliyanbruen, with assistance
from detachments from Rilithar and
Ardeep, 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.
Many elves had fallen against the orcs or
departed for Evermeet. With victory
achieved, the few remaining elves under
Lord Never settled in Eigersston, an Illusk
refugee settlement, which was renamed
Page | 42
277 DR
The kingdom of Shavinar [227], between
the Troll Hills and the River Chionthar,
falls to trolls.
302 DR
Tavaray is abandoned as the surrounding
Lizard Marsh rapidly expands, prompting a
wave of migration northward along the
coast and eastward up the lower
Delimibiyr Vale.
306 DR
The kingdom of Grimmantle in the
Mlembryn lands falls to the Thousand
Fangs orc horde, which then assails Illusk
and Neverwinter. The horde is eventually
blunted and scattered by a mercenary
army led by Grauth Mharabbath, the
Knight of Many Battles. Several surviving
bands continue raiding inland through the
Larch Lands where they are finally
stopped at the Battle of Red Rivers by the
combined might of Ardeep, Dardath and
Dolblunde.
342 DR
568 DR
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. The Council of Illefarn was a
gathering of the elves and dwarves and
some trusted humans to address the
question of the burgeoning human
population of the Sword Coast North,
trade, what it meant for the dwarven and
elven settlements in the region and how
Page | 43
611 DR
Amlaruil Moonflower is born on
Evermeet. The rampaging orcs of the
Everhorde erupt from the Spine of the
World, engulfing the North in war. Illusk
and Yarlith are left in ruins, but the Host
Tower survives. Neverwinter survives,
thanks to the aid of Palarandusk the Sun
Dragon.
612 DR
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, the elf king.
614 DR
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 [232, 698] 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.
615 DR
In response to Uthtowers call for aid, the
lich Iniarv floods the land, drowning the
armies of Uthtower, Phalorm, and the
Page | 44
885 DR
After only 3 years the anti-human
sentiments of the elves sees them
withdraw from New Illefarn.
rysars of illefarn
-22900 DR to 885 DR
Length of
Reign
-22900 DR to -22245 DR
-22245 DR to -21763 DR
-21762 DR to -21137 DR
-21137 DR to -21003 DR
-21003 DR to -20762 DR
-20762 DR to -20285 DR
-20285 DR to -19902 DR
-19902 DR to -19116 DR
-19116 DR to -18753 DR
-18753 DR to -18521 DR
-18521 DR to -18300 DR
-18300 DR to -17920 DR
-17920 DR to -16997 DR
-16997 DR to -16641 DR
-16641 DR to -16237 DR
-16237 DR to -15892 DR
-15892 DR to -15234 DR
-15234 DR to -14628 DR
-14628 DR to -14 119 DR
-14119 DR to -13727 DR
-13727 DR to -13700 DR
-13700 DR to -13672 DR
-13672 DR to -13669 DR
-13669 DR to -13004 DR
-13004 DR to -12585 DR
-12585 DR to -11996 DR
-11996 DR to -11758 DR
-11758 DR to -11423 DR
-11423 DR to -11161 DR
-11161 DR to -10837 DR
-10837 DR to -10474 DR
-10474 DR to -10000 DR
Page | 45
Rulers Name
Savrael Moonglaemer
Sheaern Moonglaemer
Tellaran Moonglaemer
Ullthyrr Moonglaemer
Aghera Moonglaemer
Vaeldath LeQuella
Essaeril LeQuella
Vaela LeQuella
Synnoria LeQuella
Leumynn LeQuella
Aestar LeQuella
Kelytha Amarillis
Teukiira Amarillis
Teuivae Amarillis
Suoressa Amarillis
Shashanta Stilmyst
Ruashay Stilmyst
Karendil Ildacer
Mhaormiir Ildacer
Infaeril Snowdark
Meneleth Snowdark
Manarith Snowdark
Menelauth Snowdark
Ilyrana Felmiir
Ileleste Felmiir
Iriador Felmiir
Gyrlass Aleth
Gisiir Aleth
Faernoss Aleth (Sailor)
Caerta Silverspear
Triel Silverspear
Urloth Silverspear
-10000 DR to -9007 DR
-9007 DR to -8456 DR
-8456 DR to -8009 DR
-8009 DR to -7776 DR
-7776 DR to -7251 DR
-7251 DR to -7099 DR
-7099 DR to -6210 DR
-6210 DR to -5994 DR
-5994 DR to -5753 DR
-5753 DR to -5289 DR
-5289 DR to -4846 DR
-5006 DR to -4211 DR
-4211 DR to -4188 DR
-4188 DR to -3238 DR
-3238 DR to -2896 DR
-2896 DR to -2548 DR
-2548 DR to -2163 DR
-2163 DR to -1216 DR
-1216 DR to -1100 DR
-1100 DR to 342 DR
342 DR to 523 DR
523 DR to 615 DR
615 DR to 882 DR
882 DR to 885 DR
885 DR to 1343 DR
1344 DR to Present
Page | 46
Elladyr Moonflower
Vaellassra Moonflower
Vaellennsa Moonflower
Llataellor Moonflower
Ulraeth Moonflower
Ulthrath Moonflower
Ellardreth Moonsong
Daoinaer Moonsong
Daoinella Moonsong
Dalsein Snowmantle
Escathallon Snowmantle
Arreyla Moonrose
Yrgenta Moonrose
Arivae Audark
Isellkhilor Audark
Yrnvae Audark
Ormlanass Audark
Shilkiira Audark
Syglaeth Audark
Illefarn Federation of Realms
Age of Lesser Illefarn
Age of Phalorm
The Lost Years
Illefarn Revival
The Age of Humans
Illefarn of Green Woods
Local Lore: Sarthandor was established amongst the giant oaks, blueleaf, wierwoods
shadowtops and alder trees of the forests at the present sight of Sarcrag. The city stood for
over 10000 years and its 200 high walls were never breached whilst there were Elves to
defend the city and its inhabitants. The central Palace was raised up from a bed of ancient
Red Coral, in fact most of the buildings were grown from this dense material that responded
extremely well to the growth and shaping magics of the geomancers of Illefarn. The spires
of the city glittered a fiery red at sunset thus giving the city its nickname Sarthandor City
of the Ruby Spires.
Modern day Sarcrag is all that remains of the Tor upon which Sarthandor once stood. This
small, jutting crag of bare rock was once part of the foundations of the Rulers Tower. When
the city was laid waste by the High Magi of Aryvandaar, the citys Corselutaar did her very
best to counter their magic. She failed, and her spirit, locked into the Tor as Keeper of the
Rose Stone, still haunts the place as a Banshee with Selutaar powers and abilities.
Mythal: This High Magic Mythal was anchored to a red diamond embedded in the bedrock
half a mile below the city and set slightly out of phase. Its 6 Major Powers protected the
citys inhabitants for more than 10 millenium.
1. Goblinoids, Giant-Kin and Gnolls are affected by a repulsion like spell.
2. Devils, Demons and other evils outsiders are prevented from entering the city in any way
shape or form. (This is similar to a forbiddance effect but bypasses any spell/magic
resistance.
3. A permanent dimensional lock is in place, the only form of dimensional travel is through
specifically attuned and constructed portals, none of which ever lead to other planes.
4. The mythal is sentient and as such can reveal magical auras, and hurl blazing bolts of
force energy (like a giant magic missile) 1/3 rounds with varying effects mass charm, mass
hold monster, mass dispel magic or a 20d4+20 hp dg magic missile that can affect all
creatures who are not Elves in a 30 radius, knocking them prone and stunned for 2d4
rounds.
5. The climate within the mythal is always pleasant and mild, plants grow and heal at
maximum rates and the weather is never too hot or too cold, and the rain is always reliable.
6. The mythal prevents the use of fire based and dark necromantic magics of any kind.
There are 2d10 minor powers lost to the mists of time, but they included rapid healing,
feather falling and the ability to recharge magical items and revealed shape changed beings.
Everanshee (Mythal) : -22650 DR until 75 DR (Westwood)
Spired Walled Citadel and surrounding communities, Population: 27000, Circa 10500 DR
(Moon Elves 25%, Green Elves 25%, Sun Elves25%, Dark Elves 20%, Halflings 1%, Dwarves
2%, Centaurs 2%)
Who Rules: The Laranlor/Laranlas & Council of Advisors
Major Products: silver, mithral, iron, steel, gems, jewellery, timber products, leather goods,
agricultural produce, wines, meads & ales, bow staves & arrows, horses
Armed Forces:
Armathor Heavy Cavalry; 300 Moonhorse mounted riders in elf platemail, heavy shield,
lance, broadsword, spear, axe, mace, dagger.
Page | 48
Page | 49
Archers; 500 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear or
axe.
Light Infantry; 1500 Leather Armour, Longshield, Longsword, Shortsword, Dagger, Javelin
Notable Mages: Shadoghylass High Magic Circle, Spinners Guild of Silk & Wool Weavers.
Notable Churches: Temples to Rillifane, Eilistraee, Eldath, Erawan (Chauntea).
Important Features: Aluvandaar is a tree city centred upon the Alukiira Lake, a sparling,
spring fed body of water home to a community of nerieds and water horses. The
shadowtop and oak trees tower over the waters edge with several Crannock style home set
within the swamp alders that grow out from the lakes edge. In the centre of the lake is a
small wood covered Island about a mile in diameter. Situated upon it is a shrine to Aerdrie
Faenya tended by the Oracle Priestesses and Magi of the lady of Air and Darkness. The folk
of Aluvandaar are well known as fine farmers and hunters and archers of renown.
Local Lore: When the Elves finally abandoned Aluvandaar, they took the entire place with
them, translocating it to the woods of Evermeet through the use of an Estate Transferring
Ritual of Compliment. Left behind were the underground tombs of the Oracles and their
collective lore, kept in the form of a collective spirit buried in a vaulted chamber, deep
beneath the ruins of Uluvin.
Myth Iliyannar (Mythal): -22300 DR until -1100 DR (Longsaddle)
Many Spired Walled City and surrounding communities, Population: 91000 Circa 10500
DR (Moon Elves 30%, Green Elves 30%, Sun Elves 5%, Dark Elves 10%, Ghost Elves 5%,
Halflings 5%, Dwarves 5%, Centaurs 5%, Human 5%)
Who Rules: The Laranlor/Laranlas & Lords Council
Major Products: Timber goods, leather products, gold & silver, agricultural products, coal,
books & scrolls, paper, art works jewellery, education, wines, meads & ales, magic items.
Armed Forces: Armathor Griffon Riders; 200 Griffon Riders in elf chainmail & shield, light
lance, javelin, shortbow, scimitar, dagger.
Armathor Heavy Cavalry; 800 Moonhorse mounted riders in elf platemail, heavy shield,
lance, broadsword, spear, axe, mace, dagger.
Royal Pathfinders; 500 Rangers/Bards/Thieves on foot or mounted on horseback in leather
armour (or mithral shirts), elf cloak & boots, longsword or shortsword, long or short bow,
dagger.
Light Mounted Infantry; 3500 riders on horseback elf chainmail, light shields, spear,
longsword, shortbow, dagger.
Archers; 1500 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear
or axe.
Light Infantry; 12000 Leather Armour, Longshield, Longsword, Shortsword, Dagger, Javelin.
Notable Mages: Ravens Brook High Magic Circle, Arcoromnyrr High Magic Circle, High Lodge
of Geomancers.
Notable Churches: Temples to all Seldarine, Selune, Eldath, Moradin, Faerie Queen,
Bahamut, Eilistraee, Dumathion, Silvanus.
Important Features: Hallowed Hall of the Geomancers, from here the great city shapers of
the Empire would go forth to build, shape and repair Illefarns temples, spires, tree
dwellings and tombs. All the great buildings of the empire were shaped at least in part by
these druids, priests and mages of high renown.
Page | 50
The Palace of Eladorandin: A mighty crsytaline building with 12 soaring spires of azure
coloured crystal shot through with irradescent green flames that give off a constant glow
that light the night sky like the northern lights.
Local Lore: Situated deep in the Starmetal Hills, near to the site of present day Longsaddle,
the city of Myth Iliyannar, was considered the second city of Illefarn, its northern capital.
The city was perhaps the most cosmopolitan of all the early Ilefaran cities until the founding
of Aelinthaldaar, when it lost much of its importance and a centre of learning and trade.
Right up until the end on the realm. When Coronal Syglaeth Audark called for a retreat, the
residents of Myth iliyannar reluctantly agreed. Their city had withstood the tests of time,
and was the amongst the oldest Mythal Clad cities in existence and freely occupied by the
elves. To this end the High Magi of the various High magic Circles, and the Geomancers
elected to hide their city rather than destroy over 20000 years of history. So instead of
erasing Myth Iliyannar, they used its mythal to shunt the city into the Fey Wild, where it still
rests to this day within its own pocket plane at the edge of the lands of Faerie. The
theurglass spires are overgrown, the fleet of sky ships left behind have also become over
grown. The libraries and such are still intact, whilst many of the residents wait in stasis for
the return of the TelQuessir from the lands across the sea.
Mythal:
The current mythal had its powers modified by the departing Selutaar back in -1100 DR, at
present it preserves the city in a state of suspended animation, nothing rots, nothing ages.
Everything is as it was left at the moment of suspension. The mythal keeps the city at the
edge of the Fey Wild in its own Pocket Plane (such as where the Srinshee stayed after
leaving Toril). The High Mage who sent it here gave her life for the casting as did the Grand
Geomancer (a 29th level Selutaar named Hafron Melarn), they are still conscious and watch
over the resting residents, some 19000 chose to stay. There is a pre-determined time for
the city to reappear, but as to when this is only those who gave their lives, and the Queen of
Evermeet can say. Whenever that may be, the return of the Elves to the shores of Faerun,
and the repair of the weave are all part of that return, a return recorded in the Prophecies
of the Oracles of Aluvandaar.
Archers; 2500 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear
or axe.
Light Infantry; 8500 Leather Armour, Longshield, Longsword, Shortsword, Dagger, Javelin.
Notable Mages: Circle of Blue Leaves, Circle of The Undying Star, The Guild of
Planarmancers (planar travellers & astronomers)
Notable Churches: Temples to Rillifane, Solonor, Titania & Oberon, Angharad, Shrines to
other Seldarine. Temples to the Centaur Gods, and a nature Temple to Chauntea, Eldath,
Silvanus and Mielikki.
Important Features: The centre of the city revolves around a granite and theur-crystal
citadel called The Sharandar. Its walls are studded with semi precious stones that power its
prismatic and scintillating defences. The Elven smiths and jewellers here were considered
the best in the realm. The magic items and weapons manufactured within the city were as
fine as any ever made by elves. Bt perhaps their greatest works were those of the everyday
kind turned into works of art. The crystal smiths of Sharandar are famous for their
fantastically sculpted theurglass furniture, and other things of beauty.
Local Lore:
The tree city of Sharandar was left to return to nature, but the mythal that protects it from
fire and rot, also gave sentience to the trees that surround it, so that now the entire forest
within 3 miles of the citadel is one gigantic sentient being with each tree and plant magically
connected forming a godlike consciousness that recognises only the Green Elves as the
rightful masters of The Sharandar. What this means for visitors is anyones guess, but the
reception from Obliviax moss, hangman trees, bad tempered Elder Treants, blood sucking
brambles and the like is not likely to be pleasant unless one is a druid or a Green Elf who
understand the ancient language of the trees.
Page | 52
Important Features: The Sea Lords Citadel. The vast granite Castle that overlooks
Admantors impressive deepwater harbour & The Claarteeros Ship Yards and docking
facilities.
of Life within Life, that only through patient and subtly can great and permanent change be
affected.
