Académique Documents
Professionnel Documents
Culture Documents
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Contents Page
Map of Keltormir
Map of Myth Rhynn
A brief history of Keltormir
Rysars of Keltormir
Forests of Keltormir
Cities & Localities of the Kingdom
Myth Rhynn the Necropolis of Keltormir
The Mytharan Woods
Mallin of Chessenta
Magic Items of Keltormir
Sources Used
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page 21
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page 27
page 47
page 69
page 72
page 74
page 81
Ancient are the Ruins of Myth Rhynn, but long memories have they...
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27000 DR
23900 DR
Establishment of the first gold elf settlements of
Aryvandaar (present-day High Forest).
23600 DR
Establishment of the first moon elf settlements of
Shantel Othreier & Ardeep.
-23590 DR
The Conclave of Houses elects Hamaranth Othreier
as the first Coronal of the newly established Moon
and Gold Elf city of Yrchionmanthaar The City of
Peaceful Reverie. Within two centuries the borders
of Shantel Othreier are established and the new
realm in proclaimed.
22900 DR
The elf settlement of Illefarn (present-day
Ardeep and Kryptgarden Forests and parts of
Dessarin Valley) is founded, and green elves join
their moon elf cousins in Ardeep.
-22500 DR
Moon Elves from Yrchionmanthaar help their kin
Establish the moon elf settlements of Orlothia and
Shaarril in Orishaar (present-day Duskwood and
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20000 DR
Orishaar and the southern dark elf nation of Ilythiir
begin skirmishes that continue on and off for the
next seven millennia.
-19430 DR
Dark Elf refugees fleeing from the oppressive rule
of the leaders of Ilythiir fold over the border into
Orishaar. They are then settled much further
afield, finding sanctuary in the sparsely settled
region of northern Fhaormista, in the forest of
Shilteuvandor.
- 18050 DR
Keltormir Ithyll departs Shalarion leading an
exodus of Moon and Green Elf clans on a 150 year
journey away from the rampant racism and
corruption that is polluting the culture of
Aryvandaar.
-17900 DR
After a thousand years of paranoia Ayagas
increasingly racist policies once again bring Shantel
Othreier to the brink of civil war. Green elves are
banned from owning property within the larger
citys their nobles dispossessed of their lands in
favour of Ayagas lackeys. A resistance movement
springs up amongst the liberal minded Moon Elves
of Teualumista who rally behind the banner of a
previously unheard of Moon Elf Bard, Korinnialass
Moonflower (a great..great grand-daughter of
Sharlario Moonflower and the wielder of his family
blade.)
-17781 DR
Coronal Keltormir leads a trade delegation to the
realms around the Lake of Steam including
Thearnytaar, Eiellr, Syrpiir, and visits the cities of
Olccidiya and New Attornash to establish a trade
and defense treaty with the rulers of Illythiir.
-17689 DR
Tribes of Cloud Giants begin migrating west out of
the Marching Mountains and into the Gods Bowl.
Clan Besilmer suffers heavy losses before the
giants are driven north into the mountains of
southern Shantel Othreir.
17600 DR
The Sundering
Hundreds of High Mages assemble in the heartland
of Faern at the Gathering Place. Ignoring the
lesson learned from the destruction of Tintageer
centuries earlier, they cast a spell of elven High
Magic designed to create a glorious elf homeland.
On the Day of Birthing, the magic reaches its apex
as the spell extends both back and forward in the
mists of time. Faern, the one land, is sundered
apart by the unbridled force of the Sundering. As a
result, hundreds of cities are washed away,
thousands of elves lie dead, and the face of Toril is
changed forever. The name Faern, no longer the
One Land, is given to the largest continent.
Surrounded by vast expanses of water, the island
of Evermeet, thought to be a piece of Arvandor
and a bridge between worlds, breaks the surface of
the Trackless Sea.
Blessed by the goddess Angharradh, verdant
forests and wildlife soon flourish across the island.
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-17548 DR
Having survived the catastrophic sundering of their
realm, the elves of Keltormir begin rebuilding
starting with a new port city, naming after one of
the heroes of the Sundering who sacrificed himself
to save thousands of lives, the High Mage Ketallass
Ithyll.
-17230 DR
Three clans of Cloud Giants invade the eastern
reaches of Keltormir raiding villages. Leading the
resistance Coronal Keltormir finds himself locked in
single combat with a cloud giant-cambion named
Horthingarr. After a titanic struggle in which
dozens of cloud giants and hundreds of elves are
slain, the two leaders slay each other in a flurry of
blades and battle magic. Keltormirs granddaughter the Lady Fionolla Ithyll takes up her
grandsires blade and crown, beginning the second
Rysar of Keltormir.
-17190 DR
Lady Fionolla marries prince Kamalliyn of Orishaar,
bringing the two realms closer together. The two
then travel to Illythiir via swanship to New
Attornash for diplomatic talks with their large
southern neighbour.
17100 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 multifront war. Ilythiirs influence
is not discovered for centuries.
-17045 DR
Lady Fionolla gives birth to twins whilst visiting
Lord Kamalliyns family, there she spends time
recovering whilst her husband sees to the daily
running of the realm as Araegisses.
-16990 DR
The War of the Giants flares again when several
clans of cloud and storm giants float their sky
castles south from the Cloud Mountains raining
destruction down upon Ketallass and its
surrounding tree steadings and towns. In a
surprise raid the royal palace is destroyed and
most of the royal family slain. Prince Adelindor
Ithyll, the late Coronals eldest son and heir, leads
the empires eagle and hippogriff riders in an aerial
war that lasts for many months before high magi
and eagle riding spellblades bring the last floating
citadel down into the seas off of Ketallass. With
the end of the war, Lord Adelindor Ithyll assumes
his ceremonial duties, beginning the 3rd rysar of
Keltormir.
-16980 DR
Coronal Adelindor marries his longtime love, the
Lady Arraelle Sablemyst of Thearnytaar. The
wedding is attended by nobles from all across the
west and is considered a marriage of great political
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-16888 DR
Lady Araelle gives birth to a son that many say
looks nothing like the Lord Coronal. An ensuing
investigation reveals the father to be one of Lady
Aralles royal guards. The enraged Coronal, exiles
his wife and her bastard son to a tiny island of the
southern coast of the Dragons Head, and executes
all of the former queens royal guard and
attendants for treason against the crown.
-16800 DR
The War of Three Leaves ends but there is
continued sporadic border fighting for centuries
after and the dream of a united realm dies allowing
the leaders of Illythiir to keep their opponents at
odds with each other and thus weakened.
-16764 DR
Coronal Adelindor announces that he is adopting
his sisters eldest son, Prince Hethrass of Clan Shyr.
The coronal then goes on to name the prince as his
heir apparent if the coronal should meet an
untimely end.
-16621 DR
Pirates using dragonships begin raiding coastal
shipping and communities all along the south and
west coasts from the Lake of Steam to the Dragons
Head. Survivors report crews made up of Moon,
Green, and Dark Elves attacking in fleets of up to
30 ships taking cargos and captives for slaves.
-16619 DR
In response to increasingly bold and deadly raids,
Coronal Adelindor commissions the building a fleet
of fast ocean going clipper ships and coastal
swanships to tackle the growing pirate threat.
-16614 DR
-16423 DR
A horde of orcs and gnolls pours out of the
Marching Mountains and begins laying siege to
Myth Bellavae and the mountain city of Mir. After
6 months of siege relief forces arrive from Ketallass
via the Royal Fleet.
-16422 DR
Myth Bellavae falls to the Bolartusk orc horde, but
not before most of its inhabitants are rescued by
the sudden arrival of swan-skyships to remove the
citadels survivors. The citadel then explodes as the
ravaging hoard unleashes the magical traps laid
down by the fleeing elves.
-16421 DR
The siege of Mir is finally lifted as the elves allies
arrive from Illythiir, Orishaar and Thearyntaar. In
the ensuing battles the invading army of over
3000000 orcs and gnolls is annilhilated by an army
of elves almost as large. Not one orc or gnoll in
1000 survives the battle of the Bleeding Mountains.
The leaders from the four nations pledge lasting
friendship and a treaty mutual assistance in times
of emergency and war.
-16338 DR
Coronal Adelindor retires from daily life allowing
his son to run the realm in his name. He
commissions family ship wrights to begin a clipper
for his retirement.
-16271 DR
With the completion of his ship the Wandering Star,
Coronal Adelindor abdicates in favour of his son,
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-16027 DR
Coronal Hethrass begins having his geomancers
build a new capital further inland away from
potential attack by seaborne invaders. It takes the
builders and shapers more than 70 years to
complete the city, which is named Keltoran.
-15802 DR
A clan of enraged green dragons descends upon
the city of Keltoran laying waste to the city in a
matter of 7 days forcing most of the survivors to
flee west to the relative safety of Ketallass. Coronal
Hethrass orders his eagle and hippogriff riders to
drive the dragons off, which they do but with
horrendous losses.
-15756 DR
After a long and at times tumultuous life, Coronal
Hethrass abdicates in favour of his daughter, the
fiery Duskblade, Deliia, staring the 5th rysar of the
empire. Lord Hethrass passes quietly onto
Arvanaith, and is buried in the Glades of Mythara
in the heart of the Tethir Woods.
-15550 DR
Coronal Deliia announces her intentions to reestablish the capital on the southern edge of the
Mytharan Glades. Damarhynn, capital city of
Keltormir is established in the heart of the forest as
a city of religious and political freedoms and
tolerance. In a tragic accident, the Coronal and
much of the royal party in slain when the heart
stone of the newly laid mythal explodes in a
conflagration that consumes much of the new city.
With the death of the Coronal, the blood thirsty
Araegisses, Tathallas Shyr becomes the next
Coronal of Keltormir and immediately orders his
southern legions east across the Gorlman Straits
and into Orishaar to battle Illythiiri forces who
-15549 DR
Surprised at this aggressive move by the normally
passive Green Elves, Coronal Gerthass of Illythiir,
sends assassins to neutrtaize posed by Lord
Tathallas. They succeed beyond all expectations
managing to explode a sphere of annihilation
beneath the Coronals bed chamber killing him, his
guards and most of Tathallass many lovers. Lord
Tathallas young daughter, the 31 year old princess
Bella Shyr, becomes the next Coronal beginning the
7th rysar of the realm.
-15300 DR
The elvish Vyshaan clan rises to power in
Aryvandaar under Coronal Ivsaar Vyshann,
deposing the Moon Elf Amarillis clan as the rulers
of Sharlarion, and the realm.