Local Lore: A beautiful, theur-crystal and granite city of reaching towers and glittering spires in
the heart of the cold northern forest. Khalravael was perhaps the most re-built city of Illefarn,
knocked down and destroyed by hordes of gonlinoids and dragons at least a score of times, until
its mythal was finally laid. But through all of this violence, the elves of the city chose a path of
peaceful coexistence with their neighbours. Whenever enemies threatened the city the Elves
would retreat to their mountain fastnesses of Orlmondath and Aravaeth, glittering cavernous
citadels with almost endless supplies of fresh water and portals to places of escape. When the
city was finally abandoned, the elves left it thinking they would return, but with the shrinking
borders of the empire, and dwindling numbers of elves, Myth Coronthaar was all but forgotten.
Now its is an overgrown ruin buried under 4000 years of alluvial soil and growth. Much of the
city is still intact (Much like Pompey), it is simply waitingunder 70 feet of rock, soil and plant
roots to be uncovered and restored.
Mythal: The mythal makes the city impervious to goblin-kin, giant-kin, gnolls, dragons and
giants. Other powers that safe guard the city and make it comfortable for its inhabitants are also
placed within the mythal. The mythal stones selutaar inhabitant spirits animated at least 1000
greenwardens and more than a dozen watchnorn to guard the ruins. The stone lies hidden
beneath the Shrine of Orlom (Eldath). The underground temple in which its rests is in pristine
condition with its octagonal, vaulted ceiling and walls covered in perfectly preserved frescoes
and swathes of text written in old Seldruin, the ancient language of Illefarn. The art and writing
reveal much about the daily Life of Illefarn. One such passage reads;
We of Illefarn have always sought to understand life cycles in nature, from the smallest
spores to the mightiest beasts (colds to dragons), and believed subtly influencing matters to
bring about great changes without violence or great labour. This way is inherently superior
to waging war, building many roads and walls and structures, and the "brute force" methods
of dwarves, humans, and others. (Ed Greenwood Loremaster.org 2009)
Page | 54
Notable Mages: The Jade Dagger High Magic Circle, Wind Spirit Dualist Circle, The Eleven
Swords Duskblade College,
Notable Churches: Temples to all nature Gods, plus Eldath, with shrines to Seldarine, Seelie
Court , Centaur Gods, Dumathoin and Selune.
Important Features:
Local Lore: Illefarn's elves were master gardeners, who influenced plant growth (from tiny flowers
and mosses to gigantic forest trees) by applications of natural saps, parasite and symbiote plant
matter, and plant-derived substances. (Ed Greenwood 2009). The Grandmasters of these arts were
the Life Shapers and Master Gardeners of Llewyrrvael who travelled the empire imparting their skills
and knowledge to all who would listen so as to spread the ideas of working with and within natures
gifts and laws, not against them.
Port City and surrounding communities, Population: 14000, Circa 10500 DR (Moon Elves
40%, Green Elves 25%, Sun Elves25%, Dark Elves 5%, Ghost Elves 5%, )
Who Rules: The current Sea Lord & merchants council
Major Products: Timber & timber products, forest products, rare mushrooms & fungi, exotic
plants and garden ornaments, leather goods, gems & jewellery, pearls, seafood & seafood
products, ships & chandlery, barges & river boats, Skyships.
Armed Forces: Marines;2500 armed ship board troopers Leather Armour, shortbow,
scimitar, dagger, axe, spear or trident.
Sailors; 1500 crew armed with short swords, daggers, axes, shortbows, spears
Notable Mages: Arcane College of Navigators & Weather Magi.
Notable Churches: : Temples to Corellon, Angharad, Deep Sashelas, Selune, Tyche and the
various spirits & deities of merchants, travellers, sea farers and the sea.
Important Features: The dry docks and ship yards of the Skywhale Clan of Moon Elf ship
wrights.
Local Lore: The port city of Ursyllashyr had barely established itself as a thriving hub of
commerce before it was swept away by the Sundering in a tsunami that swept the entire
granite walled city, its multi-tiered citadel, and the bustling, ship filled harbour into the sea.
When seas subsided, the remnants of the city indicated that there were no survivors. In
later years a small fishing and trading port of the same name was re-established at the
mouth of the Never River, later the site of Neverwinter city.
Chrysalis (Mythal) : -9600 DR until present DR (Moonshaes/Synnoria)
Many Spired Island City and surrounding valley communities, Population: 37000 Circa
4500 DR (Green Elves 55%, Moon Elves 35%, Ghost Elves 10%)
Who Rules: The Queen & council of Elders
Major Products: art objects, Horticultural products, fine weapons, armour, jewellery, wooden
products & furniture, leather goods, horses.
Armed Forces: Sisters of Synnoria. This elite band of knights is armed with silver lances and
enchanted long swords, 250 Moonhorse mounted riders in elf platemail, heavy shield,
spear, axe, mace, dagger.
Page | 55
Royal Pathfinders; 500 Ranger-Bards on foot or mounted on horseback in leather armour (or
mithral shirts), elf cloak & boots, longsword or shortsword, long or short bow, dagger.
Light Mounted Infantry; 1500 riders on horseback elf chainmail, light shields, spear,
longsword, shortbow, dagger.
Archers; 1500 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear
Notable Mages: The High Queens Circle of Selutaar, and those who work for them. No other
mages are tolerated openly, but many sorcerers, witches, spellsingers and hedge wizards
operate quietly in the back ground.
Notable Churches: Just to the All Mother Chauntea/Erewan, minor cults to Sehanine,
Eilistraee and Moradin.
Important Features: The land as a whole has been carefully wrought into a garden. Not a
formal garden, where nature has been brought to heel by her masters, but a wild garden,
where nature can display her beauty in a wonderfully balanced pattern. Mirror Lake, where
one can always learn the truth, and the Grove of Meditation, which the elves use to
enhance their already considerable
magic power.
Local Lore: The city of Chrysalis, rises upon a rounded hill from the center of a circular lake.
The city is a dazzling display of glass, crystal, and silver. Clear, strong walls surround it.
Slender towers climb skyward from many places within it. Some of these are shining silver
needles, while others have been etched from such perfect crystal that someone standing
upon them seems to be suspended in midair.
Mythal:
The valley in which the Llewyrr fled to when they retreated from Illefarn is covered by a
unique mythal like field supplied by the Goddess Chauntea in her aspect as the All Mother.
When the humans began to spread across the Moonshaes, the parents and grandparents of
the current generations of Llewyrr elected to fall back to Synnoria, which had long been a
favored place of the elves. Here they expanded the wondrous capital city of Chrysalis. Aided
by their magics, they enhanced its beauty, and that of their land, in a way that was pleasing
even to the goddess. She rewarded the Llewyrr with gifts of her own: Mirror Lake, where
one can always learn the truth, and the Grove of Meditation, which the elves use to
enhance their already considerable magic power.
And the music of the falls is also a gift of the goddess. This last gift is perhaps the most
precious, for it ensures that Synnoria will always be the province of the Llewyrr. Humans can
enter it only with difficulty, and those who do almost always go mad from the sheer beauty
of the music of the falls. But the Llewyrr pay a price for their isolation. Their population is
slowly but steadily shrinking. Births are rare and cause for great celebration. A new baby is
born only every 8-10 years to the elvenfolk. Deaths from natural causes nearly match this
rate, but accidental deaths and deaths in battle have caused a steady decrease in the
numbers of the Llewyrr. Males are especially rare, so many of the activities that had been
performed by males have now been adopted by the females.
Page | 56
Aelinthaldaar
-8500 DR until -1100 DR
Page | 57
18
12
10
11
10
15
19
17
20
7
5
13
16
9
14
Page | 58
Many Spired Walled City and surrounding communities, Population: 75000 Circa
1300 DR (Green Elves 50%, Moon Elves 20%, Sun Elves10%, Lythari 5%, Elves (all types)
5%, Humans 5%, Halflings 3%, Dwarves 2%)
Who Rules: The Ilyilitar (Coronal) + Council of Elders
Major Products: metal goods, horses, weapons & armour, ships & chandlery, books &
scrolls, paper, art works jewellery, education, wines, meads & ales, magic items, exotic
animals & spells, poetry & song, paintings, lore crystals, pottery.
Armed Forces: Dragon Riders; 2d4 Gold/Silver/Bronze/Copper or Gems dragons present
at any one time along with their Fg/Mg/Pr 9+1d8 level riders in elf chainmail & shield,
shortbow, long lance, scimitar, javelin, dagger.
Armathor Griffon Riders; 300 Griffon/Hippogriff or Pegasus Riders in elf chainmail & shield,
light lance, javelin, shortbow, scimitar, dagger.
Armathor Heavy Cavalry;1200 Moonhorse mounted riders in elf platemail, heavy shield,
lance, broadsword, spear, axe, mace, dagger.
Royal Pathfinders; 800 Rangers/Bards/Thieves on foot or mounted on horseback in leather
armour (or mithral shirts), elf cloak & boots, longsword or shortsword, long or short bow,
dagger.
Light Mounted Infantry; 12000 riders on horseback elf chainmail, light shields, spear,
longsword, shortbow, dagger.
Archers; 4500 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear
or axe.
Light Infantry; 10000 Leather Armour, Longshield, Longsword, Shortsword, Dagger, Javelin.
Notable Mages: Arcorselutaar of Illefarn and the Selutaar of the Grand Palace of the
Crystal Spires, Blue Briar High Magic Circle and University Instructors Guild, The Lodge of
High Geomancers, The Elementalists Guild of Navigators & Weather Magi, Masters of Song
Knights and Spell Singers, Grand Bards and Skalds.
Notable Churches: Major Temples to all the Seldarine & Seelie Court, along with shrines
to Mieliki, Selune, all the nature deities & major spirits such as Auril & Eldath, pantheon
temples to most human, dwarvish, gnomish, dragon and halfling deities.
Important Features:
1. The Palace of Crystal Spires
This sparkling palace of magically grown blue, green and sparkling red alabaster, granite,
marble and coral, shot through with veins of jade and lapis lazuli is the heart of the city and
the physical heart of the empire. The Palace is made up of a multitude of glittering theur
crystal and mineral spires that wind their way up into the clouds above the city. The tallest
Spires, those of the Seven Swan Maidens, reach dizzying heights and are almost always well
Page | 59
above the mists that often cloak the city. Here the government of Illefarn (a loose term at
best), made up of an advisory council of House Elders, Selutaar, Priests & Druids, members
of the various guilds and merchant houses, representatives of the different Laranyrs,
military factions as well as counsellors elected by the people from within the city all sit to
advise the Coronal and represent their interest groups. Presiding over this august body in
peace time is the Aradoness (High Peace Keeper), the Coronal day to day voice who acts as
an umpire, facilitator and arbiter in times of dispute. General policy is decided by the
Coronals Council, but She/He has a deciding vote as well as the right of Veto if a decision
reached would breach the Peace of Kelyth Amarillis, or place the interests of one member or
group above the welfare of the populace of the realm.
The Palace itself is able to comfortably hold 5000 people in it grand halls, apartments and
spires. Its loftier heights are home to the Dragons of Illefarn and their riders. He lower
levels contain the Coronals apartments, the homes of various palace and realms
functionaries as well as the Grand Library of Horathass, and the Pantheon Temple to the
Seldarine, beneath which are the Royal Crypts and Mortuary Chapel. The Palace also houses
the various arms and administrative centres needed to administer an empire as well as the
College of Moonsingers and the University of Aeloranthass.
At night the Palace is awash with flickering and dancing flames of faerie fire and moonglow
that guides the residents and delights the populace with an ever changing lightshow. This
seemingly intelligent light arcs into the sky in response to lightning hitting the mythal that
surrounds the city, and when high magic is used within the palace walls. Probably the most
famous demonstration of light in motion is when the mass choirs of the various bardic
colleges, singing groups and choirs gather together in the Amphitheatre of Life to perform
the famous works of the citys various composers (such as Ryanthira Audark, Falleas
Moontower, Manonir Shyrantar, and Qlutan Hune) when celebrating the Festival of
Angahards Blessing, a festival of music, arts, dancing, all night revels, good food and
copious amounts of wine, meads and ale. It is during this festival that the Coronal, his
family and the a many nobles who dwell within the palace, open their doors to the general
populace, and the lights of the Palace flash, flare and roil in time to the music of the massed
choirs.
Page | 60
4. Deepdene Gardens
This open woodland series of gardens with its twin fish filled lakes covered in varieties of
water lilies and lotus blossoms is often considered one of the citys greatest assets. The
gardens show off the true art of the master gardeners and life shapers of Ilefarn. The trees
are the finest, and oldest of their kinds in the Empire, outside of the Ardeep and High
Forests. Many animals roam the gardens in perfect harmony with the elves who often boat
upon the lakes, and come to enjoy the truly harmonious nature of the gardens. Many fey
spirits such as dryads, fauns, pixies, sprites, sylphs, brownies and the like inhabit the several
faerie mounds and dells that dot the gardens. There are several open spaces dotted with
art works and the beginnings and endings of several song-paths located within the gardens.
Beds of roses, lilies, varieties of daisies, violets moonflowers, featherleaf, hartsbloom, Red
Dragons, Ice Poppies, Alabaster Orchids, Opaline, and many other exotic and native plants,
grasses and flowers fill the beds that line the paths meandering through the gardens and
glades at this end of the city.
Page | 61
7. Librarium of Labelas
The Library of Labelas is a multi-building complex, comprising the library, a temple to
Labelas, dormitories, a scribes hall, print works and a school and research facility.
The steepled halls, cloisters and apartments sit in the shadow of the Triple Towers of
learning and the Gardens of Contemplation and Reflection. The library itself is made up of
three blue and white marble towers interconnected with vaulted skyways and bridges.
Each tower is dedicated to two different schools of knowledge; Literature and the Arts,
History and Geography, Sciences and the Crafts. No where in the library is there held any
arcane lore. This is the domain of mages and priests. The Lore Masters and Scribes are
dedicated to the pursuit and dissemination of knowledge to all. Most Elflings spend their
latter educational years here before specialising in the areas of skill and knowledge they or
their families assign to them or they show interest and talent in.
There are more than 500 scribes, priests and scholars here at all times with nearly 5 times as
many students. Fees for tutelage are not expensive for residents of the city, but there are
limited and expensive places for outsiders (though scholarships are not unheard of with
guild sponsorship).
which no trace of the buildings of the city can be seen. There are several other Song Portals
and Portal Stones scattered throughout the Garden, most leading to other Elven realms or
places of great natural beauty. Often Sedruin Script is carved into the stones, arches or
arbours detailing the nature of the portal, the poem to be sung and a little about the author
who penned/created it. There is a contingent of Songknights here at all times whose job it
is to guard the portals, and accompany any who seek to travel the hidden ways of art and
song.
Linking the naval base with the mainland is a land bridge and deep coral and kelp filled cove
known as the Scintillating Grotto. Here within the cove, living amongst the kelp and coral is
a colony of Sea Elves who inhabit the harbour along with a large pod of common dolphins
and a few Sea Horse Mounts. The sea elves live here and because of the Coronals Peace,
and because they can readily trade their skills and expertise as ship scrapers, fishers, pearl
farmers and artisans for the goods thet cannot manufacture below the surface. The Sea
Elves here are part of a craft and trading canton, and represent a much larger empire of sea
elves located halfway between Synnoria and Aelinthaldaar. At any one time there are 500
600 AluQuessir in or around the city. There are larger towns just 20 or so miles from shore
located in deep sheltered grottos and cavern systems hidden amongst the ruins of the
former Elven cities that once dotted the coast before the Sundering swept them all away.
Page | 63
These days the School teaches all who would attend its classes the fundamentals of working
magic in tune and harmony with nature. The school of thought here is to affect change
slowly and with subtlety. The school numbers of 100 masters of the art (15 th level or better)
in a variety of magical arts. The Blue Briar High Magic Circle oversee the running of the
school and its pupils. Their numbers are never more than 30 Selutaar, with the waiting list
to join this exclusive group, long and getting longer with every year of peace.