-14821 DR
Severe storms lash the southern coast of Keltormir,
a typhoon of unusual size smashes into
Berkaddynn killing thousands including the Coronal
and her family, and the heir to the throne. Serving
Araegisses, and nephew of the Coronal, Ballonyr
Berilan is chosen by the clan lords as the next ruler
of Keltormir.
The giants of the Cloud Mountains once again
move south into the forest clearing trees on the
noerthern shores of Lake Esmel. This in turn
triggers s reaction by long established Green and
Black Dragon clans who attack the giants as they
cut down the trees around their homes. Secretly
encouraged by the elves, dragons and giants clash
repeatedly over the next 150 years.
-14807 DR
-15143 DR
-14799 DR
-15262 DR
-15080 DR
After a lengthy engagement the Coronal Bella and
Prince Kellindor marry surrounded by pomp and
ceremonyv. Within 50 years they have celebrated
the births of 5 children, all of whom have grown into
fine young lords and ladies. Lady Bella nominates her
eldest daughter, the Princess Dalliah as her heir and
successor.
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-14603 DR
Through Lord Ballonyrs patronage a golden age in
music and the arts flourishes within the realm. A
series of Song Portals are established between
Damarhynn and Aelinthaldaar to further support the
growth and exchange of ideas between the various
artistic and bardic colleges with the twin Green Elf
empires.
-14527 DR
-13910 DR
-14300 DR
-14079 DR
In a freak accident Lord Balonyrs wife, the Lady
Qylira and 2 of their children a killed when a tree falls
upon their carriage as they travel through the streets
of Aelinthaldaar while visiting relatives in the north.
The grieving Coronal shuts himself away from all the
members of his court announcing 100 days of
mourning for his lost love and their children. The
running of the realm falls to the crown prince Zakah.
-14002 DR
The broken and grieving Lord Balonyr moves
quietly onto Arvandor never having emerged from
his privafe chambers after the death of his family.
Prince Zakah while the chosen heir does not
automatically assume the throne as debate rages
about the most suitable replacement for the
Coronal. After more than 90 days of heated debate,
the traditionalists win out and Prince Zakah is
crowned Coronal, starting the 9th rysar of Keltormir.
14000 DR
Tribal barbarian clans of humans roam Keltormir in
the lands made vacant by the ongoing giant and
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-13861 DR
-13578 DR
Lord Fedorn proves to be a poor choice of ruler
often away for years at a time pursuing his love of
music in distant Sharlarion as a guest of the
Coronal there. The final straw comes when Lord
Fedorn declares his fealty to the Vyshaan overlord.
-13577 DR
At a meeting of Clan Lords in Ketallass, a decree is
issued, impeaching the Coronal and installing a
council of regents until the Coronal can be brought
back to answer for his crimes.
-13500 DR
Lord Fedorn lands in southern Keltormir with a
force of mercenaries from Aryvandaar and
Orishaar supported by privateers sponsored by
Aryvandaar. The mercenary army quickly seizes
Myth Caercil and surrounds Berkaddynn hoping to
break its resistance quickly and force the hand of
the council of regents.
-13499 DR
After a lengthy siege, Berkaddynn finaly surrenders.
The mercinaries put all of the defending troops to
the sword before Lord Fedorn can regain control.
He then declares the ruined city his new capital,
thus beginning nearly 200 years of civil unrest and
war.
-13456 DR
After 40 years of stalemate Lord Fedorn leads his
army of mercenaries and newly converted loyalists
north to lay siege to Ketallass. The fleet of
privateers, reinforced by disguised swanships from
Teutelalu manage to blockade the harbour and
burn much of the fleet based in Ketallass to the
waterline.
In the capital Damarhynn, the council of regents
appoints Senorra Berilan as araegisses and then
calls for aid from its allies Illefarn and Illythiir. Both
nations send troops and ships to support their
beleaguered ally.
-13452 DR
Lord Feldorns troops take Ketallass in a bloody
victory that leave much if the city and harbour a
smouldering ruin. Whilst this happening Vyshaan
privateers attack and sink a fleet from Illefarn
attempting to relieve the besieged forces of
Keltormir. The Council of Regents forces retreat to
Damarhynn to regroup after this disastrous defeat.
-13449 DR
Lord Feldorns forces launch a series of surprise
attacks on the lands and communities around
Dryrathon. Rather than risk a fate similar to
Berkaddynn and Ketallass the Lords of the city
surrender without drawing a single bow or blade.
With this victory Lord Feldorn manages to
persuade enough clan lords that he is their rightful
lord. Meanwhile the rebel clans lead by Senorra
Berilan retreat north into the Tethir Highlands from
which they continue to wage a guerrilla war.
-13439 DR
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-13254 DR
After 200 years of relative peace, Coronal Feldorn
is killed in a riding accident whilst riding along cliff
tops near the newly re-built Ketallass. Before the
Council of Clan Lords can meet to select a new
ruler, Senorra Berilan marches into the capital
Damarhynn, and with support of the Princess of
Mir, Galladaria Melarn and the King of Orishaar,
and Coronal of Illefarn, she declares herself
Coronal and has all of the clan lords arrested and
imprisoned for their treasonous acts.
-13118 DR
After repeatedly being rebuffed, Coronal Senorra
demands Mir return to the fold. With guaranteed
backing from Illythiir, she is again denied. With her
final ultimatum ignored, the Warrior Queen of
Keltormir once again rallies her legions to war.
Upon her arrival outside the walls of the city, the
the Princess of Mir, Galladaria Melarn finds herself
friendless thanks to an enourmous bribe paid by
Lady Senorra to the rulers of Illythiir, guaranteeing
their withdrawal of support for Mir. With little
chance of avoiding destruction of her people,
Princess Galladaria surrenders offering her
absolute fealty to the Coronal.
-12777 DR
After years of being a prisoner of the Coronal,
Princess Gallardaria of Mir, is released back to her
people, an aged and broken woman. Before her
release however, Lady Senorra demands that the
Princess kiss her ring one more time. At the
moment of submission, Gallardaria unleashes a
Blood Dragon that destroyes both herself, the
Coronal and her son and sole surviving heir. The
most powerful and wealthy of the clan lords
-12332 DR
Growing weary of life at court Coronal Rachelinn
abdicates in favour of her daughter, the Grand
High mage, Fionolla Suldusk, and sails south east to
be with her kin in the distant lands of Osse. The
new Coronal moves the capital back to Damarhynn
and allows the lords to head back to their
respective realms.
-12320 DR
Lady Fionolla marries the second son of the ruling
family of Miyeritar. With the marriage comes a
promise of mutual assistance in the face of
increasing Vyshaan aggression.
12000 DR
Rise of the Vyshaantar Empire
After centuries of fruitless diplomacy, the
impatient, grasping rulers of Aryvandaar attack
Miyeritar and using the Vyshaan familys tenuous
links to the Othreien crown begin putting political
pressure on Shantel Othreier to join them or suffer
the same fate. Coronal Fionolla of Keltormir offers
the rulers or Miyeritar all the support they need,
making available her fleets and legions of battle
hardened troops.
-11980 DR
The first serious clash between soldiers from
Aryvandaar and and Keltormirran forces fighting
under Miyeritaran colours occurs in the woods east
of the gathering place. A legion of heavy infantry
and archers is attacked by Keltormirran eagle
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11800 DR
Miyeritar is militarily occupied and annexed by
Aryvandaar, though a number of clans and
strongholds resist and continue to fight. Many
elves of Illefarn, despite its officially neutral stance,
provide secret safe havens for Miyeritari
refugeeswhilst the clans of Keltormir offer active
help in the form of arms equipment and shelter to
their northern cousins. Many Green, Moon, Ghost
and even a few Sun Elven refugees make their to
the southern forests and safety.
-11700 DR
Secretly summoned by Vyshaan mages (to teach the
recalcitrant Othreien a lesson)and controlled using
forbidden Dragon Orbs, a clan of Red Dragons set the
-11500 DR
Thearnytaar and Eiellr band together and declare
war on Ilythiir, decrying their use of fire and
wanton destruction far more than the power plays
of the northern elves. They fight a holding action,
preventing the Illythiir from advancing north.
-11450 DR
The Sable Wars
Thearnytaar and Eiellr, with minimal assistance
from Keltormir and Shantel Othreier, invade
Ilythiir, intent on destroying or reforming the dark
elves before more realms fall. More than half their
forces are decimated by the corrupt magics of the
dark elves who make use of War Mythals (and
other fell weapons and magic), supplied to them by
agents of the Vyshaan who continue to use
theIllythiir as a cats paw to further their own plans
for Empire. The evil of the Dark Elven leadership
makes them the perfect bogey monsters for the
Vyshaan leadership.
-11400 DR
Fall of Eiellr as the Illythiir once again use fire and
War Mythals to destroy their realm around them
and isolate them from aid. They also were helped
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-11200 DR
The forces of Illythiir begin raiding and skirmishing
along Keltormirs southern borders in a series of
probing attacks. Coronal Fynn leads his troops from
Myth Liirae and an company from Citadel Bellave
clash repeatedly with the Illythiiri raiders before
driving back into Orishaar and the Alimir
Mountains. In the running battles Lord Fynn is
captured and taken back to New Attornash for
questioning. With his loss the Lords of Mir and
Sarennestar begin stepping up patrols along their
eastern borders while strengthening the defences
of their clan citadels and fortresses. In Damarhynn,
the clan lords elect Araegisses Wyarastra Suldusk
as the newest Coronal, thus beginning the 15th
rysar of Keltormir.
The elf realms of Thearnytaar, Eillur, Syopiir and
Orishaar around the Lake of Steam are by this time
all destroyed by Ilythiiri. The Ilythiiri dark elves
move on toward Keltomir.
-11000 DR
Dwarves from the great stronghold of Bhaerynden
begin to establish the first holds of what will be
Deep Shanatar in the underdark beneath the Alimir
Mountains by the shores of the Lake of Steam.
Their surface trade missions are repeatedly
attacked by roving bands of Illythiiri raiders. In
response Coronal Wyarastra and King Dolgredd of
Clan Shantaar begin building a series of watch
towers and hidden redoubts beneath the Alimir
Mountains linked by deep tunnels and portals.
-10920 DR
Coronal Wyarastra dies suddenly in child birth, her
sudden death shocks the people of her realm as
they saw as a bulwark against continuing Illythiiri
aggression. Assassins are suspected but nothing is
ever proven. The clan lords elect the prince of
-10900 DR
The Third Crown War erupts as accords finally fail
between Shantel Othreier and Aryvandaar. Agents
of Ynloeth learn of the Vyshaan perfidy in the Sable
Wars and their role in the defeats of Thearnytaar
and Eiellr. Border skirmishes begin between small
patrols, and then full scale war erupts with
Ynloeths sacking of the fortress city of Nikerym on
Aryvandaars southern border.
-10600 DR
After decades of fighting an indecisive guerrilla
war, the Coronal of Aryvandaar, Merhandesh
Vyshaan, calls for peace talks to decide the issue
diplomatically. Coronal Ynloeth Othreier and his
counsellors are invited to attend peace talks at a
little known place called Trollclaw Ford. Ynloeth
agrees, but suspecting a trap he takes what he
considers appropriate precautions. Leaving the
capital in a grand procession the Coronals party
heads north whilst Ynloeth and his body guard
await their arrival before teleporting into the
location of the meeting.
The Coronal and his party never arrive. Just before
they are ready to leave Ynloeth and his wife are
ambushed in their private chambers by 3 Nycaloths
who butcher the Coronal and his family before
taking their bodies back to the Nine Hells, leaving
the mangled bodies of magically altered dark elves
in their place.
Ynloeths death shakes the realm. Now leaderless
and unprepared for this sudden reversal the
counselors of Shantel Othreier dither whilst the
armies of Aryvandaar pour over the Chionthar and
into the central forests. Before the month is out
the Othreien forces are in full retreat and the
conquest of Shantel Othreier is complete. Only
Ardeep, a vassal realm of Shantel Othreier,
continues to resist the Vyshaan. The regency of the
realm begins and lasts for the next 100 years until
the final conquest of Ardeep and the sacking and
burning of the city of Deepening Moon.
-10500 DR
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-10450 DR
The Fourth Crown War
Illythiir's seething counter-attack to avenge
Miyeritar sees their open use of the corrupt
powers of Ghaunadar and other dark, evil gods for
the first time. The main army of Illythiir pours
across the eastern border into Sarennestar, while
a small force cross the Straits of Galorn into the
Alimir Mountains.
-10449 DR
A combined force of Elves and Dwarves blunts the
Illythiiri attacks in the south, stopping them cold in
the Delzanmor Pass by forces from Darghest Deep.
In the north the more powerful army reinforced by
High Magi, demons and dragons over run Myth
Bellavae and a series of border forts and
watchtowers.
-10440 DR
Illythiiri forces besiege the city of Dryrathon, after
6 months of fruitless battles high magi of clan Hune
unleash a war mythal that wipes the city and most
of its remaining inhabitants from the face of
Faerun. The citys destruction brings a pause to the
war as the Coronal stops to rethink her strategy.
Before long, Lord Wuleth orders the evacuation of
all his remaining cities so as to minimise future loss
of life.
-10415 DR
-10395 DR
-10270 DR
-10380 DR
-10268 DR
-10300 DR
The elves of Keltormir, opposed on both sides by
the Vyshaan of Aryvandaar and the dark elven clan
Hune of Ilythiir, strategically withdraw from
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-10176 DR
Laranlor Ynlaathar Othreier is slain whilst fighting
Dark Elven raiders using dragons and demons to
burn their way across eastern Keltormir and the
south-eastern edge of the Woods of Lurue. Sensing
an opportunity, nobles from Shillora quickly rebel,
throwing out there former masters. In retaliation
-10110 DR
At the secret behest of Vyshaanti priests of
Corellon working in opposition to the corrupt dark
elves of Ilythiir and their continued destruction of
the forested eleven homelands by fire (an eleven
enemy of long-standing), over 1,000 priests and
High Mages in neutral Illefarn and other free areas
spend decades in fervent prayer for salvation by
Corellon Larethian and the Seldarine gods.
-10100 DR to -10050 DR
The War of Ash and Dust
Through enslaved dragons, armies of demons and
worse, and through the use of Fire Spiders, the
dark elves of Ilythiir engulf all of Shantel Othreier in
flames, destroying over 70% of its trees over the
course of 50 years. Coronal Atterothgar leads
companies of warriors from Mir and the hidden
redoubts in the Ridge on raids into southern
Shantel Othreier killing hundreds of occupying
soldiers from Aryvandaar.. At sea a fleet of
clippers and swan ships attacks and sinks dozens of
merchant and warships of Orishaar, Aryvandaar
and Illythiir keeping these nations from reinforcing
there troops by sea.
-10090 DR
The Battle of Three Rivers
The southern watch towers and Green and Moon
Elf communities of the Three Rivers district of
Esmelvale are over run, sacked and burned by the
advanced guard of the Ilythiir armies led by clan
Hune. The Moon Elf city of Teualumista on the
shores of Lake Esmel is the last to fall, most of its
32000 inhabitants killed in the flames that
consume their homes. The survivors become slaves
and forced labour.
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-10085 DR
The Fall of Myth Ruavae (The City of Starlight)
After three years of siege, the Gold Elf city of Myth
Ruavae, located at the eastern feet of the Cloud
Peaks, is destroyed by Dark Elf Selutaar using a
War Mythal. When the maelstrom that they
unleash finally abates, the city and all its 52000
inhabitants is gone with not a single stone or blade
of grass left standing.
High Mages from Mir in turn sweep the valley of
Illythiiri with a war mythal of their own,
unfortunately killing several thousans Sun and
Moon Elf prisoners in the process.
-10075 DR
The Slaughter of Greenheart Vale
After consolidating their hold over southern
Shantel Othreier, the Hune armies push forward
again through the Green Woods and into the very
center of the realm, the Greenheart Vale. The
dragons and the demonic horde that follows, spear
headed by brigades of demonic Dark Elven halfbreeds, and tieflings, set almost the entire forest
ablaze between the Cloudpeaks and the Chionthar
River. In turn the fires destroy the Moon and Gold
Elf cities of Seluvandaar, Myth Veluthil,
Teualumista, and the only Green Elf city in the
realm, Ardonvandar.
Coronal Atterothgar orders harrying raids by his
forces, and provides escorts and air lifts to pick up
refugees fleeing from the hordes and fires. With
the return of the fleet from the southern lands, a
new wave of emigrants, some 40000 Green, Moon,
Gold and Dark Elves set sail for theGreat Southern
Lands.
-10000DR
Dark elven refugees having found a new home in
Keltormir, are suddenly transformed into Drow.
-9900 DR
Aryvandaar annexes Illefarn and Neverwinter
Wood, its colony in the Llewyrrwood. Elves of both
lands flee to the remnants of Shantel Othreier,
occupying hidden holds in the Reaching Wood, The
Wyrm Wood, and the Wood of Sharp Teeth. The
vast majority of escapees find refuge in the hidden
Green Elf city of Illitharear.
Aryvandaar's covert persecution of High Mages
and priests begins, as they attempt to destroy or
control any who might somehow force their
descent as they did the drow. Many mages and
priests of power find refuge within the Forests of
Keltormir, and inparticular the Citadel city of Mir,
from where coronal Atterothgar and many high
magi from across the west begin planning a
campaign to disrupt Vyshaan plans and eventually
retake their lost realms. A secret alliance is forged
with Dark Elves from Mir and Miyeritar who begin
to attack Vyshaanti outposts from beneath.
-9800 DR
The Vyshantaar Empire's forces occupy all elven
realms (save Keltormir) from the High Forest of
Aryvandaar to the sweltering southern forests of
Illythiir. They begin the colonization and settlement
of Evermeet.
Guerilla forces operating out of southern Shantel
Othreir and The Olaramomdin Mountains achieve
small victories all along the eastern marches of the
Vyshaan empire allowing resistance cells to begin
growing within the more populated centers of the
empire.
-9600 DR
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-9568 DR
After a life of constant warfare and struggle,
Coronal Atterothgar passes quietly on to Arvandor
but not before handing the crown to his niece, the
Blade Singer Shellorilla Fellmir, thus beginning the
19th rysar of Keltormir.
-9200 DR
The Fifth Crown War: The First Proclamation of
Elven Court leads to the revolt of the nobles of
Aryvandaar and the last Crown War begins. The
Elven Court, the Seldarine priesthoods, and the
long-hidden High Mages restore pockets of
resistance and freedom across the entire
Vyshantaar Empire, fragmenting the armies and
nobles to limit their coordination.
Lady Shellorilla leads a force of knights, magi and
spellblades in a crusade against Vyshaanti forces in
occupied Orishaar and Illythiir.
-9142 DR
After many bloody and viscious battles the forces
of Keltormir find themselves standing before the
ruined walls of occupied New Attornash accepting
the surrender of the Vyshaan garrison there. Of
the 20000 Gold and Moon Elf prosiners taken here,
less than 1 in 10 manages to return home at the
end of the war. The forces under Coronal
Shellorillas command begin raisng Illythiiri citadels
and cities to the ground in retaliation for the
destruction they have wrought upon the westrern
forests and their people. By the time they are
finished, 11 cities and count;less csastles, mansions
and towns are wiped from the face of the planet
using high magic to sweep away the reminders of
dark elven treachery.
-9000 DR
The Fifth Crown War ends with the utter defeat of
the Vyshaan and the dissolution of
-8600 DR
Evereska founded in secret by surviving clans
of Shantel Othreier, Eiellr, Miyeritar, and Orishaar
as an eleven haven in the woods east of
Aryvandaar. Many refugees from Shantel Otheier
travel north to settle within the newly established
haven whilst others head towards Illefarn.
-8500 DR
-8900 DR
Keltormir's Fall.
- 8800 DR
The King-Killer star emerges unexpectedly, many
elves of Keltormir make their way via gates and
portals to Myth Rhynn seeking shelter from the
coming storm. Coronal Laeranndra leads a group of
spellblades and high magi in slaughtering many
dragons before they can completely destroy all the
forests of the realm. The coronal falls saving the
forests but even with her death she cannot save an
increasingly fractious realm.
The Coronal and most of his family set sail for the
Lost Colonies in the Great South Lands and a life
away from the troubles of the lands of Faerun.
-7950 DR
-8100 DR
Eight dwarf deep realms unite and form the great
empire of Shanata. The empire is ruled from the
Wyrmskull Throne.
-7800 DR
A large force ofedjinn arrived in the areas around
present-day Calimport circae-7800 DR, along with a
large force of servants and a feweslaves, mostly
humans and halflings. The powerful djinn and their
jann foot soldiers swiftly established their empire
by clearing the lands south and west of the
-7690 DR
The djinn noble Calim reaches an accord with the
elves and dwarves and the borders of his empire
halt at the southern banks of the River Agis and
encompasses all the lands south and east to the
western slopes of the present day Alimir
Mountains.
-6690 DR
The Djinn Lord Calim reaches and accord with the
elves and dragons and fixes his borders. High
Mages from Tethir an Darthiir gather together
weaving a mighty working preventing the Djinn
and his kind from venturing any further north than
the southern bank of the River Memnon and no
further east than the river Calim.