Page | 64
The Green Glades is a vast complex dedicated the devotional side of life. There are vast
temples, monasteries, religious schools, houses of worship, worshippers quarters, 3
hospitals, shrines, mortuary chapels, parks gardens and art works dedicated to the divine.
Dominating this area of the city are the vast green and white alabaster spires of the Great
Shadaowtop. A giant alabaster temple complex carved into the life like shape of a giant
Shadowtop Tree towering 850 feet above the ground. This giant work of art is dedicated to
Lord Corellon and his consort the Lady Angharad.
A thick pawl of grey-white smoke constantly drifts out to sea from this district no matter
what way the wind (or lack thereof) is coming from. The wears produced here are always
made to order, process are competitive, but the finest artists charge the higher prices and
the quality of their works reflects this, as does the demand for their time and work. If you
want the best be prepared to wait...and wait... and wait, or pay a premium to get to the
front of the cue.
Page | 66
The breakwater was constructed to provide a safe allweather anchorage for ships of all
sizes. At one end is a high watchtower armed with catalpults are ballistae as well one of a
set of two giant winches for the harbour chain. A paved walk way tops the carefully fitted
granite blacks of the walkway that leads to the Harbour Light, a 300 tall structure with its
own guidable spot light as well as a huge flashing beacon similar in style but not size, to the
light atop Mt Waterdeep.
15. Shadows Mark Hall (Scouts, Guides & Pathfinders School & Guild Hall)
Hidden amongst the bowers and trees of this quiet and leafy neighbourhood, is the
Shadows Mark Hall, home to the Pathfinders and Guides of the city. Not everyone who lives
and works here is a member of the military, but all are on call to defend the city and
perform missions for the people if needs be.
This place has shrines to Solonor, Mielikki, and Brandobaris, and the wilderness warriors and
urban rangers based here all spend time passing on what they have learned. Entry to the
school is very competitive, and only those most deserving ever see the inside of the Hall.
The buildings themselves are more like a hunting lodge nestled amongst the giant
buttressed toots of ancient oak, shadowtop and blueleaf trees.
suitable drydock sits at one end of the marina, suitable for taking ships up to the size of a
large clipper.
19. Dragons Maw (Cliff Side Cave Harbour for Naval Drakkars & Leaf Ships)
Hidden beneath the imposing cliffs under the northern shoulder of the Mountain is complex
series of sea caves, much hollowed out and enlarged. A carefully crafted illusion hides the
fact that this cavern complex is home to about two dozen Leaf Ships and Drakkars that
belong to the navy and have been positioned here to act as a strike or flanking force if the
city is ever attacked by sea. The complex is completely self contained with an intricate
mythal providing structural integrity and scrying security, as well as repulsion and protection
from evil effects to keep unwanted visitors at bay, in addition to the illusions covering the
entrance.
The crews and marines stationed here are sworn to secrecy, most people know there is a
hidden base somewhere along the cliffs north of the mountains peak, but most do not know
where exactly. Crews are rotated every 10 days as the duty is seen as quite boring.
Occasionally the captains will hold drills and quick attack alerts, but much of the time the
crews just sit around waiting for the call to arms.
Page | 69
various side streets and alley ways as the Elves all wisely keep the Coronals Peace. This
ensures that everyone is relaxed and happy.
It is not uncommon to find members of all the seafaring and trading races here on a more or
less permanent basis. Elves of all persuasions can be found here, as can a profusion of trade
and transit portals carefully managed by the Song Knights.
Local Lore: Tucked beneath the foreboding brow of Mount Waterdeep, Aelinthaldaars
skyline features delicate towers of glass and alabaster, domes of precious stones and
metals, streets paved granite cobbles & pavers, (grown from the very bedrock), vast
mansions literally grown from the very earth and composed of growing trees and plants,
and many other wonders.
Illefarn's elves delighted in artistic expression. Important family incidents were
depicted in large tapestries enchanted so that touching specific areas of the
tapestry, or playing particular tunes (usually on a harp or flute, or sung), would
trigger magical images (think moving but silent three-dimensional holograms) to
appear, usually details or amplifications of the scene or incident or persons in it;
these images preserved the likenesses of the dead, but the spells are a weakness
that caused many of the tapestries to be destroyed or ravaged, over time, when
other magics cast nearby reacted with them.
Illefarn's elves were master gardeners, who influenced plant growth (from tiny
flowers and mosses to gigantic forest trees) by applications of natural saps, parasite
and symbiote plant matter, and plant-derived substances.
Illefarn's elves mastered herbal medicines, drugs, and poisons, and their use was
generally known and practised throughout the general population, not just by
"learned elders."
Illefarn's elves sought to understand life cycles in nature, from the smallest spores to
the mightiest beasts (colds to dragons), and believed subtly influencing matters to
bring about great changes without violence or great labour was inherently superior
to waging war, building many roads and walls and structures, and what they viewed
as the "brute force" methods of dwarves, humans, and others.
Certain elven families of Illefarn believed that elves should learn to mate with
dragons, to derive a superior elven race. This was viewed as folly (at best) by other
elves of Illefarn; most of them thought of it as evil, dark potential disaster that
threatened the realm - - so pursuing this goal soon went behind closed doors, into a
secret society (known in later human accounts as "The Wyrmkiss").
Ed Greenwood @ Loremaster.org, 2009.
Page | 70
Mythal: This High Magic Mythal was anchored to a red diamond embedded in the bedrock
half a mile below the city and set slightly out of phase. Its 6 Major Powers protected the
citys inhabitants for more than 10 millenium.
1. Goblinoids, Giant-Kin, Drow, Evil Dragon-kin and Gnolls are affected by a repulsion like
spell.
2. Devils, Demons and other evils outsiders are prevented from entering the city in any way
shape or form. (This is similar to a forbiddance effect but bypasses any spell/magic
resistance.
3. A permanent dimensional lock is in place, the only form of dimensional travel is through
specifically attuned and constructed portals, none of which ever lead to other planes.
4. The mythal is sentient and as such can reveal magical auras, and hurl blazing bolts of
force energy (like a giant magic missile) 1/3 rounds with varying effects mass charm, mass
hold monster, mass dispel magic or a 20d4+20 hp dg magic missile that can affect all
creatures who are not Elves in a 30 radius, knocking them prone and stunned for 2d4
rounds. This power is rarely if ever seen or used, only appearing twice in 3000 years,
gaining an almost lost and mythical status, as something that used to happen.
5. The climate within the mythal is always pleasant and mild, plants grow and heal at
maximum rates and the weather is never too hot or too cold, and the rain is always reliable.
6. The mythal prevents the use of fire based and dark necromantic magics of any kind.
7. The mythal forces shaped changed or altered beings to assume their original forms, and
prevents shape changers from using these abilities with the use of special wards tokens
prepared on an individual basis.
Lesser Powers
1. The mythal protects all people from normal missiles, but only after they have been
within the mythal for 10 days. This does not apply to those races forbidden from entering.
2. A permanent feather fall applies within the city.
3. All beings heal at 3 times their normal rate, and diseases, blights and curses (including
mummy rot and lycanthropy) are purged from the body upon entering the mythal.
4. Magical items can be re-charged without effort at the rate of 1d4+1 charges per day.
Items cannot be over loaded in this way.
5. Inhabitants may invoke ghost pipes and faerie fire at will up to 3 times each day, lasting
for 1 turn.
6. Scrying magics appear as huge glowing eyes and ears within the presence of the being
spied upon, also the being gets a clear and accurate picture of just who is checking up on
them, where they are and their names.
7. All animals are calmed whilst within the mythal and fear effects of any kind simply will not
work.
8. Beings under a charm, geas or other compulsion are freed immediately upon entering the
mythal, and the effect does not come back
9. Beings who are possessed in anyway have their possessor purged from their body and the
spirit or entity is then trapped within a gem hidden somewhere beneath the Coronals
Palace.
10. Beings poisoned accidently or otherwise are immediately affected by a slow poison
effect that lasts 24 hours, and provided with a +4 bonus to all saving throws vs poison and
venoms of any sort.
Page | 71
11. Plants grow at twice their normal rates and heal just as fast.
12. Enchanting magical items is 50% easier and costs are reduced by 25% if enchanted and
manufactured exclusively within the mythal.
13. All buildings are rendered immune to the effects of earthquakes and tsunamis
14. When an elf enters reverie they can gain access to collective family memories, just as if
they were wearing a telkirra gem. This ability allows them to commune with their ancestors
in Arvandor, or elsewhere if they desire, but they gain no control over what they see or
hear. This can sometimes be a mixed blessing, on occasion the elves have caught
uncomfortable, but confusing glimpses of the future. Why this occurs is still a mystery and
was not part of the mythals initial weaving.
16. Twice per day an inhabitant can invoke Blink for up to one turn each time.
17. Those who spend more than a month within the city gain the ability to Water Breath
(the reverse occurs to water breathers). This lasts for up to 12 hours, every 24.
18. Once per day inhabitants can invoke a stone skin spell at 12 th level, this lasts for 12 hours
or until used or dispelled.
19. Once per day inhabitants can invoke a cure moderate wounds spell at 12 th level.
20. All inhabitants of the city are immune to electricity and all forms of lightning wether
natural or arcane.
Page | 72
Page | 73
Principality:
ilithar
Shrine of Mielikki
Mielikki is venerated at a hidden shrine in modern Westwood, and only rangers are guided
to her temple. It is said those who kneel and place fermented seed or newly sprouted oak
trees at the altar are rewarded with a healing, neutralize poison, or remove curse spell
Page | 74
(whichever is most needed). Those of evil alignment or who venerate evil deities that kneel
at the altar are cursed with either a curse, a reversed neutralize poison, or a reversed cure
critical wounds spell (whichever is most dangerous). The shrine sits astride a fey crossroads,
and is known to attract unicorns on crisp, cold winter nights when the stars are out and the
moon is full.
Dessarin Valley (Adapted from Volos Guides to the North & Waterdeep by Ed Greenwood)
The story of the Dessarin is the story of Illefarn itself. From its primal beginnings within the
roots of the Lost Peaks, to the meandering mouths of its ponderous estuary, the Dessarin
River has always been of paramount importance to the people of the Sword Coast North.
Long ago, before there were roads anywhere, the Dessarin was known as the Road to the
North. The river reaches up past Aelinthaldaar to the Evermoors, and into the eastern end
of the Spine of the World. When the elves first explored the valley they did so in leaf boats
and barges as they escaped from the oppressive reach of their Aryvandaaran masters. More
elves lived along the lower Dessarin than anywhere else except for perhaps Evermeet, and
Eaerlann at its height.
The farms and tree steadings of the delta fed the cities of Rilithar, nourishing remote mining
settlements as well as the orc hordes that swept down the Dessarin every decade or so.
Elven minstrels often described the Dessarin as a sword thrusting up into the heart of the
North. In fact, the river itself was once known as the Sword. Spaced about a days sailing
apart could be found river side quays and docks equipped with warehouses, block houses,
hostelries, and smithies, all within a walled stockade. The Long Road, running parallel to the
river along the west side, has always been the best road in the North. Created by dwarven
and halfling merchants and travellers, it later became the major route north to Delzoun,
Siluvanede, Eaerlann and Sharrven, whenever the Dessarin was in flood, or to low to travel
upon.
The Dessarin region is known for its spectacular sunsets and wide sky above. It is favored
by those who like to gallop horses long and hard. Travelers planning overland journeys in
the northern Dessarin should bear in mind that the lichen. And shrub-covered moors are a
favoured dwelling of trolls. No matter how often these loathsome creatures are eliminated
from the Evermoors, they still creep back down from mountain fastnesses again. Many
nearby settlements send expeditions up onto the moors to give their fighters battle experience,
because one can always count on meeting some trolls there.
The Dessarin itself is fast-flowing, cold, and deep for most of its length. It is navigable as far
north as Dancing Falls, at the base of the Lost Peaks. A small boat turning up the Rauvin can
paddle and pole as far north as Dead Orc Pass, northeast of Sundabar. You can navigate up
the Surbrin almost to its source, or up the Redrun as far as the Citadel of Many Arrows. The
Dessarin is home to many silver, trout like fish that grow to two feet in length. These are
called shalass, and they.re highly prized on tables throughout the North. These are best
caught in a particular type of fish basket called a cone net. Such baskets are mounted on
long, sturdy poles, and they require great strength to hold. Expert fisherfolk use long spears
to stab the swimming fish from the bank, or from a raft or boat. The persistent traveler can
also find catfish, coldwater crabs, and small brown fish known as lout. The last are tasty
Page | 75
when pan-fried, but you need seven or so to fill the pan. The chilly waters of the Dessarin
also hold larger and more dangerous life, so beware! Ed Greenwood
The Melairshield
Over two millennia ago, the Fair Folk of Aelinthaldaar foresaw that dwarven Melairbode
might one day grow to honeycomb the entire plateau beneath their city. While the capital
city of Illefarn is no more, one enduring legacy that survives until this day is the
Melairshield, a powerful high magic mythal thatstill guards the City of Splendors against
excessive tunneling in Halasters Halls. Specifi cally, the Melairshield renders the top 100
feet of the Waterdhavian plateau immune to collapse, no matter how much dirt and stone is
excavated from the depths of the plateau. It in no way prevents new excavations, magical or
otherwise, but it does prevent the cumulative effect of such excavations ever leading to the
collapse of the plateau.
Page | 76
Principality:
rdeep
Principality:
liyanbruen
azure leaves, surrounding a bluegrass meadow. Humanoids who rest here are cured of
diseases, poisons, curses, and insanity; unicorns are healed of physical damage in addition
to the above benefits. Beings who have no faith or are wavering in their beliefs often see
Lurue herself in the trees, and such sightings have frequently been cited as turning points in
their lives.
Page | 78
Principality:
lewyrrwood
MOUNT HOTENOW
Mont Hotenows volcanic peak is 2 miles above sea level or about 10,500 feet high. At one
time Mount Hotenow was home to a thriving community of several thousand Shield
Dwarves of Clan Axepeak who mined for diamonds and other precious gems and ores
beneath the Crags in the northern Neverwinter Woods. The Mountain is a virtually
impenetrable fortress; the mines, tunnels and stairways are large enough for two dwarves
to walk comfortably abreast at a minimum and are high enough for a human or elf to stand
Page | 79
comfortably. The largest residential levels are perhaps three quarters of mile in diameter,
the work areas are a half mile in diameter and the forge areas and Grand Gather are a
quarter of a mile in diameter.
Principality:
halarvael
GAUNTLGRYM
Gauntlgrym is a large underground city once ruled by the dwarven clan of Hammerfist, one of
the ruling houses of ancient Gauntlgrym. The city built by dwarves for men in the early years of
the amicable existence of dwarves, elves, and men in the North. It is now abandoned and
holds great riches. All who have ever heard the ballads and tales of bards in the North know
this; what none have known is the precise location of this potential treasure-trove. The city
itself lies north of the Dessarin and its tributaries, near the valley of Khedrun in hidden
redoubts deep beneath the roots of Mount Khedrun. (Khedrun, pronounced Ka-hedROON, was a famous dwarven hero who in legend carved out the homeland of the dwarves
in the North with his axe from lands dark with wolves, orcs, and bugbears; he really existed,
but so long ago that none know what of his story is fancy and what is fact.) The citys
treasure have never seen the light of day since it was abandoned so many centuries ago.
Gauntlgrym was a contemporary of Kharalvael, and the two cemented close bonds of
defence and trade. The Dwarves would mine the ores and refine the metals, then Elven and
Dwarven smith and spellcasters working together, produced the finest armour, axes, blades,
hammers, jewellery and everyday items the north has ever seen. The Elves of Illefarn kept
great charts and maps, Gauntlgryms precise location is recorded in the many trade journals
and account ledgers kept by the elves of Khalarvael and Iliyanbruen before they migrated to
Evermeet. These records now rest in Leuthilspars archives, somewhere beneath that great
city.