-6500 DR
A group of elves mainly from Syopiir, settle the
great forest now known as the Chondalwood and
name their new home Nikerymath. The elf city
amongst the trees Rucien Xan, is founded.
-6200 DR
Beginning of the age known to the elves of Tethir
as the Era of Skyfire. Memnon and Calim bring
their forces to bear against each other and battle
until -6100DR.
-6100 DR
In the cataclysmic battle of Teshyllal Fields, Calim
and Memnon each destroyed the other, but the
forces unleashed in that battle burned the lands
forever. Where cities and forests were, the
Calim Desert dominated the landscape. This last
battle between the genie empires was ended by
elven High Magic, which bound the endlessly
warring genie lords and many of their most
powerful followers into a single gem, now known
as the Calimemnon Crystal, and transformed the
Teshyllal Fields (Fields of Pesh) into the Calim
Desert.
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-5400 DR
The elves of Tethir and Darthiir Wood allied with
the dwarves militarily during the first waning years
-5300 DR
-1550 DR
- 5100 DR
During the Clash at Earthrift (what is now the
Gorge of the Fallen Idol), two elven princes are
accidentally killed when a dwarven-instigated rock
slide buries over 20 giants and begins to turn the
battle. The elven war leader, whose sons are killed,
withdraws the support of the Tethir elves, leading
to the battles loss. Furthermore, the elves begin a
feud against the dwarven clan Gemcrypt that
leading to the clans eventual extinction from the
western Starspire Mountains.
-5000DR
The other elven allies of Shanatar break with the
dwarves, leaving them to stand alone against
giants and humans alike.
-2600 DR
The Dwarven empire of High Shanatar comes to an
end. The final battle between the dwarves and the
Tavihr Calishites occurs on the northern shores of
the Sulduskoon River in Tethyr. A small band of
400 dwarves stubbornly hold off 2000 Calishite
troops whilst their mates and children flee below
ground. The escaping dwarves then seal the last
known surface entrance to Deep Shanatar on the
plains.
-1700 DR
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-1300 DR
After 400 years of intermittent guerilla warfare, in
which time countless Calishite nobles lost their
lives. The elves ultimately win, stopping the
hunting of their people and the constant
destruction of their forest homes.
-1100 DR
The last great wyrm of Wyrmwood,
Chyrophalassapix, falls to the elves. Wyrmwood
becomes Arundath, the Quiet Forest of the Elves.
The remaining younger dragons
fled west into the Cloud Peaks or south toward the
Small Teeth
355 DR
The almost all of the Elves of the Kingdom of
Arundath are slaughtered by Emperor Shoon VII
whilst defending a herd of unicorn amongst the
trees or Luora -The Woods of Lurue. The few
survivors only do so after being rescued by an Eldar
Sharn, who honoured a compact made millennia
before.
Rysars of Keltormir
-17900 DR until -8500 DR
Length of Reign
-17900 DR to -17230 DR
-17230 DR to -16990 DR
-16990 DR to -16271 DR
-16271 DR to -15756 DR
-15756 DR to -15550 DR
-15550 DR to -15049 DR
-15049 DR to -14821 DR
-14821 DR to -14002 DR
-14002 DR to -13861 DR
-13861 DR to -13254 DR
-13254 DR to -12777 DR
-12777 DR to -12332 DR
-12332 DR to -11900 DR
-11900 DR to -11200 DR
-11200 DR to -10920 DR
-10920 DR to -10380 DR
-10380 DR to -10268 DR
Rulers Name
Keltormir Ithyll
Fionolla Ithyll
Adelindor Ithyll
Hethrass Shyr
Deliiaa Shyr
Tathallas Shyr
Bella Shyr
Ballonyr Berilan
Zakah Berilan
Fedorn Berilan
Senorra Berilan
Rachelinn Suldusk
Fionolla Suldusk
Fynn Suldusk
Wyarastra Suldusk
Wuleth Rilymntaarm
Atteroth Rilymntaarm
-10268 DR to -9568 DR
-9568 DR to -8900 DR
-8900 DR to -8800 DR
-8800 DR to -8500 DR
-8500 DR to -1500 DR
-1500 DR to 716 DR
716 DR to 1365 DR
Atterothgar Fellmir
Shellorilla Fellmir
Laeranndra Audark
Hellorynn Audark
Age of Three Kingdoms
Kingdom of Tethir
Two Principalities of
Tethir
Duchies of Suldusk &
Tethir
1365 DR to Present
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Forests of Keltormir
The forests of the Northern Vales
The people of the kingdom refer to the northern forests refer as Tethir, after the elf-hero, and Wealdath, The,
Unspoiled Woods, and the woods to the east as the Shilmista, the Forest of Shadows. The woods here are
less densely packed than the trees of Mir, and they have quite a mixture of trees, from oaks and cedars to
duskwoods and maples, all of varying ages and species. At the forest.s core are trees that date back to the
founding of Tethir by the Ithils. Trees are not the only plant life herein; Wealdath supports many varieties of
berry bushes, ground-crawling ivy, and flowers. Streams and ponds support quite a few unique strains of
water lilies and other plants. Aside from the elves, which are discussed more under their respective duchies,
the forest is home to many sprites, dryads, brownies, centaurs, satyrs and fauns, and many other beneficial
sylvan races. However, there are also many dangers within the forest due to its native bugbears, gnolls, ogres,
wolves, a few lycanthropes and giant spiders, and a smattering of dragons and wyvems.
Lythari Settlements: In several areas within the forest, especially near the Mytharan Woods, the boundaries
between worlds are thin. Here are gates that lead to the homes of the elven shape-shifters, the lythari. The
gates are inaccessible except to the lythari, and their homes are in a peaceful idyllic subdimension where they
play and romp, despite their bodies and powers being well suited to war. There are at least four different
points all across the forest where lythari can be rarely found, and they all lead to the same extradimensional
glen.
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Small rodents such as voles and mice, weasels, foxes and small woodland songbirds live throughout the
forests. Black, grey and red squirrels, along with variety of marsupials, and various birds of prey of normal and
amazing sizes are found throughout. The southern forests are home to panthers, giant lynx and othert great
cats such as southern tigers and mountain (cave lions). Snakes of all shapes and sizes love these balmy climes
along with a wide variety of lizards and other reptiles and amphibians. Wild boars and forest buffalo
dominate the lower coastal forests and few open glades.
Known to the elves of Keltormir as the Mir Highlands these mountains gained their name in dedication of the
Axemarch Stone and the march of the dwarves out onto the plains of High Shanatar more than 7000 years ago.
While these peaks are not as steep or as rugged as the Alimir Mountains, they vary greatly in height. The
broad foothills and lower mountains are cooler than the lowland plains. These mountains and hills conceal
many tiny vales and dells that have never seen the tread of man or elf. The broad outer mountains rise to
some 4000 feet whilst the steeper inner peaks reach heights well above 7000 feet, with the highest being
some 8500 feet high. The lower slopes below 7000 feet are covered in dense coniferous forests of varying
kinds, whilst the tallest peaks are covered in snows year round.
Winds whip through the range and make it dangerous for flying, yet avian life abounds. Thousands or birds of
all kinds make their homes upon the side of inaccessible peaks. Of particular interest are the Emerald Green
Mir Goshawk, bred by the elves for hunting and now roaming wild in great numbers. Another avian creature
of note is the common Mir Pegasii. Great herds of these rone and chestnut coloured flying horses nest in the
high vales and hidden pastures of the most inaccessible peaks.
decade brought new wars and destruction into the shade of the forests. One tale, .Inferno,. tells of a great drought
lasting two summers. After an attack by a flight of red dragons on the center of the elven forest, the dragon fire sparked
a forest fire that raged out of control. The fire consumed the whole forest from the coast to the mouth of the
Sulduskoon River. This fire, which some believe occurred circa -8800 DR, extinguished four entire clans of elves, 11 giant
settlements, at least four green dragons within the forest itself, and thousands of miles of woodlands. If not for the twin
rivers that stopped the spread of the fire to the north and south, the elves believe this fire would have consumed
everything. Due to 5,000 years of dragon fire, plagues, and giants. settlements, the great forest of Keltormir was now
nearly sundered into three separate woods. Three millennia after Tethir Dragonslayers fall, the once-unified tribe of
elves splintered into a number of separate clans, each with its own resulting woodland territories.
The northern Wyrmwood [which had split from the shrinking Shantel Othreier by this time .E] became home to the
Sylvanight, Shyr, and Tamlyranth elves. The Forest of Tethir (only slightly larger than it remains today) was now
exclusively the refuge of the Suldusk, Tethir, and the Stilmyst clans. Finally, the Berilan, Fellmirr, and Shiningbright clans
occupied the greatest part of the forest that lay south of the Gorge (the current Forest of Mir), which was known then
as Darthiir Wood. The three forests and their clans maintained contact and trade among their peoples, though they each
defended their own lands separately. The Sylvanight elves, among the most warlike of the Tel.Quessir, were swift to
take the offensive against the now-dwindling dragons and the ever increasing giants. Despite its heroism, the clan was
destroyed by a host of orcs and giants.
The names of the elven clans were found on a plinth in the hills northeast of Eshpurta in Amn. The plinth was hidden
within the forest until dragonfire burned away the glade in which it stood. The 18- foot-high plinth is wide and triangular,
with drawings and what appears to be strange writing on each of its three faces. The plinth rests at the center of a
dead-magic area. The carvings on the plinth are confusing lines unless viewed from above, where they reveal a map of the
three forests of the time. The elvish writing, readable from above, names the elf clans and which forest they entered. The
plinth is known locally by humans as the .Pyramid of Magar.s Hill. and by elves as the .Stone of Clans Parting.. About
800 years ago, Thennaris Trollbann became the first human scholar to deduce the Pyramid.s secret and record it in his
diaries (now kept at Candlkeep). .Hamong the mountains of the Iltkazar range as early as -8100 DR. While the local
clans contacted in the Snowflake and Troll Mountains were each members of individual settlements such as
Torglor and Kolnoror, they all considered themselves part of the great realm of Shanatar, which had its center in
Brightaxe Hall (a mammoth cavern beneath present-day Keltar in Calimshan). By counting all of its vassal clans and
settlements, Shanatar stretched beneath and within all the mountains of present-day Amn, Tethyr, Calimshan, Erlkazar,
and the Almraiven Peninsula, making it one of the largest dwarven realms ever. By -7950 DR, the dwarves and elves
established trade agreements between Shanatar and the elves of Tethir, Darthiir Wood, and Wyrmwood. Their initial
meetings were tense, due to the paranoia of the elves, but a tenuous peace grew. The dwarves and elves settled amicably
for two reasons. First, the dwarves had little intention of encroaching on the elves. forested lands, just as the elves had no
interest in the mining tunnels of the dwarves. Second, the dwarves gave the elves strong allies who hated giants and
dragons as much as they did, and the two races united against their common enemies.
This is among the oldest of the mythal-cloaked cities of the Realms. Not even the elves know its age. It was created
during the height of Keltormirs civilization and had been the Tomb City of that empire. As the elves died fighting dragons,
giants, dwarves, or any monsters, they were brought here, amid sombre ceremony, and buried within great sepulchres and
shrines. The mythal was to protect their spirits and allow them to remain among the trees they loved. Given the
corruptions of the necromancers even then, one of the primary powers of Myth Rhynn wa to prevent the dead from
being raised or animated. it was also one of the few safe havens during an all-out dragon onslaught, as the mythal was
proof against all living dragons.
Now, centuries later, the Tomb City rests at the heart of the Mytharan Woods, its mythal bleeding magic into the
surrounding trees and land, corrupting it as it has degenerated over time. Once carefully and respectfully kept lanes are
uprooted by the trees that grow unchecked, their limbs black and twisted like claws. Ground crawling flowers (with
unique purple and red flowers never seen elsewhere) and ivies have overrun nearly every tomb, statue, lane, and memorial
font, though the central fountain still pumps water and remains clear of overgrowth.
The only active, intelligent creatures within the ruins of Myth Rhynn are four will-o-wisps and one floating undead
wizard that calls itself Mallin. The will-o-wisps remain in the western quarter of the city, leaving the rest to Mallin.
Formerly one of the bound to a Chessentan wizard, Tashara of the Seven Skulls, Mallin was swept into the depths of
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Tethir and the ruins of Myth Rhynn when Tashara was destroyed by the god Azuth in the Year of the Majesty (760
DR). Over 600 years, the skull and skeletal hands of Mallin have gained the ability to affect the mythal, just as it has
affected Mallin. Mallin has total control over all undead within the mythal; dead elves cannot be affected, but other
creatures killed within the mythal become zombies or skeletons. Mallin has swarms of human and animal skeletons and
zombies at its command.
Extract taken from Lands of IntrigueTM boxed set. Copy Right TSR\WOTC.
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Cities
Shyrtalanthaar shyrtalanthaar
Description: Walled Elven Port City on a high scarp on the eastern shore of Lake Esmel.
Population: 51000 (Green Elf 40%, Moon Elf 30%, Sun Elf 10%, Dark Elf 10%, Centaur 5%, Halflings 5%)
Who rules: Laranlor/Laranlas of ruling clans, plus advisory council of clan elite.
Exports: Fine porcelains & pottery, diamonds and emeralds, fresh water pearls, fish, horses, leaf boats, and
swanships, fruits & vegetables, wines & ales.
Armed Forces: 500 Medium Cavalry chainmail, shield, lance, longsword, dagger, shortbow.
1000 Light Cavalry studded leather, round shield, scimitar, javelin/spear, dagger, shortbow.
1000 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
3000 Archers leather armour, longsword, dagger, longbow 150 arrows.
1500 River Guards leather armour, shield, glaive, scimitar, axe, dagger, shortbow.
300 Eagle Riders leather armour, scimitar, shortbow, javelin, dagger.
250 Hippogriff Riders chainmail, longspear, scimitar, shortbow, shield, dagger.
Notables Temples: Temples to Solonor, Rillifane, Labelas, Deep Sashelas, and shrines to the Seelie Court and
gods of Centaurs
Notable Magi Circles: Icefire Crown Circle, Hellyndor Circle, Thuerclan Ship Growers and Shapers Guild. The
Tuerclan Shipyards is a major employer, owned and operated by members of the Shadowswift Clan During
the Crown wars the clans fleet of swift, heavily armed ships was built to battle the invading Vyshann who
were not a known sea power, later they became the backbone to restoring coastal defences and emigrant
fleets against piracy.
Notable Organisations: Aranoth Armourers & Shield Smiths,
The Golden Crown is an opulent many towered building an important meeting place for the guildmasters and
mercantile enterprises of Shyrtalanthaar where the guildmasters, merchant lords and ships masters meet
quietly to plan out deals and alliances among themselves.
Gildallion Wagons & Chariots: This wainwrights, teamsters and wheelwrights workshop is forever a bustling
hive of activity. It is famous for the custom made wagons made here with those special hidden touches such
as wheel spikes, hidden compartments and the like.
Local Lore: Keltormirs northern most city and the capital of the principality of Shilmista and located on the
eastern shores of Lake Esmel, Shyrtalanthaar grew up around a series of fishing and trading villages in the
broder area between two empires. It was also one of the first places to fall during the indomitable advance of
the forces from Illithyr. A city of towering red coral spires and soaring tree homes of enormous sizes, always
green and humid thanks to the thermal springs feeding into the city from deep beneath. The crafters here are
famous for their porcelains and potteries that can be found throughout the western realms, and as far away
as Shalhoond. The river traffic here takes passengers and goods from southern Shantel Othreier and
Keltormir all the way to the docks upon the coast and the waiting swanships who will then sail to ports far and
wide across the planet.
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Suldanessellar suldanessellar
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Ketallass ketallass
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Dryrathon dryrathon
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carry large quantities of live stock down ricer to be traded with stock merchants who travel from all over the3
west to buy horses from the breeders of the Sehanvale.
River Merchants Trade Canton: With over 30 buildings within its fortified
walls, the Canton is a small town in itself, all dedicated to Warehouses and merchants villas. More than 20
major mercantile companies and powerful families wield political and monetary power here, but they are
looked down upon (literally) by those more conservative elements living amongst the trees.
Local Lore: Considered by most to be a the southern capital of the realm, Berkaddyn is a community of
farmers, herders, orchardists, markets gardeners pearl famers, fishermen, silk weavers and forester, with a
fair sized community of traders in a river side canton. Its fields, herds and gardens provide most of the food
needed to feed the larger citys of the kingdom. It is the bread basket and fruit bowl of Keltormir. The city is
most famous for its herds of cavalry horses and forest buffalo that are raised and harvested for their hides and
dairy products. The majority of buildings of Berkaddyn lie high above the forest floor, linked by a network of
magically warded and preserved rope bridges. Only a handful of rope ladders lead down to the ground, and
they are normally drawn up into the trees. Each tree has been grown so as to form one or more natural
hollows within its trunk at various elevations, and vine rope bridges are threaded through each tightly packed
grove to connect the chambers in the heart of each tree. At ground level, roots, rocks, earth, plants are woven
into near impregnable defensive fortifications.
The riverside port makes up just of the city surrounded as it is by the vast tree homes and halls. The canton
is filled with fine stone villas and warehouses containing the produce of the surrounding farms and orchards
ready for shipment throughout the kingdom and beyond.
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Mir mir
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Clan Citadels
The clan citadels are massive structures of living trees, earth and grown stone. Grown stone work walls 50
feet high and 15 feet thick, crown the hills where they are posted. Their first lines of defence are a palisade of
petrified logs, brambles and living tree towers and an outer ditch filled with deep still or running waters
beyond the walls. All that each citadel might need, including lavish gardens and orchards, elaborate stables
and aeries, armouries, smithies, woodworking halls, weavers, wells, granaries, a main keep, and barracks for
the clans garrison, lies within its walls. Each clan citadel holds anywhere between 300 to 1500 elves or more.
Each citadels design and appearance reflects its clans tastes and outlook, but all blend seamlessly into the
landscape and each is protected by its own unique mythal.
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Myth Rhynn
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Beings attuned to the mythal may use Speak With Dead to converse with the dearly departed up to 3
times per day. Now the being attempting to talk to the dead finds that they are haunted by the spirit.
They see horrible nightmares when they sleep, and must make a wisdom check every morning or go
mad with fear and attempt to flee the city. The hauntings last until dispelled.
The mythal prevents scrying magics from being used, unless cast by a priest of the Seldarine.
The mythal enhances the undead rebuking powers of Seldarine Priests. Any priest attempting to
rebuke undead whilst under the mythal adds +5 to their turning level, and in the case of turning or
disrupting undead adds 2d4 extra undead effected to the attempt.
The mythal summons various guardians if a tomb is broken into or certain prohibited magics are used.
Beings heal twice as fast within the mythal, and healing magics work at full strength. Healing potions
and powers from devices on the other hand work in reverse.
Any being not an elf or insect who dies within the mythal will animate as a zombie in 1d4 hours under
the control of Mallin. If Mallin is gone, then the body will rise but then wander mindlessly until it
meets another undead, where at once they will group together and wander the city. Zombies who
stay in the city for more than a few weeks become skeletons. Once removed from the city, they deanimate within 1d4 hours after leaving the mythal. Sprinkling the dead with holy water or using certain
spells can prevent the dead from rising but only for 1d4+ 1 days if left inside the bounds of the mythal.
There were many other powers at one stage, flight, feather fall, item recharge, telepathy, the
prohobtion against demons and the like, but after more than 10000 years the mythal is dying and only
the sacrifice of one or more Selutaar will save it. The mythals guiding magi can be contacted, but they
are nearly comatose or mad. Contact then is akin to using a contact outer plane spell, with similar risks
and results.
Wardmist Guardian Monsters
d8 Number & Type of Monsters
1 2d6 battle horrors
2 1d3 iron golems.
3 2d8 stone golems
4 3d4 helmed horrors
5 3d10+10 skeletons or 2d10+5 monster skeletons
6 1d2+2 watchghosts
7 1d4+1 wraiths
8 2d20 zombies
The Mythal allows accelerated healing for those resting within the mythal, spending more than 8 hours
allows living creatures to regenerate 3 hp per hour. Creatures are immune to disease and spider
venoms.
Once the mythal used to nourish and sustain the plant life within, but now its corrupts, animates and
twists the plants into dark, evil shadows of their former selves.
Anyone triggering the spell wards unleashes a spell web to all within 80 of the detected intruder.
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Every time magic or psionics are used within the mythal there is a 60% minus the characters level,
chance of the magic going awry letting off a web of lightning in a 30 radius sphere.
Web of Lightning
(Evocation, Alteration)
Range: 40 yards + 10 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: Special
Saving Throw:
This 8th-level wizard spell causes the simultaneous discharge of six lightning bolts. Identical in properties to
those bolts created by a lightning bolt spell, these bolts do 7d6 points of damage each and manifest in one of
two ways. One manifestation is widely used on battlefields: a starburst of six bolts radiating out from a single
point visualized or chosen directly by the caster, who need not see its location. Four bolts spring out in the
cardinal directions (forming an equal-armed cross), and two additional bolts leap out in two of the diagonals,
in quadrants chosen by the caster. The other manifestation of the spell is a ricocheting web within a 60-footdiameter sphere.