Page | 80
Principality:
Page | 81
ynnoria
Synnoria contains several beautiful things that can hold unexpected menace for the inquisitive player
character. The music of the waterfalls is an effect caused by the clear water that flows from the high
mountains into the streams and brooks of Synnoria. This water is the melt from glaciers that have
been enchanted by the goddess herself, perhaps through Moonwells that lie locked beneath the
snow. The water sings a song of heartwrenching beauty as it spills over waterfalls and babbles along
rocky streambeds throughout Synnoria. This sound is a lovely backdrop to the Llewyrr, a part of the
loveliness of their land. But to humans, the music is a deadly menace. Each time a human character
approaches a stream in Synnoria, he must roll a successful saving throw vs. spell or become
enraptured by the music, sitting beside the water and content to listen for the rest of his life. He
refuses food and drink and resists to the utmost any attempts to move him away from the water. Once
out of range (300 feet for a stream, 2,000 feet for a waterfall), the enchantment is broken. Each body
of water must be checked for separately. If the sound is caused by a waterfall, a -6 penalty applies to
the saving throw. However, if the sound is masked by a silence spell or other music, the playing of a
bards harp, for instance, the effect can be avoided.
Mirror Lake
A deep blue lake in a corner of the realm,has the ability to answer questions. It will always speak the
truth. The questions must be asked by a character at dawn, when the surface of the lake is
undisturbed by ripples. Up to three questions can be asked. Single sentence answers are given by
the lake. If the character asking the questions has not been completely true to his alignment, deities,
and companions, however, the lake will tell of these failings in painful detail. The effect of this
revelation is to compel the character to set the situation right, as if a geas spell had been cast upon
him.
Page | 82
grove. The Grove enables elven mages to exceed the usual racial level limits. If the elf has received
enough experience points to advance to a level that he would not otherwise be allowed to attain, he
must spend every day, from dawn until dusk, meditating in the grove. After 1d6 months, the elf will
have received enlightenment from the goddess sufficient to allow him to advance an additional level.
An elven magic-user or fighter/magic-user can use the grove indefinitely, advancing in level as far as
his earned experience points allow.
Page | 83
AL: LG
AC:
Class: Ranger/Mage/Priest
Levels: 17
22
9
Kit/Templates: Pathfinder/Duskblade
MR%
HP:
God/s: Solonor/Angharad
Str 17
Con 19
Int 18
Dex 16
Wis 21
Chr 15
http://www.oldschoolrecords.net/mustafo/images/wood_elf_rouge_2.jpg
Languages: Seldruin, Illythuin (auld dark elf), auld Wyrmish, auld Dwarvish (northern dialect), orcish,
infernal, Espruin.
Abilities & Immunities: As per aged Green Elf, Pathfinder Ranger, Duskblade and Specialty Priest of
Angharad.
Proficiencies(Feats): As per Pathfinder/Duskblade/Priest of Angharad, tumbling, danger sense,
information gathering, diplomacy, heraldry, swimming, horse riding, endurance
Weapon Proficiencies: Elven Longblades, Elven Shortblades, Longbow/Shortbow, Staff, Axe, Light
and Heavy Lance, Spear/Javelin, Specialised with Elven Longsword(1d10/1d10)(x2), Two Weapon
Style, One Weapon Style (no shield), Ambidexterity...
Equipment of Note: +5 Mithral Mail (studded with fine gems & minutely cut beljurels, each capable
of holding a spell of 1st to 5th level, (28 beljurels in all), each is rechargeable.
+3 Elf Cloak (Giant Eagle Shape 2/10day for up to 2 hours at a time), Elf Boots of Varied Tracks,
Gissaer Brooch, Coronet of Illefarn (Powers of a Ring of Shooting Stars, Non-detection, ESP, True
Sight & Detect Lie, Fire Resistance and a Green Stone Amulet) The Coronet will only work for the
rightful ruler of Illefarn, any other being attempting to don the crown is immediately reduced to
black ash as they are struck down by the might of Rillifane and Angharad.
+4 Elven Longsword of Speed, Int 15 AL NG, Glimayaer, +5 and triple damage vs goblin & giant kin,
detect same within 5 miles, glowing brighter proximity. Able to detect kind and number within 3
miles, able to detect exact location within 1 mile. Heal 2/day, Clairvoyance/Clairaudience 2/day,
Create Portal 2/day. MR 50% + Spell Turning at will, again will only function for the rightful ruler of
Illefarn, any other good being not an Elf is stunned for 2d4 rounds then affected by a repulsion spell,
evil and non-aligned (neutral beings) are struck dead (or if undead) destroyed. The sword is bonded
to the wielder and can be summoned at will in a 5 mile radius. (This is not a toy for adventurers but
it would make an interesting quest point for an adventure path.)
History: Illefarns last Golden Age ended quietly when Coronal Shilkiira handed the rulers
Coronet to her son and heir, Syglaeth Audark and stepped through the portal to Leuthilspar
Page | 84
on Evermeet. With her departure Syglaeth began preparations to remove the entire nation
of Illefarn to Evermeet. After ruminating on the timing, and after more than a century of
prepartaions, Illefarns last Coronal, Syglaeth Audark, commanded a Retreat to Evermeet.
The remnants of the empire fragmented into the independent realms of Ardeep, Iliyanbruen
(In Neverwinter Woods), and Rilithar (In Westwood and Krypt Garden Forest), Aelinthaldaar,
the capital of Illefarn was razed by High Magic. Virtually nothing was left to indicate that an
elf city had stood on the site for seven millennia.
On Mid-Winters Eve -1100 DR, the gathered populace of Illefarn begin emigrating to
Evermeet via a series of specially prepared portals and gates. For those further out or to far
or infirm to travel to the staging areas a fleet of Monarchs, Leaf and Swan Ships landed to
pick up those wanting to make the retreat.
When all was said and done over 260 000 Green, Moon and Gold Elves migrated west across
the Claarteeros, to the undying Land of Evermeet. The last Coronal of Illefarn was murdered
by raiders from Jhachalkyn, a drow city deep beneath the south eastern Neverwinter
Woods. A series of reprisal attacks led by Illonyra saw many hundreds of Drow raiders and
their orcish slaves killed in revenge. Syglaeth did spend some time in Evermeet but pined for
his home woodlands and continued to live on with a group of loyal vassals and retainers
until slain. He would spend his time wandering from Iliyanbruen to Ardeep and to Rilithar,
as a revered elder a roving arbiter of conflicts but with no ruling authority.
AL: LG
AC:
Class: Mage/Priestess
Levels: 24
16
Kit/Templates: High Mage
MR%
HP:
God/s: Mystril/Angharad
Str 10
Con 14
Int 22
Dex 17
Wis 20
Chr 19
http://adiene.deviantart.com/art/Moon-Priestess-44630403
Languages: Seldruin, Illythuin (auld dark elf), auld Wyrmish, auld Dwarvish (northern dialect), orcish,
infernal, Espruin, giant common, auld gnomish, auld Thorass,
Abilities & Immunities: As per aged Green Elf, Selutaar and Specialty Priestess of Angharad. Silver
Dragon Shape (3 times per week)
Proficiencies(Feats): As per Selutaar & Priestess of Angharad, dancing, singing, spell singing
diplomacy, heraldry, swimming, horse riding, endurance, dragon riding.
Weapon Proficiencies: Elven Shortblades, Shortbow, Staff, Spear/Javelin, One Weapon Style (no
shield), Ambidexterity...
Page | 85
Equipment of Note:
Staff of Sedrine: +3 Staff combining the powers of a staff of Wizardry set with a Selukirra in
the tip.
Harp of the Matron, Maiden & Hag: This fable 6 string harp is said to be able to control the
hearts and minds of all her hear it. This non-descript looking instrument appears to be
made of roughly painted weirwood. It the player must be a worshipper of Angharad, the
harp can unleash 6 distinct powers, but only if the proper chords are played. 1) Mass Charm
Monster, 2) Mass Hold Monster, 3) Mass Heal, 4) Dispel Evil, 5) Undeath to Death, 6) Wail of
the Banshee. The harps effects have an effective range of 30 yards indoors with poor
acoustics, but in the correct setting its powers are magnified out to a maximum radius of 3
miles.
Every creature who can hear the music must save against the harps powers. Once the being
saves against a particular power, it is forever immune to that one power of the harp. Each
power can be used a maximum of three times in a day, and the harp can olnly be used four
times a day safely. If used more often their is a cumulative chanve of something going
drastically wrong.
Played 5 times - 25% chance of going permanently deaf & mute, Played 6 times 50% chance
of going blind and losing sense of touch (dex drops to 3) permanently, 7 times 75% chance
of becoming a Banshee on he night of the next new moon, 8 times struck dead an unable
to be raise by even a wish or divine intervention.
Regardless of what happens to the user, once the Harp has been used 9 times in total it
vanishes, to be found by another worthy user somewhere in the realms.
History:
In the year -14628 the personal tower of the Coronal situated high in the Coral Palace of
Sarthandor exploded killing the Coronal and his wife. The murderers were tracked down to
the ruins of Occidian in the High Forest (Present day Lothen) where they were trapped
before killing themselves in a terrible misuse of High Magic that consumed every living thing
within a 1 mile radius. Despite her grief at the loss of her parents for a second time, the
passionate and farsighted 51 year old Mhaomiir Ildacer, Karendils adopted daughter
became the next Coronal of Illefarn. For many years Mhaomiir refused to even entertain
the idea of sharing power with a husband or consort. Her many dalliances with various
nobles of the realm produced 14 bastards, 3 Moon Elf, 4 Green Elf, 1 Gold Elf, 1 Half Silver
Dragon, 2 Dark Elf and 2 Ghost Elf children blessed the fecund Mhaomiir, but none held a
proper claim to the throne.
In direct defiance of the grasping desires of Aryvandaars Coronal who had been pursuing
her hand to gain control of Illefarn and its enormous wealth and resources, Mhaomiir
Ildacer married, her long time lover, the Dark Elf, Alanael Nasadra a noble of Miyeritar,
further cementing the ties between the two nations. Much intermarriage and trade flowed
between the two nations using the portal network maintained and established by Illefarns
and Miyeritars Spell Singers and Song Knights.
Page | 86
In -14400, Coronal Mhaomiir and her consort Prince Alanael, celebrated the birth of triplets,
two boys and a girl, a sign said by many showing great favour from the Seldarine. In -14119
DR an unexpected Rage of dragons boiled over from the Spine of the World. Riding out to
meet the onrushing wyrms with the Griffon Riders of Sarthandor, the Prince Consort,
Alanael Nasadra was killed when a dragon immolated him and his entire troop. Overcome
with grief at the death of her husband, Mhaormiir locked herself away in her private
chambers, and willed herself to Arvanaith leaving the throne untended for several months.
In the scramble for power that followed, several clans broke Kelythas Peace as many nobles
wound up murdered or missing in the back lanes and pathways of Sarthandor.
After 9 months of Chaos, the Corselutaar, Talabrina Oakstaff and several other High Magi
forged a rulers Scepter, linked directly to the wisdom of the Seldarine, to help select the
next Coronal. Those found wanting, were left feeble minded and stripped of all access to
magic. In the end, a minor Armathor from a little known clan from Iliyanbruen, became the
next Coronal as Infaeril Snowdark ascended to the throne.
Clans of Illefarn
Clan Name
Page | 87
Dominant Culture
Principality
Noble or Commoner
Group First
Bluesword
Floshin
Audark
Strongbow
Moonglaemer
Oakstaff
Hawkmist
Silverspear
Nightstar
Aelryth
Alenuath
Eroth
Korianthil
Amaryllis
Ahmaquissar
Le Quella
Greenstone
Blackthorne
Drelgar
Ardulath
Amforil
Aleth
Lesheilor
Felashmor
Wintertear
Moonflower
Moonrose
Whitewing
Caerselk
Snowmantle
Snowdark
Augathil
Sylvanight
Shyr
Tamylranth
Suldusk
Tethir
Stilmyst
Berilan
Felmirr
Shiningbright
Goldenmoss
Selorn
Ildacer
Page | 88
Moon Elf
Gold Elf
Green Elf
Green Elf
Green Elf
Green Elf
Green Elf
Green Elf
Moon Elf
Moon & Dark Elf
Moon & Gold Elf
Moon & Dark Elf
Green & Moon Elf
Moon & Gold Elf
Moon & Green Elf
Moon & Green Elf
Ghost & Green Elf
Dark & Green Elf
Ghost & Moon Elf
Green & Ghost Elf
Moon Elf
Green Elf
Moon Elf
Ghost / Green Elf
Green Elf
Moon & Green Elf
Moon & Green Elf
Green & Dark Elf
Green Elf
Green & dark Elf
Green & Moon Elf
Gold & Moon Elf
Green & Gold Elf
Green Elf
Green & Moon Elf
Green & Dark Elf
Moon & Green Elf
Green & Moon Elf
Green & Gold Elf
Green Elf
Green & Ghost Elf
Moon Elf & Silver
Dragon
Green Elf & Gold
Dragon
Moon Elf
Rilithar
Rilithar/Ardeep
Rilithar/Iliyabruen
Iliyanbruen/Llewyrrvael
Rilithar/Ardeep
Iliyanbruen/Khalarvael
Kharalvael/Llewyyrvael
Rilithar/Ardeep
Ardeep
Rilithar/Miyeritar
Rilithar/Ardeep
Iliyanbruen
Iliyanbruen/Llewyrrvael
Rilithar / Ardeep
Rilithar / Iliyanbruen
Khalarvael / Rilithar
Khalarvael
Iliyanbruen
Khalarvael
Llewyrrvael
Ardeep
Iliyanbruen
Khalarvael
Llewyrrvael
Rilithar
Rilithar/Ardeep
Rilithar/ Ardeep
Iliyanbruen/Khalarvael
Llewyrrvael
Khalarvael
Iliyanbruen / Ardeep
Rilithar/Ardeep
Iliyanbruen/ Rilithar
Rilithar/Llewyrrvael
Rilithar/ Ardeep
Iliyanbruen/Khalarvael
Rilithar/Ardeep
Rilithar/Iliyanbruen
Khalarvael/Ardeep
Llewyrrvael
Iliyanbruen/Khalarvael
Rilithar/Iliyanbruen
Common
Noble
Noble
Common
Noble
Common
Noble
Noble
Noble & common
Noble
Common
Common
Common
Noble
Noble & common
Noble
Common
Common
Noble
Common
Common
Noble
Common
Noble
Noble
Noble
Noble
Common
Noble
Noble
Noble
Noble
Common
Common
Noble
Common
Noble
Noble
Common
Common
Common
Noble
Rilithar
Noble
Rilithar/Ardeep
Noble
Magic of Illefarn
Level 2
Moonglow
(Alteration)
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1-foot cube
Saving Throw: None
This spell enables the caster to draw a glowing symbol in the air or on a solid surface. The
symbol is drawn with pure water, which vaporizes from the drawing finger during the spell.
The symbol glows with a faint, silver-blue light, like moonlight, until dispelled. The glow can
be seen only in darkness, and is otherwise invisible. The symbol consists of radiant air, and
cannot be moved or modified except by casting another moonglow spell on it. The glowing
figure cannot bear any magical powers, such as those of glyph or symbol. Neither may it be
linked to any other magic via a spell trigger or other magic.
A moonglow spell can be used to write messages and even to set down sigils and runes, but
these cannot have magical powers. In some cases, wizards have deliberately used this
limitation to draw harmful runes or glyphs for recognition purposes or as false warnings to
keep away. Symbols created with this spell cannot turn, animate, or react, but can be
fashioned into pointing hands, masks that resemble human faces, and other shapes that
might convey meaning. A moonglow symbol remains stationary unless cast on an object,
whereupon it moves with that object. If the object is destroyed, the symbol is also. In the
dark, moonglow symbols give off enough light to read by.
Moon Script
School: Enchantment
Level: 2/3/4
Range: 5+2/level
Components: vsm
Duration: permanent
Casting Time: concentration
Area of Effect: special
Saving Throw: None
Moonscript is a simple spell that allows scribes to write upon a surface in either Seldruin or
Espruan in a silvery, spider like lettering that reveals itself only under the light of a full
moon, or spells that duplicate the effect. The spellcaster is able to inscribe this only upon
surfaces that are clean and free of other enchantments at the time of writing. They can
write as much or as little as they like, but once the ink runs dry or the caster attempts to use
another enchantment, or has their concentration broken, the spell ends.
Page | 89
Spells like detect invisibility & magic will not reveal the script, neither will a straight read
languages spell, unless the script is read under the specified conditions. The ink itself is
made up of powdered diamond, silver dragons blood, liquefied moonlight (Moonfire) and
powdered mithral or adamantine bound together with eggwhite and purified water. The
caster keeps chanting the spell whilst they are writing. Almost any firm surface will do, but
if the surface the script is written on is ever damaged then so to will the Moonscript upon it.
So stone, metal, wood, parchment, and even living flesh will all take the script with no ill
effects.
Some arcane spell casters have developed more complex versions that allow them to
specify, to who and under what conditions the Moonscript will reveal itself. This includes
during certain times of the year, in the presence of certain beings, at the speaking of certain
words or the playing of certain notes, or even a combination of the above. Erase and dispel
magic spells have no effect upon Moonscript, but greater dispelling and disjunction effects
do.
Tarnish Varnish
School: Alteration
Level: 2
Range: 10+1per level.
Components: vsm
Duration: permanent
Casting Time: 1
Area of Effect: 1cubic foot / level
Saving Throw: None
This simple spell is used to clean and polish items that are subject to rust, corrosion, tarnish,
a dulled and scuffed finish etc. It polishes metals, leather, stone, wood and most other hard
surfaces. It also provides permanent protection against natural weathering of a finished
surface. The Tarnish Varnish lasts one year per level of the caster with regular use of the
item. But it could last indefinitely if the item is store correctly and used sparingly.
5th Level
Tree Speak
School: Divination
Level: 5/6/7
Range: 250 yards + 20 yards per level
Components: vs
Duration: concentration
Casting Time: 2
Area of Effect: special
Saving Throw: None
Tree speak is a simple spell that allows the caster to speak with any tree within range
regardless of line of sight. The spell gives the ability of the caster to see what the tree sees
Page | 90
through clairvoyance/clairaudience in a 500 radius around the tree. The caster can move
their attention from tree to tree as long as they maintain concentration. The spell has its
obvious limitations, the caster cannot see invisible creatures but it can note their passing in
other ways, and their descriptions of beings, objects and events are plant/animal based.
But this spell is a prerequisite for the casting of Awaken Tree
A more advanced version of the spell gives the caster limited ESP within the radius of the
spell and does detect invisible/ethereal objects & creatures. Whilst the most powerful
version allows the caster to speak through the tree as a disembodied voice to any being
within 500 of the tree. Further the spell allows true sight as per the spell for as long as the
caster concentrates. All powers are cumulative with the increased complexity and power of
the spell.
6th Level
Awaken Tree
School: Enchantment/Alteration
Level: 6
Range: 10 yards + 10 yards per level
Components: vsm
Duration: permanent
Casting Time: 1 turn
Area of Effect: 1 old tree
Saving Throw: special
Deep within the older parts of the forests of Faerun are trees old enough to have developed
a limited sentience,(at least 100 years of age). These trees are rare and highly valued by
Green Elf mages. The spell awakens the tree from its slumber bringing it to full awareness
for the turn the casting takes. Within that space of time the tree and the elf are bound
together on a spiritual level. The tree and the caster must both save verses death (the tree
saves as a treant of 12 HD), if both saves are successful, then the tree has agreed to its
awakening and becomes a fully aware treant with all the powers and abilities that come
with it. The elf sacrifices 1d4 hp permanently as its uses a part of its life force to animate the
tree. The treant and elf are then bonded for the life of each being. Female elves often
become dryads who inhabit the treant upon their own bodies death. Ifg the treant is slain
then the elf gains a clear picture of how, where and when it happened.
If the tree fails its save then it returns to being just a tree, albeit an angry one annoyed at
the elf for disturbing its slumber. If the elf fails its save then they cannot attempt to animate
the same tree until they advance a level in spell casting ability. If both fail then the tree
slowly withers and dies and nothing can restore it as its spirit is consumed by the spell. The
elf still loses the hit points and must make a saving throw verses death to avoid withering
like the tree and becoming a Faernshee instead.
Page | 91
Portal Worm
School:Alteration
Range: 10 yards + 10 yards per level
Components: vs
Duration: permanent
Casting Time: 1
Area of Effect: 1 portal network
Saving Throw: none
Portal worm was created by the mages of Illefarn at the end of the empire when Syglaeth
Audark called for the retreat to Evermeet. Riddle with portal networks and Songpaths the
rulers of Illefarn wanted the various networks closed down quickly. To that end this viral
form of dispel magic was developed to shut down an entire network of interconnected
portals and gates.
Once the spell is cast on one portal within a network, the spell travels through the
connections to all other portals, permanently shutting them down and removing the magic
that enchanted them. This is automatic so long as the caster is of a higher level that the
original creator of the portal path or network. If not then normal dispelling checks are made
for each portion of the network or path. The songpath or portal structures remain and can
be re-enchanted later.
7th Level
FhaortelKiir
School: Alteration
Range: 1
Components:vsm
Duration: permanent
Casting Time: 1
Area of Effect: 1 gem
Saving Throw: Special
This seemingly simple spell is the final step in a long and complex process to enchant a
Telkiira Lore Gem. Processes vary according to the city, realm and individual mage. But this
spell saw common use through much of Illefarns long history and was taught as a standard
Lore Keepers spell to most librarians and family historians. Each gem is set for a particular
purpose. The caster must first find a flawless gem of at least 2 carats in size and weight. Any
carbon based gem will do, rubies, sapphires, emeralds, diamonds, kings tears and beljurels
are popular for their ruggedness and ability to hold an enchantment indefinitely.
The caster then spends time bathing the gem in moon and sun light for 30 days and nights,
offering prayers to Labelas (or what ever deity of knowledge they worship). Unicorn hair or
Couatal feathers, along with powdered dragon horn, and 30 drops of the casters blood are
mixed into a paste which is then smeared over the gem, the casters forehead and the
forehead of the gems initial recipient. The spell itself is then cast upon the night of a full or
new moon when both the caster and the gems recipient are bathed in full moon or star
Page | 92
light. At the completion of the casting the gems recipient places the gem upon their
forehead, at once they must make a saving throw verses spells (wisdom bonus applies).
Failures sees the recipient feebleminded (can be cured through magical means) and the gem
shattered in a cloud of sparkling dust. Success sees the gems bonded to the wielder and
able to be used immediately to store memories and other information.
Further enchantments can be later placed upon the gem to disguise its true purpose, but
each time an additional power is laid into it the caster must save verses wands, and the gem
make an item saving throw against magical fire to avoid being shattered in the
enchantment process.
There are countless variations of this spell, but the process for producing Selkiira gems is a
high magic ritual that follows similar lines, but the risks, costs and rewards increase
accordingly.
Glass Tree
(Alteration)
Range: 5 yards / level.
Components: VSM
Duration: Permanent
Casting time: 7
Area of effect: 1 magically altered tree.
Saving Throw: None (sentient plants save to avoid)
The effect of this spell is quite simple but quite spectacular, it takes a living, magically grown
or altered tree and changes the entire structure in the living Theur-crystal. The same
substance that Elvish skyships are grown from. The trees gain an incredible hardness and
tensile strength and durability. This spell is often used by Green Elves to fortify their outer
defences. The tree looks exactly like it originally did except for the fact that it is
fire/acid/termite/electricity/sound and rust proof. It is immune to normal blades,
adamantine and the like will cut through it but with great difficulty. The tree and structures
the spell is used upon radiate no magic once the transformation is complete, this takes
about 1 hour per cubic tonne of wood. Roots and all are transformed and the tree becomes
evergreen regardless of its former habits. Any structures grown or connected to the tree,
and made of plant materials, are likewise transformed. The spell cannot be reversed except
by high magic. The spell will not work on dead wood of any kind.
Living sentient plants like hangman trees and treants hit by this spell must save vs
petrification or be paralysed. In this case the spell only lasts 1 day per level of the caster,
after which the treant whilst still made of theur-crystal is free to seek the revenge it may
want to take against the errant elf who thought it a wonderful idea to have a talking tree as
his home.
Page | 93
8th Level
Create Song Portal
School: Alteration
Range: 10 yards + 10 yards per level
Components: vsm
Duration: permanent
Casting Time: 1 turn
Area of Effect: 1 portal stone
Saving Throw: none
A variant of the Create Portal spell, Create Song Portal enables the caster to key the
activation of the portal to specific events and poems/songs. All portals require the use of
portal doors or stones through which the traveller will pass or land upon. The portals will
only work within the same plane. The preparation of the spell is in the construction of the
portal stones that must be laid carefully within the sight to be enchanted. Specific
verbal/musical keys used to activate the portal are then woven into the casting of the spell.
This spell works in series, so that once each site is prepared and the stone engraved with the
first words to be uttered and the name of the artist and their lineage, the caster then begins
the casting arriving at the sight of the next portal stone.
The portal, a variant of teleport circle, always transports the traveller safely to the place of
the portal stone, even if the stones have been covered by tonnes of debris. The traveller will
land atop the pile exactly above the portal stones. If the portal stones are broken and
disturbed then the portal will malfunction, and if the stone are removed then the portal will
cease to function to that point.
9th Level
False Dawn
(Abjuration/Alteration)
Range: 20+5 per level
Components: VSM
Duration: 1 turn + 1 round per level of caster
Casting time: 5
Area of effect: 30 + 5 per level radius circle
Saving Throw: in first contact only
This spell allows the caster to make full use of their infravison whilst at the same time giving
them all the benefits of being in full sunlight within the radius of the spell effect. The caster
can draws on the suns energy and radiations but leaves the light behind. Any undead/evil
outsiders and those beings affected by sunlight caught within the initial radius take 1d6 hp
damage per caster level (no upper limit), but they can save for half damage if they can find
some cover quickly enough. Any affected creature that stays within the field, will continue
to take 10d6 hp damage (no save allowed). Drow and other underdark dwellers must save
or be blinded as if they had stepped into full sunlight. The spell temporarily neutralises the
faeressz in the spells radius.
Page | 94
A False Dawn spell can be left as a trap, it is undetectable as a heat source and gives off only
a faint aura if detected for magic. (-4 to spot checks). A higher level version leaves the spell
hanging until certain conditions are met, at which time the spell is unleashed at the spot it
was cast regardless of who or what maybe there, or how much time has passed. Some
ancient False dawn traps have lasted for several thousand years before being triggered.
Elven undead such as baelnorn and banshees are completely immune to the spell.
High Magic Riutals
Age of Renewal
Ritual of Compliment
Components: VSM
Casting Time: 1 hour
Range: 10 miles
Area of effect: 1 mile radius per level of caster lowest caster.
Duration: Permanent
Saving Throw: None
This ritual of compliment requires at least 3 high magi to act on co-operation to cast. Its
simple gestures and requirements belie the cost and power it generates. The spell removes
all rot, blights, diseases from plants and creatures with animal intelligence. It restores all
plants and animals to full health and drives away all creatures, curses and magical effects
that are affecting the spells area of effect and its natural inhabitants. Further, the spell then
purifies all water sources removing any corrupting or putrefying source.
This spell has the effect of restoring lands ruined by magic, and of driving off outsiders who
do not belong to the lands they occupy. Such that a Dispel Evil Protection from Evil, and
Hallow spell effect accompanies the casting of this ritual. Trees and plants are then able to
survive on no water and are flame and disease proof for 1 year per level of the lowest spell
caster. The land tends to return to its primal state, and trees on the verge of sentience
become treants, and treants on the edge of somnolence are returned to full vigour.
Portal Dire-Worm
Ritual of Solitude
School: Enchantment/Alteration
Range: 100 yards + 20 yards per level
Components: vsm
Duration: permanent
Casting Time: 5 rounds
Area of Effect: 1 portal network
Saving Throw: none
This works exactly the same as Portal Worm except that it unleashes a disjunction spell
within 30 of each portal it affects. Also the portal explodes sending shrapnel in a 50 radius
doing 10d6 shrapnel damage as the portal stones explode. The portal is ruined and the
Page | 95
magic of the spell then moves through all portals within 500 destroying them in the process
as well. This pell only ends when the last portal within reach is destroyed. Only then will
the destruction cease.
Heart of the Wyrm
Ritual of Solitude
(Alteration)
Range: 0
Components: V, S
Duration: 1 day/level
Casting Time: 1 hour
Area of Effect: The caster or one touched being
Saving Throw: None
This spell enables the caster or another being to take the form of any type of dragon the
caster has personally seen, the only limitation to this is that the age category of the dragons
matches the age of the caster + 1d100 years. To cast the spell on another being, the caster
must be in physical contact with that being. The recipient acquires all the powers of a
dragon, including spell-like abilities (and the ability to use them expertly), immunities, magic
resistance, and the like. People affected by the spell retain their own intelligence and any
memorized spells. These spells can be cast by willpower alone while in dragon-shape,
without expending material components.
The recipient is not subject to subdual, and can use his or her own magic resistance, if its
higher than that of the dragon form. Magical items that are already operating will continue
to function while the spell recipient is in dragon form. Worn magical items are altered by
the spell so that they still fit; non-magical items temporarily become part of the dragon
form. Except for purely physical abilities such as flying, biting, and breathing, un-mastered
powers cant be used.
The change into dragon form cures damage to the spell recipient as if a heal had been cast
on him or her. Changing back to normal form can be done at will and takes only a second.
The recipient can change from dragon to original form up to 3 times in a day before the spell
is exhausted. This also has a healing effect. The recipient returning to normal form regains
half of any hit points lost while in dragon form. Beings in dragonshape can communicate
in the language of the form theyve taken, along with any other means of communication
common to chosen dragons form, as well as retaining their usual speech and languages.
This spell was generated by the Elves of Illefarn to battle the Aryvandaaran Dragon Riders,
and was later passed onto the elves of Sharrven and Eaerlann to use in their wars against
the Feyri and their Gold Elf dupes during the Sixth Crown War. During the rise of netheril
details of the spell were stolen from kidnapped apprentice High Magi, and used to form the
Dragonshape spell.
Page | 96
Rulers Mantle
A non-descript elf cloak of shimmering forest green & sky grey moon silk cloak with and
mithral and jade stylised oak leaf clasp, fringed & lined with heavily embroidered dark
green linen. The cloak itself acts as a normal elf cloak, as Bracers AC3, boots of the north
and a ring of fire resistance, it absorbs 12 spells levels 1st to 5th per day, and acts as a cloak
of flight and ring in invisibility/inaudibility (3/day) .
Page | 97
Page | 98
(Refrain)
Rivers of time
Oceans of tears
Portals and rhymes
Quessir hopes and fears
(Repeat Verses 1,3,5 then chorus and refrain)
Aghast at a future
Full of pain and despair
The traveller she railed
At the elves lack of care
Up the Delimbiyr
The traveller she went
The kingdoms demise
She sought to prevent
Our statues were cracked
Palace facades stained and faded
The outposts were burned
Page | 100
As humans invaded
(Chorus)
Greetings fair traveller
What brings you here?
To this place in a lost realm
A land we hold dear.