The sphere can be altered to fill a 30- by 30-foot room or smaller area, but not increased in volume.
Compressing it does not affect damage or other spell properties. This effect is often fit into a single doorway,
with the bolts leaping from the frame as an intruder steps through. In either manifestation, target beings must
make saving throws individually against all six bolts. They save against fewer bolts if the path of a bolt leaves
them out of harm.s way, as in most uses of the starburst. The material components of this spell are four
lodestones or a bit of fur, and a small, smooth rod of amber, crystal, or glass.
Single Grave
Shared Grave (1d2+2 coffins)
Mass Grave (2d20+20 bodies in single pit
Family Crypt (2d2+2 Chambers + 2d6+4 Coffins)
Sepulchre (2d4 bodies on plinths covered in shrouds)
Religious Catacomb (2d10+5 chambers filled with 2d20+20 bodies placed in individual wall niches)
Mausoleum (2d4+4 chambers, each chamber holding 2d6 bodies on raised plinths covered by shrouds
or in individual coffins.\
8. Individual Crypt/Monument (well appointed monument to a hero 1. Warrior, 2. Mage 3. Priest 4.
Rogue/Bard 5. Elder 6. Unique Citizen young or old, 7. Elf Friend 8. Monster.
Rotting Contents
1.
2.
3.
4.
5.
Unopened
Collapsed
Opened & looted
Flooded
Covered in vines
Coverd in tree roots & collapsed
Opened & empty
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1.
2.
3.
4.
Fancily carved Alter to specific family deity and frescoes to the Seldarine
Vine covered alter to Seldarine and Bas-relief carvings of woodland scenes
Simple family alter with small items of deceased placed upon it.
Simple plain alter stand with a silver bowl containing fresh water beside which stand two plain white
candles in simple holders and dried offerings to the dead and gods beside.
Storage Vaults
1. Filled with everyday items once owned and loved by their former owners.
2. Filled with trapped strong boxes, chests, ewers and the like containing everyday wealth and treasures
of departed elves, such as coins, oils, spices, clothing, jewellery, cloth, weapons, furniture etc
3. Empty & looted
4. Hold shelves filled with books & other knowledge storage devices
Main Cryptorum/Grave
1.
2.
3.
4.
5.
6.
7.
8.
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Guardian Creatures
1. 1d4 Helmed Horrors
2. 1d3 Battle Horrors
3. 1d2 Iron Golems
4. 1d3 Stone Golems
5. 1d6 Carytids
6. 1d6+1 Stasissed Gargoyles
7. 1d4+1 Guardian Daemons (Yugloth)
8. 1d3+2 Summoned Guadian Lesser Tannarri (Demons)
9. 1d2+1 Greater Tannari (Demons)
10. 1 True Tannarri (Demon)
11. 1d3 Watch Ghosts
12. 1 Spectral Mage of levels 12-20 (Non elven)
At the centre of the city is a fountain depicting the Triune Goddess - Angharradh, Aerdrie Faenya, Hanali
Celanil, and Sehanine Moonbow, that bubbles up at the heart of a clear, untainted, circular pool perhaps 100
across. Everything except the central fountain with its knee high, stained white marble, rim-rail, and a few
flag stones around the fountain is covered in a thick growth of clinging ivy and Auranshees Lust ground
flowers. Crawling vines that sprout vivid red and purple flowers seen no-where else. The perfume of these
flowers induces a coma like sleep, that effects even elves. (However an anti-dote can be made from boiling
the petals and distilling the juice, then mixing it with fresh juniper juice and powdered forget-me-not, which is
then imbibed, making the drinker forever immune to the poisonous effects of Auranshees Lust). When the
vines are cut, they spray or ooze a purple sap, this causes the skins of humans to swell into grotesque,
weeping growths. It also half blinds them and effects balance and precision, making limbs tremble and fingers
rubbery. If burned the vines give off a choking, poisonous smoke, but their dampness soon reduces any blaze
to a llazy smouldering.
The fountain is the uncorrupted heart of the city and the mythal, for buried deep beneath its flowing bowl is
the Key Stone, a 500 pound sphere of Rose Red coloured Jasper, that is protected by many powerful High
Magic Enchantments. No evil undead or extra-planar being may come within 150 feet of the fountain and the
corruption of the rest of the city is held at bay by the love that Angharradh still holds for her fallen realm.
The Key Stone Chamber lies at the bottom of a mile deep shaft that is slightly out of phase. The stone
hovers 30 above the ground in the perfectly cylindrical chamber guarded by 8 Watchnorn Paladins of Labelas,
the only elven undead to be found within the city.
2. Ithyll Crypts
The granite and basalt crypts of this long forgotten moon elf house lie open to the elements. Great oak, beech
and blueleaf trees tower over the fractured remains. The Ithyll clan were amongst the first elves to travel
through the gate from Faerie, but after many generations their line finely petered out, the last noble knights
falling at the sacking of the original Suldanessellar by Vyshaan armies in -10300 DR. Hidden somewhere in the
ruins are the remains of Sashyma Ithyll, who was buried with full honours and regalia of his house. Fine, pearl
inlaid mithral mail, a powerful, everbright elven longsword (Moonbriar), from Faerie, a surcoat of fine white
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and shimmering green silk, emblazoned with a rampant green dragon, that protects the wearer from dragon
fear and poisonous gas attacks (including green dragon breath).
Ithyll Crypts
of the dead are still in place. Those elves who died here did so during the massacre of -10300 DR. The hall is
now lair to an ancient Amethyst Wyrm.
5. Temples of the Soaring Skies: Temples to the Citys Patron Deities; Labelas, Hanali, Sehanine, Aerdrie
These four temples to the major deities of the city were erected at the founding of the city. Their foundation
stones were shipped all the way from the quarries of Sharlarion.
A) Aerdrie's temple resembles a delicate crystalline spires bedecked with glass chimes whose ringing tones no
longer peal across the city. A small open cave mouth connected by a short tunnel, allows access to Aerdrie's
glass-enclosed
chapel and permit the wind to whistle through the heart of the peak. Reverend Ones, and tasked greater air
elementals still guard the sacred treasures and the bodies of the priests interred within.
B) The temple of Hanali is a bright and beautiful blue and gold domed rotunda, with a fountain in the centre
and an over grown garden of moon roses, junipers and Forget-Me-Nots encircling the central chapel.
C) The temple of the White Stag is constructed from ivy covered, weathered sandstone. The central chapel of
the temple is dominated by a massive golden sundial inlaid in the floor, and stained thuerglass windows are
placed so as to allow the direct rays of the setting sun to bathe the massive time piece in colourful hues. A
perfectly formed, gleaming white alabaster statue of a giant 12 point buck adorns the central foyer of this
rough hewn temple. Espruan runes carved into the entrances lintel read,
The People of Damarhynn are patient teachers and instructors. They are calm and meditative in all things.
The people of this city are not given to sudden action or hasty speech.
Somewhere hidden beneath the temples cracked and broken flagstones is a heavily warded stairway leading
to the temples library. The knowledge here has been hidden for more than 10000 years. The guardians within
may wish it to stay that way.
D) Sehanine watches over the passage of elven spirits from the world, and she is protectress of the dead. She
also watches over refuges and ensures they are kept safe from intrusion. Her white domed temple is made of
moonrose covered alabaster, stained grey with age. The central chapel is perfectly circular with a deep, dark
reflecting pool and is covered by a retractable dome. A wildly over grown hedgerow of golden dogwood
encircles the main structure.
6. Greenbow Crypts
The Greenbow family have been on Toril as long as there have been Green Elves. Originally raised up as
servant slaves to their former Dragon Lord masters, the Greenbow clan threw off their servitude millennia ago.
Each now fractured and over grown crypt resembles a hollowed out oak tree with cracked granite buttress
roots. Some have doors ajar, othera are sealed tight. A particularly viscious Tainted Treant guards these 9
crypts along with its grove of semi-sentient hang-man trees. The Greenbows were famous archers and scouts,
the family also through up a few extremely powerful Selutaar Druids of Rillifane who are also buried here.
7. Flooded Spire
This soaring, red granite memorial spire, like its kin towers high above the shattered streets and laneways of
the city. This particular tower stands surrounded by the quietly menacing waters of a deep, dark lake.
Covered in giant lotus pads the waters conceal many flooded tombs and the lairs of several lacedons and and
Lurker in the Depths. The water here is on average 60 deep, but a collapsed well shaft leads a mile to a
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deep under ground stream that wells up in times of flooding rains in the mountains to the north and during
the spring thaw. These four story, cylindrical towers are topped by spires of moss covered , pearlescent
theur-crystal, that in their day glittered like a radiating series of vertical rainbows. The towers were used to
capture the energy of the sun to power the magical devices that could be found throughout the city; lighting,
heating, running water, sewerage and the like.
stacked with burial vaults stacked one on top of the other, all the way up to a 24 ceiling. The vaults are all
sealed with bas-relief seals embossed with the lifelike pictures of the vaults occupant. Eight black marble
sarcophagi occupy the central third of the room, each covered in moss and fungus, but otherwise the seals are
in pristine condition. Near the far end of the chamber look to be the remains of several looters and the rotten
relics of at least 4 smashed stone coffins just below their empty vaults.
The Sylvanight elves, among the most warlike of the TelQuessir, were swift to take the offensive against
dwindling numbers of dragons and the ever increasing giants. Despite its heroism, the clan was destroyed by a
host of orcs and giants.
11. Shyr Mausoleum
This building is an irregular rhomboidal edifice of opaque theur-crystal. Its pyramidal apex is semitransluscent with a strange purplish glow coming from within. An intricately carved theur-crystal fountain
adorns the centre this sepulchre, fashioned in such a way as to catch the light at all angle, filling the central
chamber with a rainbow of glittering colours whenever a bright light source is present. A wide, circular pool
surrounds the fountain, the edges having been fashioned into floral contemplation seats. The doors to the
mausoleum are flanked by two large Chime Oaks that give off a hauntingly beautiful tune in all but the lightest
of breezes. The Shyr elves were amongst the first to actively oppose the coming of invaders from Aryvandaar.
The mighty mages, bladesingers and warriors put to flight the many early scouting and raiding parties that
came south out of Miyeritar and Shantel Othrier. Their greatest general Ordana Shyr, led her troops in the
fighting retreat of Highlands Edge in -10300 DR, when she and the scions of her clan held the line whilst the
others found safety in the fortresses, citadels and caves of the mountains. At first the Dark Elves of Clan Hune
were unable to make head way, but through the use of several black and green dragons and a host of demons
they were able to finally overwhelm the defenders. The forces of Clan Hune were on the verge of conquering
the Highlands of the Small Teeth, when the armies of Aryvandaar fell upon their flanks, thus saving the forces
of Keltormir from complete annihilation.