(Spoken)
Page | 101
Page | 102
Page | 103
Appendix I
Illefarn Skyfleet Ships
Page | 104
Page | 105
Page | 106
Page | 107
http://www.spelljammer.org/ships/
http://www.spelljammer.org/ships/drydock/Armada.html
http://www.spelljammer.org/ships/EagleCarrier.html
http://www.spelljammer.org/ships/WarBird.html
http://www.spelljammer.org/ships/aa/ManowarArchaic.html
http://www.spelljammer.org/ships/drydock/SwanShip.html
http://www.spelljammer.org/ships/deckplans/MonarchArmada.gif
http://www.spelljammer.org/ships/deckplans/ManOWar.gif
http://www.spelljammer.org/ships/deckplans/LeafThorn.gif
http://www.spelljammer.org/ships/deckplans/CrownOfCorellon.gif
Page | 108
appendix II
The Lost Portals of Illefarn
Voices of the Lost by Roger E Moor
http://wizards.com/dnd/article.asp?x=fr/pg20010131b
On Illefarns Portals
Illefarn possessed numerous portals, but not to the extent that Myth Drannor later knew.
This proved to be Illefarn's blessing, as it was not invaded (as was Myth Drannor) by
extradimensional monstrosities who turned the vast number of interplanar portals to their
own advantage. In addition, Illefarn's portals were nearly all teleportation devices joined to
other places on Toril, not true gate spells leading to other worlds or planes. The natural
world and its endless cycles were Illefarn's focus, and the elves believed the living world
would go on forever. Still, Illefarn's elves understood that their kingdom, grand as it was,
would eventually fall and be forgotten. Their weighty consideration of history, time, and
divination magic revealed no other outcome. This news provoked a melancholy that
influenced much of Illefarn's art and literature, even touching the architecture of Illefarn's
dwarves, who carved somber visages on their statues. Militarism was never strong in
philosophical Illefarn. Though its armies were excellent, Illefarn relied on diplomacy and
astute political maneuvering (aided by divination spells) to keep peace with its neighbors.
One of the more esoteric uses of portals in Illefarn was for artistic purposes, particularly for
what the elves called song paths. Great works of poetry were written so that they could be
sung for hours at a time, and portal networks were created that would be activated as each
singer walked over certain large, flat, enchanted stones set in the ground. The singer would
be transported from place to place in rhythm with the song, the scenery in keeping with its
message and tone. Minor portal systems, independent of each other, were created linking
numerous spots in Illefarn's vast forest and the lands around it. Few song paths spread
farther than this, and many were purposefully deactivated after a few decades of use. Those
few portal systems reaching well beyond Illefarn were the province of the occasional mage,
sage, or priest who investigated the larger world around.
The elves knew they could not reproduce quickly enough to replace their losses from a
major war. Their beloved forest suffered from magically induced blight during several of the
Crown Wars, and humans cut their trees for timber and firewood, while orcs and goblins
burned the woodland just for the thrill of destruction. Nonetheless, the elves could certainly
control how they left the stage of history. Not wishing their command of magic be used
against them, the Illefarn elves undid the magic wards, barriers, and preservation spells on
their cities and monuments as they left, letting nature and other races erode what the elves
themselves could not bear to destroy. The portal systems were always among the first
magical effects to be removed. Wood elves were the last major group to hold the kingdom
against its attackers, which is why some historians believe the realm was largely populated
by this subrace when they were once just a sizable minority in the kingdom's earlier years.
Page | 109
No grand, sudden battles signaled the kingdom's fall, though the realm was only a shadow
of its former self after the Fifth Crown War and was entirely gone before Netheril collapsed.
The remains of Illefarn's capital, the last great city of the realm, was taken over by
barbarians less than a tenday after it was left empty, about 2,500 years ago. (The old capital
is today the human metropolis of Waterdeep, though Waterdeep's origins are not widely
known even to scholars.) Illefarn became legendary in large measure because its elves left
so little written material or oral tradition behind, and because everything that was left
behind was so effectively destroyed. Elven cities and manors were taken apart for building
materials after being looted of the few valuables they possessed. Barbarians defaced carved
words, burned artwork, and built crude castles from stones that were once the foundations
of universities. Even some great works and relics that Illefarn's elves took with them as they
left were often lost in later wars, disasters, or feuds that befell their scattered people.
Today, a sage can struggle for decades to locate only one reliable source of information on
the Fallen Kingdom.
Only three portal networks of Illefarn have survived to the present day. The least of them is
described here. One of Illefarn's most famous song paths was not deactivated when the
kingdom was abandoned. The elven noble in charge of disenchanting this song path could
not bear to carry out his orders, and instead he simply took with him all available copies of
the poetic work that activated the portal system so that no one but the elves would make
use of the portals. He further separated all copies of the poem into smaller parts, so no
whole version of it remained in existence, then scattered them across various elven
libraries. This song path was called "Voices of the Lost" after the song that activated it, the
song that the portal system was meant to showcase. It fell into disuse for millennia,
completely forgotten* until now.
*Much confusion exists between scattered historical accounts of the ancient elven Illefarn
(sometimes written as "Ilefarn") and a more recent political state called Illefarn, consisting of
a dwarven enclave beneath Mt. Illefarn, in the hills north of the Laughing Hollow and
Daggerford, and its assorted allies. The latter "Illefarn," also called the Fallen Kingdom,
existed between 342 and 882 DR. In addition, the elven-dwarven-human kingdom of
Phalorm (the Realm of Three Crowns), was also in this general region from 523 to 615 DR.
Phalorm is often called the Fallen Kingdom in various histories, further confusing the issue.
fate. The wanderer hopes to prevent the fall of this realm, but the elves already know their
fate and have elected not to stop it. The wanderer, amazed and frustrated, travels even
further back in time, meeting kings and mages even at the kingdom's founding over two
hundred centuries earlier, but all of the elves questioned have at least an inkling of what is
to come, and they accept it without question.
By the song's end, the wanderer realizes that the elves, rather than attempting to prevent
the death of their civilization, elected instead to manage the life of their kingdom so that it
reflected the best of their ideals at all times, even at its end. The elves avoided the excesses
in magic and temperament that doomed other cultures before and after them, adhering to
their better nature to the end and rejecting hatred and bitterness at the natural cycles of
growth and death. At the kingdom's end, its people scatter and plant the seeds for later
kingdoms that will rise to even greater achievements, influencing history, civilization, and
people on a gigantic scale. The wanderer awakens, a sad but wise man, and follows the
example of the elves of the unnamed kingdom in living his life well while also ensuring the
world will be a better place long after he dies and his name is forgotten.
The song path created for this work was set up along what is now the Delimbiyr River. The
network of portals was one-way and circular. Each portal was tied to a large circular block of
polished marble about 9 feet across. Runes in the elven tongue of Illefarn (considerably
different from "modern" Elven) encircled each great disk. The magic activating each portal
was of a different sort than exists in present-day Faern, such that each stone would not
register as magical until a certain condition was met: a person standing or walking upon the
stone, singing a particular set of stanzas in Seldruin (the ancient dead language of the elves,
especially of elven high magic) from "Voices of the Lost." The singer's words and the notes
sung would cause the stone to become increasingly magical, until the last few words of each
group of stanzas were said. These were the trigger phrase to activate the portal, and the
singer would slowly dissolve from view, reappearing over the next portal stone in 1 round's
time. There, the singer would continue singing and the cycle would repeat. This system was
typical of many Illefarn song paths.
The portal system for "Voices of the Lost" began in the capital of Illefarn, its broken remains
now somewhere under the streets of Waterdeep. The first portal stone originally lay in a
broad meadow from which no trace of the buildings of the city could be seen. (The
surrounding forest screened the structures.) Here, the first stanzas of "Voices of the Lost"
were sung by elves wishing to take the song path. The wanderer's discovery of the
weathered stone was sung, and the song's first part ends with the wanderer falling asleep
on the stone at night, his magic dream beginning. The portal stone would activate at this
point, shifting the singer to the next stone, which lay exactly where Daggerford is at present.
The creator of the "Voices of the Lost" portal network used the River Delimbiyr as a
metaphor for time. The spot where Daggerford stands now represented the unnamed elven
kingdom (Illefarn, of course) late in its history, the first stop of the wanderer in his dream.
Further portal stones carried the singer upriver into the Nether Mountains, to the source
stream of the Delimbiyr River, where the wanderer met the earliest rulers and spellcasters
of the kingdom. From here, the portal network took the singer to the mouth of the
Delimbiyr on the Sword Coast, where the wanderer viewed the fall of the kingdom and
Page | 111
began to understand the elves' ultimate philosophy and goals. The coastal portal then led
back to the starting portal stone, where the wanderer awakened and set off on his new life.
The entire cycle using the portals took about six hours on the average, counting periods of
silence for reflection and rest.
Page | 112
If the portal users are at all good with maps, they will quickly note that their progress
upriver is taking them in the direction of Hellgate Keep. The PCs may, of course, elect to
leave the portal stone at this point rather than risk going onward, assuming they survive the
Zhent attack. "Voices of the Lost" must be recited for a full hour before the portal activates
again. (The wanderer has a long conversation with the wise coronal of the elven kingdom
and his court.)
4. Abandoned Elven River Port, Eastern High Forest
Originally, this portal stone rested on the west bank of the upper Delimbiyr River, with the
northernmost Graypeak Mountains to the east and the High Forest to the west. The
Delimbiyr is a young, fresh, roaring torrent in this place, representing the elven kingdom of
the poem in its early days. However, this portal is also in the territory of the ancient
kingdom of Eaerlann, and the Eaerlann elves had established an extensive river port just a
mile downstream of this spot. Just to be nice about it, the Eaerlann enchanted the woods
around the portal stone to reduce the level of noise so that the portal users would not be
interrupted in their appreciation of "Voices of the Lost." (The poem was popular in Eaerlann,
too.)
Then Eaerlann and Illefarn both fell. The dock complex south of the portal stone was
abandoned. Presently, aside from wild elven patrols from the High Forest, few dangerous
creatures exist in this immediate area, if one does not count the griffins. At any time during
the day, 2d4 griffins are visible in the sky as tiny dots. Though they prefer deer meat, they
are not choosy and will attack anything that looks inviting. The wood elves know enough to
avoid showing themselves on the west bank in daylight, as the griffins have superb vision.
The PCs on the portal stone cannot help it, as the poem must be recited for 30 minutes
before the portal activates.
5. The Talons, Nether Mountains
The fifth portal stone is high in the Nether Mountains in what is now a desolate, rock-strewn
area that was actually quite beautiful once. It rests about 600 feet from a broad brook that
was once much closer to the portal stone. The brook is one of the headwaters of the
Delimbiyr, representing the poem's kingdom at its founding. Oddly, the portal stone here is
quite clean and in excellent shape. Only 30 minutes of poetry reading are sufficient to
activate the portal.
The portal user is some miles north of Hellgate Keep, but is in the immediate vicinity of a
former inhabitant of that pit of evil. A single baatezu of low power but clever nature makes
its lair in a shallow cave very close to the portal stone. The DM can decide what sort of devil
this creature is, but it should be more than a match for the PCs, and capable (by innate
powers or magic devices) of going invisible and changing shape into human form. The devil
realized the portal stone was unusual long ago, after it had been chased out of Hellgate
Keep by assorted other monsters and set up shop here. It regularly cleans the stone and
attempts to decipher the Hamarfae script (the script of Seldruin) around the edges, but
without success. Before the PCs appeared, the devil discovered that the stone was
becoming increasingly magical (as the portal was being activated), and it took whatever
Page | 114
precautions the DM decides are necessary to defend itself. It cannot be surprised. The devil
has a minor treasure hoard here including a few magic items that it uses in its defense as
well as to kill or maim intruders. It is possible that the devil (in disguise) will want to
accompany the PCs through the portal system for a few more steps before attacking them.
6. Lizard Marsh, Sword Coast
The final operational portal stone in this system was on the shoreline of the Sword Coast by
the Delimbiyr's mouth, symbolizing the elven kingdom's fall and disappearance into the
pages of history (the sea). Rather, the portal stone used to be on the coast, but the coastline
has moved inward over the last few thousand years. The portal stone is now covered with
mud to a depth of 50 feet, but it still deposits its users on the semisolid ground above it -which is to say, the bottom of the sea. The user finds that he or she is now 25 feet below
water and must swim to the surface to get air, then swim about 150 feet to the shore.
Weather conditions are at the DM's discretion.
Swimming ashore is particularly problematic, as the mouth of the Delimbiyr is not only
farther inland but is now the Lizard Marsh. A large tribe of hostile lizard folk and their pet
giant lizards lives in this particular area, and they regard humans as a welcome alternative
food source, more flavorful than fish and probably more nourishing. Plus, human captives
scream, and fish do not, which is a big point in favor of eating humans when one can catch
them.
In ancient times, reading more poetry over this portal stone would have sent the user back
to the original portal stone in Illefarn's capital. Alas, as the capital portal stone has been
destroyed to make cobblestones in Waterdeep, the portal user is trapped here and
(assuming the hazards of Lizard Marsh are negotiated) must walk back to Daggerford or
catch a ride. Note that the devil, if it accompanies the PCs, is not greatly inconvenienced by
being submerged in water.
danger of selling out of alcoholic drinks hours before the performance is even scheduled to
start, and some shipments of wine and ale destined for elsewhere are suddenly derailed to
meet the demand.
Though most nonelven patrons could care less, the bard's historical research was
astounding, indeed. Despite the difficulties she faced, her detective work in assembling the
long poem was flawless and inspired. She was allowed access to several protected libraries
in Evereska and Candlekeep in her research, and she has already delivered copies of her
final reconstruction of the poem (and its translation into Common) to the libraries that
aided her. The poem's reconstruction and translation are regarded by elves who have read
them to be unparalleled masterworks, an event akin to discovering a lost play of
Shakespeare in the modern world. The bard's eternal fame among the elves is ensured.
Some elves from Evereska, tipped off about her performance here, arrived in Daggerford
earlier under the pretense of being on other sorts of trips, and they were swift to get to the
Lucky Lady for the performance.
The poem's interaction with the portal stone, however, is entirely unexpected by everyone.
Fifteen minutes into one of the greatest recitals of ancient poetry ever made, while elves
weep openly for their lost realm and other races sit entranced at the music -- the bard
vanishes while standing on the portal stone, which began to register as increasingly magical
during her performance. She's activated the portal and has been involuntarily sent on to the
next one. The portal stone's magic vanishes with her disappearance, but it can be activated
again under the usual circumstances. The scene inside the Lucky Lady is a screaming riot,
with everyone hunting for the bard. Many elves are convinced that antielven forces are
behind the disappearance. Some say the poem was cursed, others cry that the elven deities
who watched over Illefarn have taken the bard to hear the song for themselves. Martial law
is declared. Chaos reigns.
The PCs may choose to pick up the scattered copies of the bard's notes, left behind on a
table before she vanished, and attempt to duplicate her actions. Luckily, the bard's notes
show how to pronounce the unfamiliar words in Seldruin for anyone who speaks only
Common, but this process is laborious. Have anyone attempting to read the transliteration
of "Voices of the Lost" make an Intelligence check for every 5 minutes of reading. A failed
check means the reader takes an extra 5 minutes to finish this segment of the poem. For
example, activating the first portal takes 15 minutes normally, or 30 minutes total with
three failed Intelligence checks.
The fate of the half-elven bard is left to the DM to decide, but the PCs should move quickly if
there is to be any hope of rescuing her before she gets to the most dangerous portal stones.
(She quickly figures out what happened, but she becomes determined to follow the portal
system to its end, at any cost.) Elves in particular wish to see the bard returned in the fastest
possible time. This would be a good adventure for elven PCs, particularly if one is related to
the bard.
It is possible for the PCs to put this portal system to some use, but as the portals are oneway and do not link up to major trade centers, such use is questionable. However, elven
spellcasters and historians will jump at the chance to explore the portal network, once the
Page | 116
PCs have worked the bugs out of it. Discovery of the portal system as well as the lost poem
will become a major topic in the clack across Faern for months to come.
75 DR: The elf realm of Rilithar bordering the Sword Mountains is finally abandoned
because of the encroachment of human settlers and unceasing orc and troll raids. Several
clans of moon elves from Rilithar arrive in the Gray Forest far to the east through a portal(in
Longsaddle) and establish the realm of Vedrymmell.. They ally with the fugitive Crown Prince
Baranth of Impiltur, who in turn recognizes their sovereignty over the woodlands. There they
battle with the resident Hobgoblins for dominance of the forests.GHotR Pg 61
The town of Longsaddle, in the northwestern part of Faern, is a quiet town on the main
road from Waterdeep to Mirabar. Longsaddle sits in the center of the Dessarin Valley, which
is an area held by orcs until the rise of Waterdeep. The orcs found themselves pushed back
into the Spine of the World Mountains, but they remain a threat. Not that the orcs could
sweep away the towns now, but smaller groups can still threaten the peace of the
inhabitants. And there are other threats as well. Longsaddle itself has never had any
extraordinary excitement, until recently.
Sitting at the edge of the town is a crumbling arch made of stone. Sages say it has been
there since the time of Illefarn, and possibly longer. It certainly stood there when orcs held
sway over the Dessarin Valley, because crude orc runes have been added to the arch since it
was constructed. The arch is about 8 feet tall, and about 5 feet wide, with a section missing
from the top down to about 3 feet above ground on one side. The rest is weather-beaten
and crumbling. Sages say that the arch was a monument for some long-forgotten people,
perhaps a military victory or a sign of some covenant between two groups. The many runes
that adorn the arch seem to support these theories, though they do not tell a clear story. No
magical energies have been detected in the arch. The people of Longsaddle have built the
western edge of town around it, so that it is a local village square with taverns and shops.
Page | 117
Needless to say, the people were surprised one morning to find a hobgoblin standing in the
arch, looking over the town as a conqueror looks over a new prospect. Then a second
appeared, and witnesses fled in fear. The militia took care of the creatures, but small groups
of them appeared throughout the tenday. For reasons that remain mysterious, the portal
located in the arch became active again.
Sages came and studied the portal while the militia set up a permanent watch on the arch,
and the local residents were moved to parts of town further away from the problem. The
sages determined that the arch was one part of a two-way continuously active portal that
had its other destination in the Gray Forest, all the way over in Impiltur. A circle of stones
nearly buried in dirt and underbrush is all that marks the portal in the Gray Forest.
The hobgoblins living in the Gray Forest are taking full advantage of this new opportunity.
Day by day they send forays into Longsaddle to test the strength of the defenders there and
to scout the town. Occasionally they steal, and once they took a tavern worker from the
nearby Tavern of the Arch. Troops from Longsaddle rarely follow the hobgoblins back into
the Gray Forest, for they are not prepared for a protracted campaign there and dont know
if the portal will stop functioning again suddenly. The commander of the town militia, Suka
Hjilt, believes that containing the threat is sufficient for now.
Suka Hjilt: Female human Rgr1/Ftr8; CR 9; Medium-size humanoid; HD 1d10+3 plus
8d10+24; hp 86; Init +8; Spd 30 ft.; AC 16 (touch 12, flat-footed 14); Atk +11/+6 melee
(1d8+5/17-20, longsword) and +11 melee (1d61/19-20, short sword); or +11 ranged
(1d8/19-20, light crossbow); SQ Favored enemy (orcs); AL LG; SV Fort +11, Ref +4, Will
+3; Str 17, Dex 15, Con 16, Int 14, Wis 12, Cha 11. 5 feet 5 inches; 170 lbs.
Skills and Feats: Climb +7, Craft (siege engines) +6, Handle Animal +4, Knowledge (local
-- North) +6, Knowledge (nature) +6, Listen +8, Move Silently +4, Ride (horse) +10,
Search +6, Spot +11, Wilderness Lore +9; Alertness, Blind-Fight, Blooded, Combat
Reflexes, Dodge, Improved Critical (longsword), Improved Initiative, Track, Weapon
Page | 118
knows whether the ruins contain vast wealth or just monsters. The ruins did offer a
treasure in portals that has greatly increased the bandits' raiding capability.
Page | 120
Kaldrav Ashray: Male human Bard 4/Fighter 3/Duelist 3; CR 10; Medium humanoid; HD
4d6+4 plus 3d10+3 plus 3d10+3; hp 60; Init +5; Spd 30 ft.; AC 19, touch 19, flat-footed
13; Base Atk +9; Grp +9; Atk +13 melee (1d6+1, +1 rapier) or +12 ranged (1d8/x3,
longbow); Full Atk +13 melee (1d6+1, +1 rapier) or +12 ranged (1d8/x3, longbow); SQ
bardic knowledge +7, bardic music (countersong, fascinate, inspire competence, inspire
courage) 4/day, canny defense, enhanced mobility, improved reaction +2; AL CN; SV
Fort +6, Ref +11, Will +8; Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 14. Height 5 ft. 11
in., weight 179 lbs., age 32.
Skills and Feats: Balance +5, Bluff +11, Climb +5, Diplomacy +13, Escape Artist +10,
Gather Information +11, Hide +10, Intimidate +11, Jump +2, Knowledge (local) +10,
Listen +6, Move Silently +10, Perform +9, Ride +8, Sense Motive +6, Spot +6, Tumble
+16; Combat Expertise, Dodge, Iron Will, Mobility, Persuasive, Spring Attack, Weapon
Finesse.
Bardic Knowledge: Kaldrav can make a bardic knowledge check with a bonus of +7 to
see whether he knows some relevant information about local notable people,
legendary items, or noteworthy places.
Canny Defense (Ex): When not wearing armor or using a shield, Kaldrav adds 1 point of
Intelligence bonus (if any) to his Dexterity bonus to modify Armor Class while wielding a
melee weapon (maximum allowed equals his number of duelist levels). This bonus is
limited to +1 per duelist level. If Kaldrav is caught flat-footed or otherwise denied his
Dexterity bonus, he also loses this bonus.
Bardic Music: Kaldrav can use his song or poetics to produce magical effects on those
around him.
Countersong (Su): Kaldrav can counter magical effects that depend on sound by making
a Perform check for each round of countersong. Any creature within 30 feet of him that
is affected by a sonic or language-dependent magical attack can use Kaldrav's Perform
check result in place of his or her saving throw if desired. Countersong lasts for 10
rounds.
Fascinate (Su): Kaldrav can cause a single creature within 90 feet that can see and hear
him to become fascinated with him. Kaldrav's Perform check result is the DC for the
opponent's Will save. Any obvious threat breaks the effect. Fascination lasts 1 round.
Inspire Courage (Su): Allies who can hear Kaldrav receive a +2 morale bonus on saves
against charm and fear effects and a +1 morale bonus on attack and weapon damage
rolls The effect lasts for 5 rounds after the ally can no longer hear him.
Enhanced Mobility (Ex): When wearing no armor and not using a shield, Kaldrav gains
an additional +4 bonus to AC against attacks of opportunity caused when he moves out
of a threatened square.
Page | 121
from two sides at once. To encourage caravans to stop within their reach, the bandits built
two large campsite areas within the spread of their portals. These camp areas seem
defensible with good views that allow one to see anyone approaching. However, one of the
portals actually is located in one of the campsites, and the other campsite is a mere 300
yards from the portal at the other end of the portal chain. Thus, the bandits can get very
close and attack before caravan guards can mount a suitable defense.
Kaldrav does not let the bandits attack too frequently within the portal chain, because the
portals cannot be moved and he does not want to lose such a big advantage. He therefore
spreads out the bandits' raids in that area so that they are not frequent enough to
discourage merchants from using the road.
Jaida Goldspun: Female elf Ranger 7/Shadowdancer 2; CR 9; Medium humanoid; HD
7d8+7 plus 2d8+2; hp 53; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 19; Base Atk
+8; Grp +10; Atk +13 melee (1d8+3/19-20, +1 longsword) or +12 ranged (1d8/x3,
longbow); Full Atk +11/+6 melee (1d8+3/19-20, +1 longsword), +11/+1 melee
(1d8+3/19-20, +1 short sword) or +12/+7 ranged (1d8/x3, longbow); SQ animal
companion, darkvision 60 ft., elf traits, endurance, evasion, favored enemy (humans +4,
monstrous humanoids +2), hide in plain sight, improved combat style (two-weapon),
low-light vision, track, uncanny dodge, wild empathy +7, woodland stride; AL LE; SV
Fort +7, Ref +12, Will +4; Str 15, Dex 16, Con 12, Int 12, Wis 12, Cha 10. Height 4 ft. 11
in., weight 104 lbs., age 281.
Skills and Feats: Hide +13, Jump +5, Knowledge (geography) +6, Knowledge (nature) +8,
Listen +10, Move Silently +11, Perform (dance) +5, Ride +8, Search +8, Spot +10,
Survival +10, Tumble +8, Use Rope +6; Alertness, Combat Reflexes, Dodge, Endurance,
Mobility, Track.
Animal Companion (Ex): Jaida has a light warhorse animal companion named
Sebastien. She gains the following benefits from it.
Link (Ex): Jaida can handle Sebastien as a free action or push him as a move action,
even though she doesn't have any ranks in the Handle Animal skill. She gains a +4
bonus on all wild empathy checks and Handle Animal checks regarding him.
Share Spells (Ex): Jaida can have any spell she casts upon herself also affect Sebastien if
desired. Sebastien must be within 5 feet of her at the time of casting to receive this
benefit. If the spell has a duration other than instantaneous, it stops affecting Sebastien
if he moves more than 5 feet away and does not affect him again even if he returns
before the duration expires. Jaida can also cast a spell with a target of "You" on
Sebastien (as a touch range spell) instead of on herself. Jaida and Sebastien can even
share spells that do not normally affect creatures of the animal type.
Elf Traits: Jaidais immune to magic sleep spells and effects, and she has Martial
Weapon Proficiency in longsword, rapier, longbow (including composite longbow), and
shortbow (including composite shortbow) as bonus feats. She has a +2 racial bonus on
saves against enchantment spells or effects. Jaidais entitled to a Search check when
Page | 123
within 5 feet of a secret or concealed door as though actively looking for it. She also has
a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics
given above).
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a
Reflex saving throw for half damage, Jaida takes no damage with a successful saving
throw.
Favored Enemy: Jaida has selected humans and monstrous humanoids as favored
enemies. She gains a +4 bonus on her Bluff, Listen, Sense Motive, Spot, and Survival
checks when using these skills against humans. She gets the same bonus on weapon
damage rolls against humans. She gains a +2 bonus on her Bluff, Listen, Sense Motive,
Spot, and Survival checks when using these skills against monstrous humanoids. She
gets the same bonus on weapon damage rolls against monstrous humanoids.
Hide in Plain Sight (Su): Jaida can use her Hide skill even when observed for as long as
she is within 10 feet of a shadow. (She cannot hide in her own shadow.)
Improved Combat Style (Ex): Jaida has chosen two-weapon style. She acts as if she has
the Two-Weapon Fighting and Improved Two-Weapon Fighting feats when in light or
no armor.
Uncanny Dodge (Ex): Jaida can react to danger before her senses would normally allow
her to even be aware of it. She retains her Dexterity bonus to AC (if any) regardless of
being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity
bonus to AC if immobilized.)
Wild Empathy: Jaida can use body language, vocalizations, and demeanor to improve
the attitude of an animal. This ability functions just like a Diplomacy check made to
influence the attitude of a person, but Jaida's modifier to the die roll is +7. The typical
domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly. To use wild empathy, Jaida must be able to study the animal and it her, so
they must be within 30 feet of each other under normal conditions. Generally an
attempt takes 1 minute. Jaida can also use this ability to influence the attitude of a
magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the
check.
Woodland Stride (Ex): Jaida can move through normal undergrowth at normal speed,
but is still hampered by magically manipulated undergrowth.
Ranger Spells Prepared (2; save DC 11 + spell level; 20% chance of spell failure): 0 -speak with animals (2).
Possessions: +1 elven chain mail, +1 longsword, +1 short sword, masterwork longbow,
20 arrows, cloak of resistance +1, wand of cure light wounds, military saddle and tack,
portal interruption key, 55 gp.
Page | 124
Clever, organized, and efficient, Jaida sees herself as the real authority behind the
bandits, at least when raiding. She is usually successful, good at strategies, and
adaptable enough to make use of whatever is at hand. She is content with her role and
position in the group, and she recognizes that Kaldrav brings a level of vision that is
necessary for the band to become something more than mere thieves. She does not
possess such vision herself; she is more a detail-oriented person. She never leaves
anyone behind if it can be avoided (and she has not had to yet), but she would abandon
a plan if it would lead to disaster. She is very no-nonsense and does not really have a
sense of humor, but she commands respect for her abilities due to her bearing and
straightforwardness.
Sebastien: Light warhorse animal companion; CR --; Large animal; HD 5d8+15; hp 37;
Init +2; Spd 60 ft.; AC 16, touch 12, flat-footed 13; Base Atk +3; Grp +10; Atk +5 melee
(1d4+3, hoof); Full Atk +5 melee (1d4+3, 2 hooves), and +0 melee (1d3+1, bite);
Space/Reach 10 ft./5 ft.; SQ bonus tricks (2), evasion, link, low-light vision, scent, share
spells; AL N; SV Fort +7, Ref +6, Will +2; Str 17, Dex 14, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Listen +5, Spot +5; Endurance, Run.
Scent (Ex): Sebastien can detect approaching enemies, sniff out hidden foes, and track
by sense of smell.
Thus, the wearer could pass through a portal without being transported, and anyone
passing in the same round would not be transported because the portal's function was
suspended. However, the portal would reactivate in the following round and work normally.
Kaldrav had his wizard create a number of these portal interruption keys and gave them to
his bandits. He then ordered that they create a path from the road through the portal and
on into the woods, but away from the base area. This path comes very close to the base, but
passes by and goes elsewhere. Further down, the bandits using this path change to another
one and make their way back to the base. This path seems like one of many small game
paths in the woods. The bandits then dismantled and removed the arch that marks the
portal, so that it was not apparent that the portal was present.
This portal is now used as one-way portal to elude pursuit. When bandits return to the
forest with law enforcement or adventurers after them, they use the escape path and ride
through the portal. Since they are all wearing portal interruption keys, the portal does not
activate for them. The pursuing guards or adventurers then pass through the portal
unawares and end up hundreds of miles away, with no bandits in sight anywhere.
This trick has worked a few times, but Kaldrav is careful not to use it very often. It is the kind
of trick that can be seen through easily if one takes the time to look carefully, and once seen
through it no longer works (unlike some other tricks that continue to work even if they are
known).
New Magic Item
Portal Interruption Key: This small charm can be strung onto a necklace or worn on a
bracelet. When the wearer passes through a portal, the key prevents the portal from
activating for 1 round. It functions once per day per portal it is keyed to. The portal activates
after 1 round, so the wearer cannot stand in a portal and prevent it from working
altogether. Further, the key functions only when worn, since unattended objects have no
effect on portals. Portal interruption keys must be created for specific portals. During the
creation process they must be exposed to the portal(s) they are to affect. Thus, the key
works only for specific portals. They can be keyed to a set of portals, such as all portals in a
network, but they cannot be keyed to more than one portal per caster level of the creator.
Strong transmutation; CL 10th; Craft Wondrous Item, analyze portal, antimagic field; Price
24,000; Cost 12,000 gp + 960 XP; Weight --.
The Treasure Cave Portal
One thing that bandits need is a secure place to store their loot, and the portals from the
lost civilization have provided the Bandits of the Iron Wind with a very secure place indeed.
It is, however, a problematic place in that the bandits rely too much on one person to
retrieve their stored treasure.