12. Hall of Everdusk Glories
This triple spired red granite hall sits like a brooding giant amongst a grove of ivy covered Chime Oaks and
Duskwood trees. This once proud Hall hosted gatherings of Blade Singers, Battle Poets, Spell Singers and Dusk
Blade at the height of Keltormirs power. After the sacking of Damarhynn, The Hall of Everdusk Glories
became the final resting place of its former patrons and masters. Two bas-relief carved bronze doors lie torn
asunder by some powerful blow. Across the mighty hall, a dour granite throne sits atop a low dais. Atop the
throne sits a crowned elvish skeleton, dressed in rusted ceremonial armour, a beautifully crafted longsword at
its side. The floor of the hall is filled with brackish water, and finely crafted statues of forgotten Keltormiran
heroes carved as pillars support the high vaulted ceiling, their expression fixed in wild exultation. This
enormous chamber holds pair of giant sarcophagi. A dozen empty torch sconces line the walls. The
sarcophagi appear to be intact, but radiate no magic.
Twas here of old that Keltormirs last King made his stand against a horde of giants, goblins, orcs and gnolls
who had somehow managed to breach the mythals protections. Caladon Fire Eyes Suldusk led his
retreating army of elves, dwarves, halflings and some humans here to fight the horde amongst the tombs of
his ancestors. Caladon and his trrops made short work of the 100 000 plus humanoids in the twisted maze of
over grown ruins. With victory all but certain, Caladon suffered the final ironic twist. A horde of fiends
suddenly appeared outside of Everdusk Hall, led by a Giant Branded Fiend flanked by two huge Gorosto
Demons who towered nearly 200 tall. Spell Blades of great courage and renown, Caladon and his knights
lured the demons into the hall, and there great slaughter began. Eventually only two beings remained, a
mortally wounded Caladon who sat dying on the granie throne, and the Branded Fiend.
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What happened next is still a mystery, but bards tell of a blinding flash of purple light emanating from the
halls shattered doors and windows, a followed by a thunderous roar, then silence. When others came later to
investigate they found the hall empty of both demons and elves. Caladons skelton remained upon the throne
looking towards the heavens. So the Hall was sealed.
13. Halls of Baathshedah
Four pairs of stone columns, each 10 feet high, create an avenue along cracked pavers to an alabaster
Longhall of ancient Sharlarion design. Its surface is etched with ancient Espruan runes set. The avenue ends at
a set of massive, carved double doors inlaid with gold. Beyond the stone door is an impressive hall with a 40foot-high vaulted ceiling supported by arches. The chamber is 60 feet wide and 120 feet long, with another
stone door in the far wall. The walls are covered with murals, mostly peaceful scenes of life in Arvandor as
imagined by the green elves of the Baathshedah clan.
Along the north and south walls are five stone sarcophagi, each five feet high, 20 feet long, and 10 feet wide.
Each communal coffin contains the preserved remains of the last scions of this house who fell at the sacking of
the original Keltormiran city of Suldanessellar by Illythiiri. Scattered about the floor of the hall are the
skeletons of hundreds of dark elves, all show signs of having died violently. The only one still wearing any
clothing of note, is a demonic drow like humanoid with devils horns, a long barbed tail and bat-like wings. The
skeleton is clad in Tri-Colour Elf Hide leather armour.
(Elf Hide Leather: This grotesque suit of leather armor is made from the skins of three Elven Warriors who
perished at the hands of a mighty Dark Elf - Cambion. He masterfully tanned the hides, stitched them together,
and enchanted them with a +1 bonus and a form of Regeneration that heals the wearer 1 point for every 5
points of damage they inflict upon others. The armor's three different colors, all flesh tones, come from the
three unfortunate Elves who took an unwilling part in its crafting.)
14. Audark Barrows
This tightly clustered group of grassy, old burial mounds is crowned by the ring of tumbled stones. The largest
of the barrows has been recently opened, a round opening in the stone floor of the central can be seen. This
pit holds a broad, worn circular stone stair curving down into dark, unseen depths. The stair ends in a large
open chamber, dimly lit by daylight above. This room still contains a dusty, rotting stack of crates, earthen
jars and porcelain ewers still sealed with wax. The burial place of clan Audark and its various septs and branch
houses. The Audarks followed the old ways and burned their dead, leaving nothing but the ashes and grave
goods of their fallen as marks of singular respect.
15. TamlyranthTombs
The tombs here all follow a similar pattern. They are all built set into the sides of large earthen mounds some
as high as 50. The internal walls and ceilings are slabs of poor quality marble or granite. The floors are either
bare earth or paved with granite slabs. The entrances are are narrow with a low ceiling and steps down into
the tomb proper. Each tomb contains between 5 and 20 bodies, packed tightly into all available niches. The
Tamlyranth Moon Elves had more in common with their Green Elf cousins than they did with their kin further
north.
Followers of Rillifane and Erewan the Mother Goddess (Chauntea), the Tamlyranths were famous as druids,
rangers, wilderness scouts and as producers of fine bows and animal hide armours. They treated their animals
friends as members of their clan. So those excavating a barrow are just as likely to find the remains of beloved
animals as they are to find the familial remains of elves. Many famous bows are thought to be buried here.
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Their re-curved, customised longbows had much greater range and punch than the standard longbows of the
elves, but required specialist training to use.
16. Avenue of the Dawn
This avenue of Blood Elms and Chime Oaks line the Avenue of the Dawn. Dedecated to the earliest settlers of
Keltormir, this park was a place of peace and serenity but now the shade beneath these branches is a cool,
blue-grey hue. Tough vines lace the branches, adding shades of red and gold to the verdant mantle. Pale
yellow flowers growing on the forest floor dot the gloom like pools of candlelight. A hangman tree lurks here
in the guise of a spreading Chime Oak. This monster only has 24 nooses' and once these are destroyed it will
play dead. The creature holds no treasure, but buried beneath a hummock of leaf mould within ten yards of
the trunk is the body of fallen looter dressed adamantine mail, carrying an elven longsword and a pouch of
rare gems and strange copper rings.
17. Statue to the Might and Wisdom of the All Father (Correllon)
Atop a raised marble dais, up a short flight of 6 large steps stands a grand 50 tall statue of the All Father.
Corellon appears as an androgynous male elf of truly unearthly beauty and grace. He wears a sky-blue cloak, a
large amulet about his neck with a crescent moon motif within a large circle, and a pair of dazzling battle
gauntlets. His left arm is raised, palm upward holding a glittering silver bowl. His right hand rests upon the hilt
of his sword. Carved into the base of the plinth are the words;
Though her martial might is swift and terrible, a TelQuessir is ever humble and always open to learning
something new. She enjoys discovering new philosophies of thought and new methods of action and she has a
keen interest in other cultures.
It is rumoured that hidden somewhere in the depths beneath the statue is a cache of archaic treasures
brought by the Green elves from Faerie millennia ago. Many have tried to find them, the ground around the
statue resembles are rabbit, prarie dog, or wombat convention, but none so far have found anything other
than a few coins and trinkets. Digging here is a sure way to attract Mallin and his undead, as well as other
unsavoury folk who would love a meat bag to dine out on.
18. Battle of Hopes Forlorn
Here of old in the year -10300 DR, the last of Myth Rhynns inhabitants made their final stand against the
converging armies of Ilythiir and Vyshaan. Trapped between opposing forces over 20000 elders, children and
infirm Keltormiran green and moon elves sought shelter in the tombs and temples of the Tomb City.
Protected by a scant force of warriors, priests and mages, the inhabitants stood little chance. Fleeing from the
vicious street fighting that took place within the city, the survivors found themselves in a rubble strewn
barrow field between the two armies. At days end not a single Keltormiran remained alive, and the victorious
Ilythiir found little satisfaction in their victory amongst frail refugees of Keltormir. To this day the bones of the
dead lay in their 1000s upon this narrow field just a few hundred feet wide. The bodies have long since been
picked clean of valuables, but the site of murdered children alongside grandparents and warriors is a chilling
reminder of the mindless ferocity of the Crown Wars.
19. Suldusk Crypts
These 12 tombs are built into the side of a large barrow 230 long by 70 wide and 60 high. A giant spruce tree
grows over the semi-collapsed entrance blocking the entrance with its hugs roots, a loose litter of earth,
rubble and needles. A second giant spruce sits atop the middle of the barrow, its roots invading almost every
tomb beneath. Here up until 1000 or so years ago, the elves of the Suldusk clan would bury their nobles and
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heros here in places of honour amongst their ancient ancestors. The tombs are all relatively intact save for
the invasion of tree roots, a nest of giant badgers and the vageries of wind and rain. The warding magics are
subtle and strong and the two mighty Tree Spirits guarding the barrow are still very much aware and alive.
Walking past the barrow, or even stopping to pay respects at a small shrine near the entrance is ignored by
the Tree Guardians but any attempt to dig is met with swift a brutal resprisal......
20. Tethir Crypts
Carved out of solid rock, two rows of large stone coffins flank a central open pathway, their tops carved into
effigies of armoured elves of both sexes. (Each contains only dust and crumbling bones.) There are 28 coffins
in all. This area is lit by a permanent amber continual light, emanating from now failing continual light lamps.
At the far end of the path is a large mausoleum sealed with an arched stone door, engraved with the design of
a Rampant Griffon surrounded by climbing Moonroses. It contains a raised stone dais, its edges carved into
three steps leading up to a large stone coffin. This inner room is lit by a continual light emanating from within
the coffin and spilling out under its lid. Inside the coffin is dust; the body within has crumbled completely
away. In the dust is a dragon slaying sword of immense power. Tethir, a young elven warlord and kin of
Keltormir, sacrificed his life to slay two ancient red wyrms. While the greater body of the forest was still called
Keltormir, the northern quadrant just south of the great lake became known as Tethir, after their great tragic
hero and the first recorded elven dragon slayer. Tethir, (his famous sword) and many of his kin are buried
here within.
21. Rosewind Towers
This imposing diamond star shaped edifice of asymmetrical, intertwined granite and basalt towers and walled
enclosures, was the original building raised by the first moon elves to settle in Damarhynn when it was still a
fledgling colony some 20000 years ago.
The front facade holds 4 archers galleries, each 50 high, accessible only from the intertwined 150 high watchtowers. Multiple archers can stand on the towers interior stairwells so that several can shoot in the same
direction through one-way theurglass portal-windows, from various levels. Thus giving archers within the
towers the ability to shoot both inside and out with a 360 degree field of fire. The main gate is a set of stout
adamantine doors guarded by a mithral portcullis. The entrance door to each tower are similarly guarded.