While Jaida Goldspun was exploring the ruins, she came across what was obviously a portal
in the basement of a building. The records that the bandits found at a wizard's tower
indicated that the building was once part of the government center, but no mention was
Page | 126
made of the portal. After some experimentation and magical analysis, they determined that
the continuously active human-sized portal was a one-way gateway. Strangely, the portal
transported its user to a spot about 10 feet beyond it. The user's possessions went
elsewhere. Through magic, they found that the possessions of any user went to a cavern
deep beneath the earth. The cavern is located about a mile north of the ruins, and it is
entirely natural. They were puzzled by why anyone would make such a thing, but they found
an immediate use for it. They would send bandits carrying loot through the portal and the
loot would all end up in the cave.
In the cavern, the bandits found three tunnel exits from the portal, but a one-way portal
covers each of the ways out. They could enter, but when they tried to leave, they activated
the portal and found themselves back in the ruined basement -- naked. Anything they
carried was found in the cavern again. Thus, while people could enter and leave, any objects
that ended up in the cave stayed there.
The bandits' wizard, Kinon Perray, can use dimension door to bypass the portals and remove
items, but that is the only means that the bandits have of removing anything (since the
dispel magic option rarely works for Kinon). They continue to use the portal, because if they
cannot take anything out easily, then anyone else trying to steal from them would not be
able to either. But, the reliance on Kinon makes some of the bandits, especially Jaida, very
nervous. It remains to be seen whether the band will move its treasure.
Kinon Perray: Male lightfoot halfling Rogue 2/Wizard 9; CR 9; Small humanoid; HD
2d6+2 plus 7d4+7; hp 36; Init +3; Spd 20 ft.; AC 16, touch 16, flat-footed 13; Base Atk
+4; Grp -2; Atk +3 melee (1d3+2/19-20, dagger); Full Atk +3 melee (1d3+2/19-20,
dagger); SA sneak attack +1d6; SQ evasion, familiar benefits, halfling traits, trapfinding,
tressym familiar (Flitter); AL CN; SV Fort +4, Ref +9, Will +6; Str 7, Dex 16, Con 12, Int
15, Wis 10, Cha 14. Height 3 ft. 6 in., weight 41 lbs., age 47.
Skills and Feats: Appraise +7, Bluff +7, Decipher Script +9, Disable Device +9, Disguise
+7/+9 in character, Hide +12, Knowledge (arcana) +9, Knowledge (the planes) +9, Listen
+7, Move Silently +10, Open Lock +10, Search +7, Spellcraft +11, Spot +5; Craft
Wondrous Item, Extend Spell, Improved Familiar, Nimble Fingers, Scribe Scroll, Stealthy.
Familiar Benefits: Kinon has chosen Flitter the tressym as his familiar. When his familiar
is within 5 feet of him, he gains the benefit of the Alertness feat. He also gains the
following benefits.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex
saving throw for half damage, Flitter takes no damage if it makes a successful saving
throw and half damage even if the saving throw fails.
Empathic Link (Su): Kinon can communicate telepathically with Flitter at a distance of
up to one mile. He has the same connection to an item or a place that Flitter does.
Share Spells: At Kinon's option, he can have any spell (but not any spell-like ability) he
casts on himself also affect Flitter. Flitter must be within 5 feet at the time of casting to
Page | 127
receive the benefit. If the spell or effect has a duration other than instantaneous, it
stops affecting Flitter if it moves farther than 5 feet away and will not affect Flitter
again even if it returns to Kinon before the duration expires. Additionally, Kinon can
cast a spell with a target of "You" on Flitter (as a touch range spell) instead of on
himself. Kinon and Flitter can share spells even if the spells normally do not affect
creatures of Flitter's type (magical beast).
Speak with Animals of Its Kind (Ex): Flitter can communicate with animals of
approximately the same kind as itself. Such communication is limited by the
intelligence of the conversing creatures.
Speak with Master (Ex): Flitter and Kinon can communicate verbally as if they were
using a common language. Other creatures do not understand the communication
without magical help.
Touch: Flitter can deliver touch spells for Kinon.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a
Reflex saving throw for half damage, Kinon takes no damage with a successful saving
throw.
Halfling Traits: Kinon has a +2 morale bonus on saving throws against fear, a +1 racial
bonus on all saving throws, +1 racial attack bonus with a thrown weapon or sling, and a
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks (already figured into
the statistics given above).
Trapfinding: Kinon can use the Search skill to find traps with Search DCs higher than 20.
Wizard Spells Prepared (4/5/4/2/1; save DC 12 + spell level): 0 -- detect magic (2),
mage hand, resistance; 1st -- expeditious retreat, mage armor, magic missile, sleep,
true strike; 2nd -- cat's grace, darkvision, detect thoughts, see invisibility; 3rd -- dispel
magic, suggestion; 4th -- dimension door.
Spellbook: 0 -- all; 1st -- charm person, comprehend languages, detect secret doors,
expeditious retreat, identify, mage armor, magic missile, reduce person, scatterspray
(FRCS), shield; 2nd -- Aganazzar's scorcher (FRCS), bear's endurance, bull's strength,
cat's grace, darkvision, detect thoughts, locate object, see invisibility, Snilloc's snowball
swarm (FRCS), Tasha's hideous laughter, web; 3rd -- analyze portal (FRCS), arcane sight,
blacklight (FRCS), clairaudience/clairvoyance, dispel magic, flashburst (FRCS), fly, hold
person, lightning bolt, rage, suggestion; 4th -- detect scrying, dimension door, greater
invisibility, locate creature, scrying, stone shape, stoneskin, thunderlance (FRCS).
Possessions: dagger, ring of protection +2, ring of counterspells.
Kinon tries to appear studious and powerful, but he is actually lazy and careless. Thus,
he is always bluffing to some extent. That is why he gave up thievery; it was too much
work. How he got through magical training no one knows, but it took him longer than it
Page | 128
should have. He never stays anywhere too long, so that no one sees through his bluff.
His real dilemma is that, being lazy at heart, he finds the mask he wears to be more
work than he would like to do. However, he knows that in the cutthroat world, his real
nature would get him taken advantage of or killed by those whose greed for power is
greater than his own. He also has no physical strength at all, and he has to depend on
others to defend him. In return, he feels he must appear to contribute. Thus, he may
give off the impression that he wants to take over the bandit group, but he never
would really want to do that because leading is too much work. He is very happy with
the security of his current role and with his relative isolation from the greedier wizards
that he might cross elsewhere. He is expected to use his magical knowledge only on the
portals and to defend the ruins, but not to engage in any raiding himself or to assist the
raiders with more than an enhancement spell or two. He is curious, as most halflings
are, but knows when to keep his nose out of something for fear of angering the wrong
person. He has a great respect for Kaldrav, and a fear of Jaida, and does not interact
with the rest of the band much at all. He likes the solitude.
Flitter: Male tressym familiar; CR --; Tiny magical beast; HD 1/2 d10 (effective 7d10); hp
18; Init +2; Spd 30 ft., fly 50 ft. (good); AC 18, touch 14, flat-footed 16; Base Atk +4; Grp
-8; Atk +8 melee (1d2-4, claw); Full Atk +8 melee (1d2-4, 2 claws) and +3 melee (1d3-4,
bite); Space/Reach 2-1/2 ft./0 ft.; SQ darkvision, low-light vision, poison immunity,
scent; AL CG; SV Fort +2, Ref +7, Will +6; Str 3, Dex 15, Con 10, Int 12, Wis 12, Cha 13.
Skills and Feats: Balance +10, Climb +4, Hide +19, Listen +6, Move Silently +11, Spot +6;
Weapon Finesse.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex
saving throw for half damage, Flitter takes no damage if he makes a successful saving
throw and half damage even if the saving throw fails.
The reason that the portal does not work is that a shift in the earth when the chasm (from
Part Three) was filled in caused the ledge on which the arrival point was set to crumble
away, so the arrival point no longer meets the criteria for a safe arrival point. The bandits
don't know this, of course, and they cannot find the cavern by scrying. They have been
puzzling for months on how to make the portal work, and they think that they are missing a
key (since most of the portals they have found have been keyed). They are partly right, but
the secret of the key is in the journal they found. The key is a simple incantation in the
ancient language of the lost civilization, and they have translated and tried it without
success.
The portal has one other problem; it is shrinking. Some magic that washed over this place
ages ago has caused this one portal to malfunction and begin to collapse on itself. It was
created as a human-size portal set within an arch, but it is now a Tiny portal only 2 feet
across. As time passes, it gets smaller and smaller as its magic leaks away somehow. Right
now only Tiny creatures can pass through it, assuming they could get it to work at all. Within
10 years, it will close completely. The bandits don't know how long they have, so their
wizard Kinon Perray devotes a lot of time to investigating this portal.
Note: The contents of the lost civilization's treasury is left to you, but it should be
substantial. Eventually, the bandits can find the following two spells in another location in
the ruins, or perhaps the PCs can.
Transmute Rock to Steel
Transmutation [Earth]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Stone in a volume of up to two 10 ft. cubes/level (S)
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell transmutes a volume of rock into worked steel, removing impurities and refining
the rock instantly. The makeup of the rock is not relevant to the spell's effect. No matter
what kind of rock is affected, the result is steel. The metal so produced has the same form
as the original rock, so a pile of rock becomes a solid pile of metal, and a rock wall in a cave
becomes a metal wall. The metal must be shaped by another means, such as the
metalshape spell.
Creatures made of rock, such as stone golems and earth elementals, cannot be affected by
this spell.
Arcane Material Component: Metal shavings.
Page | 130
Metalshape
Transmutation [Earth]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: Metal object touched, up to 1 cu. ft. + 1 cu. ft./level
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: No
You can shape metal objects into other forms of your choosing. You must work the metal in
your hands, but it becomes pliable like putty while you work it. Fine detail is impossible, as is
sharpening, but you can make gross shapes such as breastplates or swords and then refine
them through mundane processes. To make a functional object with this spell, you must
make the appropriate Craft check. You cannot make any object with a Craft DC of 15 or
higher with this spell, nor can you make mechanical devices with moving parts. The casting
time indicates only the activation of the magic; you have 1 minute per level to work the
metal once the spell is cast
Page | 131
Appendix III
Monsters of Illefarn
Faernshay
(Banshee Rider)
(Halls of the High King TSR FA1 Pg 48)
CLIMATE/TERRAIN: Any/any
FREQUENCY: Rare
ORGANIZATION: Solitary (always mounted)
ACTIVITY CYCLE:
DIET:Nil
INTELLIGENCE: High 13-14
Highly (13-14)
TREASURE: Nil
ALIGNMENT: NE
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: (mounted) 24, Fl 18 (C)
HIT DICE: 9 or better (plus by class)
THAC0:11
NO. OF ATTACKS: 1or 2
DAMAGE/ATTACK: 2d8 + 2/2d6
SPECIAL ATTACKS: Death wail, Trample (mount)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (but always mounted, on an L)
MORALE: Fanatic (17)
XP VALUE: 7.000
The rare undead .Banshee Rider. is seen only at night, always appearing as an eyeless,
glowing white elven maiden with long, streaming white hair. Clad in ornate plate armor, she
rides a longmaned, eyeless horse and attacks beings she encounters with the lance she
bears. The shee slays those she can catch. Rider and mount can both see (with 90.
infravisionl despite their empty, dark eyesockets. They will turn towards and chase most
creatures they encounter (ignoring a target on a 2 in 6 chance).
Combat: The translucent shee will never dismount from her shadow horse, cannot be
unhorsed, and will try to ride down any beings who stand in her path. Unless they move
with her to continue combat, the Shee will attack a creature only once before galloping on
Page | 132
into the night. The strike of a shee.s shadowy, insubstantial lance does 2d8 + 2 damage and
causes a l-point Strength loss (strength so lost will return in an hour). Such losses are
cumulative. A shees lance cannot be grasped, nor can it impale, catch on anything, or be
turned aside by shield or armor. If a lance attack misses, or the Shee is attacking another
being, the shadow horse will trample opponents. Anyone so trampled is flung to the ground
(fragile carried items may have to make saving throws) and suffers 2d6 points damage. The
horse is not related to the undead being known as a shadow, despite its name, and is AC0
and THAC0 11. Some bards and sages believe it is not a separate creature at all, but part of
the shee.
Shee may be struck by any sort of weapons and do not exude magical fear. Their touch is
said to be cold, but not magically chilling. Shee are considered as Special when priests
attempt to turn them; a successful turning merely causes the shee to avoid attacking the
priest and gallop towards another target. Like other undead, shee are immune to sleep,
hold, charm and related spells and magical effects. Shee cannot be commanded by other
undead or by any known magic and are immune to illusions, hypnotic effects, and other
forms of mental influence. Shee regenerate 1 lost hit point per turn. Any successful attack
on a shee will cause her to vanish. As she fades away, she will scream. Beings within 60. of
her disappearance must save vs. death magic or perish. A vanishing shee is actually slowly
shifting to another random locale on the same plane. This transfer requires an entire
round to complete. In both places, while vanishing a shee canbe readily attacked and is AC7.
A shee only vanishes when struck; it cannot travel about at will by this means, but must
otherwise gallop. Shee are known to usually head towards the maximum number of targets
nearby, but it is not known if they can control their teleports to arrive in specific lands, or
deliberately gallop in certain directions-if they have any concept of locations or destinations
as living creatures do. Undead are unaffected by the wail of a shee, but all other shee
attacks will affect them, and shee often attack undead. Shee seem immune to special
undead abilities and attacks. If a shee is not attacked, she will gallop away after attacking
every being present once, and will not wail.
Habitat/Society: Shee seem to gallop continuously in dark regions, hunting living beings to
attack. They have been encountered at sea, galloping across the sky low over the waves. In
particular they hate the leShay, being they blame for corrupting their souls and trapping
them in this state. A Faernshee will go out of its way to attack a leShay if one is present, at
the expense of all other considerations.
Ecology: A shees appearances seem related to disasters or important events. Shee may be
attracted to great gatherings or outpourings of magical energy. A being that has been struck
(but not killed) by a shee or her mount gives off a faint, pearly luminescence in darkness.
This is known as .The Mark of the Shee, and those who bear it are regarded with great
respect by intelligent beings native to the Northern Illefarn and the Moonshaes. A marked
creature will not be attacked by common bandits, villagers, and the like; lesser undead the
Realms over will avoid attacking a marked creature. This condition is permanent,
unless removed by a limited wish (dispel magic will not suffice).
Page | 133
Page | 135
Sources used
Volos Guide to the North & Waterdeep, Dwarves Deep, Under Illefarn,
Demi-Human Deities, all the FRCGs I to IV, All the DMGs & PHBs,
Dragon Magazines 95, 145, 172, 176, 187, 200, 220, 223, 232, 234, 246, 250,
259, 270, 267, 273, 274, 278, 280, 300, 350, A City of Splendors FORGOTTEN
REALMS Web Enhancement, Grand History of the Realms, Forgotten
Realms Adventures 2E, The North Boxed Set, Cloak and Dagger, The Atlas of
Faerun, Waterdeep Trail Map, Waterdeep and the North, The Savage
Frontier, Cormanthor: Empire of the Elves, The Fall of Myth Drannor, The
Ruins of Myth Drannor, Elves of Evermeet, Complete Book of Elves, Elves of
Faerun online Web Source by Lord Karsus, Unearthed Arcana 1,2,3 E, Manual
of the Planes 1,2,3 E, Fiend Folio, Spell Compendium. FA1 Halls of the High
King, FR1 The Moonshaes, Sarifal; Brian R James, Dragon 376, Ed
Greenwoods answers to questions on Loremaster.org, George Krashos
answers on Candlekeep.
Internet Resources:
Various Articles by the Scribes of Candle Keep
Various Forgotten Realms Wiki articles
Various Wikipedia articles.
Page | 136