The rooves of the towers are lined with battlements and were once topped with large double ballista that
have long since rotted and rusted away. The towers are intact and sealed by powerful warding magics. It is
said that ghostly voices can be heard coming from within, but no one has successfully entered either tower in
well over 5000 years to find out if it is true.
22. Taerlynn Ruins
This barely recognisable ruin was once the location of the Taerlynn Academy of Mystical Arts & Sciences. Its
students were white necromancers who sort ways to prolong life without resorting to the undeath that many
Baelnorn, Banshees and Reverend Ones underwent to become guardians of the many Elven realms. Despite
their good intentions of this eccentric community of mages, sorcerers, and priests of both Labelas and
Sehanine, the Taerlynn academy was destroyed in -4206 DR by a massive explosion of positive energy. The
resultant magical surge, further damaged and corrupted an already ailing mythal, so that now hidden amongst
the ruins and over grown by massive tree roots are the desiccated remains of 23 elven mummies (all of
Greater power because of their antiquity and the power they wielded when they died.) The bodies are
inanimate whilst within the confines of the mythal. But remove any part of them and they will come to life.
How this miss-guided soul reacts after so many years of enforced slumber is anyones guess.
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The ruins themselves are covered by a grove of 23 huge, sad looking willow trees with silver bark. The trees
are all over 120 tall. Hidden in the centre of the grove is a large, clear pool some 100 in diameter. The pool
is surrounded by growths of untamed weeds and firethorn bushes. Jutting out from the centre of the pool is a
20 high pale blue, faintly glowing obelisk. The tapering, square obelisk is covered in strange runic markings
that only a Selutaar white necromancer would recognise.
23. Eressa ruins
The Mortuary Complex of the various Eressa clans is a square, four story structure, built in the archaic
Foundation style, of sky blue crystal bricks, with high, petrified wooden gables. Black stains on the bricks
and wood tell of many fires. There are many long thin windows dotting the walls, but only those on the first
level appear lit. Shadowy silhouettes move behind the smoke stained theurglass.
Once inside the colossal main hall, it is immediate obvious that there is just once extra-dimensionally
enormous room inside the ruined facade. Smouldering ever-burning logs sit in a massive fireplace and
colourful, yet faded, tapestries adorn every wall, covering every window, preventing any natural light from
entering the building. The tapestries depict victories over gold and dark elves, giants and dragons. The floors
are of closely fitting polished, blue marble slabs. Benaeth each slab is the body of a fallen member of House
Eressa, still with all of their gear magical, and mundane buried with them. Waiting patiently within concealed
niches behind the floor to ceiling tapestries are 50 elf plate wearing battle horrors who will move forth to
defend their creators remains from desecration.
24. Royal Tombs & Barrows
In a large clearing about 300 across rises a steep mist shrouded and weed covered barrow approximately 50
high. Set into the side of this hill are two 10 high bronze coloured doors. The inward opening doors are
covered in strange Espruan runes in no known elven tongue. The doors surfaces are strangely untarnished
and radiate powerful abjuration magic. The interior of the barrow is very different from the exterior. The
walls are finely polished sky blue lapis lazuli, devoid of cracks, dust, dirt or tree roots. 20 into the barrow, a
steep and spiralling stair winds its way 500 underground. The floor and steps are made of pale grey, polished
granite.
At the bottom of this stair is a vast cylindrical chamber 1000 in diameter, there are dozens of individual
marble sarcophagi of varying sizes and colours scattered around the chamber. Many are covered by sheets of
flow stone and other appear as part of stalagmites reaching up from the damp lime covered floor to the
stalagtite hanging high over head. Scattered about the floor of this vast cavern are hundreds of skeletons and
zombies of various sizes brought here by Mallin to guard his greatest treasures, the royal regalia and treasures
of the ruling families of ancient Keltormir, including those of the four lost clans, the Duskwings, the Verahawks,
the Gaelindra, the Bethalny.
25. Moonglaemer Mortuary Temple
The spiritual center of the Moomglaemer clan, this simple stone chapel is 50 long with a peaked slate and
petrified wooded gabled roof. Inside is quite different. Stained lancet, theurglass windows let in light. A
mithral inlay in the floor depicts scenes of Sehanines saving of Corellon from the machinations of Auranshee.
Tapestries hanging from the ceiling depict further scenes of Corellon and Sehanine as lovers and the
Moonglaemers as being direct descendants of this union. A simple stone alter at the far end of the chapel
completes the scene. The floor itself is covered by 6 inches of dust and dirt from over 5000 years of
abandonment. Large tree roots have pushed their way up through the floors flag stones in several places
exposing the brittle remains of collapsed crypts and catacombs hidden beneath the chapels floor, a stunted
Starleaf Maple partially blocks the shattered double doors at the chapels vaulted archway entrance.
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Standing at the back of the glade is an impossibly fragile looking crystalline tower held up by a spider-web like
lattice support structure. The tower itself rises 1200 through the mists, and is surrounded by a low hedge of
carefully tended firethorn bushes. The tower itself spirals upward into the clouds with many theurglass
windows, doors and balconies decorating its outer surface at various heights and intervals. Baelsharimm was
once the grand library of the city, long before it became Myth Rhynn. Here of old the Rector of the Spire
(usually the citys CorSeluTaar), would preside over the greatest seat of knowledge in the south outside of
Illythiir.
To gain entry to the library a person had to be a student of one of the citys many magic schools, or a
members of the various temples that dotted the city. Otherwise those seeking entry would have to undergo
the Tests of the Heart. Standing either side of the entrance to the Spire are two 15 high crystalline statues
of the Seldarine Gods Labelas and Erevan. Erevans statue holds a feather in its left hand and a lump of coal in
its right. The figure of Labelas hold a set of scales in one hand and a sand filled hour glass in the other. Just
what the test was, and how these statues played a part has been lost to the ages.
The lower chambers of the Spire were given over to extra-dimensionally large repositories and reading rooms.
The upper levels held the living quarters, the observatories, labs and summoning chambers, whilst the top
most levels were home to several dragons, the Selutaar and apprentices, and the hidden vaults that once
held Keltormirs greatest treasures. Their are no books as such within the library, but there are many shelves
filled with semi-precious stones, strange water filled columns, many floating spindle crystals and vaults filled
with kings tears.
The librarys warding magics are still in place, as are its many magical guardians. The Spire itself sits partway in
the Fey Wild, and partly in the Prime. Just what would happen if its wards were breached is unknown as
none has ever succedded. The surrounding glade is always in pristine condition, and the corpses of intruders
never found. The overly abundant fruit of the orchard and the treant like appearance of the 250 fruit trees
hint at possibilities. But no one has returned to reveal the truth, and the librarians of Evermeet, Rucien-Xan
and Evereska are strangely quiet about the subject.
42. Dragondove ruins
Named for the reptilian like, fire breathing avians that inhabit its depths, the Dragondove ruins consist of
intertwined networks of tunnels, underground catacombs and streams beneath the collapsed remains of a
grand mortuary temple complex set beside a deep, dank and fetid marsh.. All areas are completely dark. The
temperature stays about 60 degrees in the day, and is slightly cooler and night. The tunnels are about 10 feet
in diameter. The walls are made of hand carved basalt and granite lined with hundreds of burial niches. The
floors are lined with several inches of multi-colored dust, all that remains of the gold and gems that once lined
the walls; the dust has no value. The streams average 20 feet deep; there is about 10 feet of space between
the surface of the water and the ceiling. All of the water is greenish-yellow and has the odour of burning oil.
The water stings bare flesh, as if it were mild acid.
For every round a PC is in contact with the water, she must make a Constitution check or suffer 1 hit point of
damage. If a PC is foolish enough to drink the water, she must make a successful saving throw vs. poison or
suffer 2-8 (1d4) hit point of damage. The caves are occupied by the skeletons and zombies of invading
Vyshaan and Ilythiiri looters, (who are somehow able to animate, but only within the tunnel complex), and
wield a variety of rusty weapons, all of which inflict 1-6 hit points of damage.
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43. Mirrormere
This lake has arisen as a result of the destruction of several fountains whose key water supplies come from
micro-gates to the elemental plane of water. The Mirrormere, gains its name from its habit of reflecting the
stars in the sky regardless of the time of day. Its cool dark waters always reflect the stars in the sky above
even when they cannot be seen by the naked eye. A path wends its way beside a lake, stands of reeds and
cattails line the banks. Here and there the path turns into puddles of leaves and mud. Along the path are
patches of concealed quicksand, these patches are hidden by a cover of leaves floating on puddles of watery
mud and sand.
44. Tahlsithek Barrows
The Tahlsithek Barrows are a group of 2600 earthen mounds covering chambers of stone that contain at least
one body and its grave goods. Each mound is covered in ivy, with many fractured by tree roots and topped by
shattered statuary. The mounds come in a variety of shapes. A simple dome is typical, but a complex
geometric or animal shape is not infrequent. To the untrained eye, even the most elaborate mound can look
like natural hills, especially as most are overgrown with trees and weeds. A careful look often reveals a
mound's true contours. Also, no matter how completely obscured a burial mound has become its contours are
unmistakable when viewed from the air.
These are the barrows of the common warriors who gave their lives during peace time whilst on patrol, or
guard duty in defence of the realm. If ever a barrow is broken open an apparition of a regal looking Moon Elf
warrioress in shining chainmail, shimmering green cloak and wielding an archaic looking longsword will appear.
She will silently stand before the looters who often run or cower in fear at her terrible and fearsome beauty.
No known spell of priestly power has been able to dispel this apparition. Her touch is like ice, her sword can
cut through any known barrier, ward, mantle or spell. Undead, dragons and evil outsiders are annihilated at
her touch, but the living are only affected by an overwhelming sense of awe, wonder and fear. She Silver Lady,
as she is known will not leave the barrow grounds, and Mallin has learnt to leave her and her barrows alone.
45. Rilymntaar ruins
This highly ornate keep is an impressive sight. Once home to the Rilymntaar Moon/Green Elf Clan, its
towering crystalline, topaz coloured walls and watch towers are topped with crenulated battlements. The
keep itself consists of 20 huge, tree like towers all are connected by branches or (once upon a time, rope
bridges). Lush gardens surrounded the walled estate, but they have long since gone wild. Hidden within is a
grove of hangman trees cared for by a dark treant with a taste for blood.
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Extract taken from Lands of IntrigueTM boxed set. Copy Right TSR\WOTC.
Mytharan Woods
The Dark Heart of the Wealdath was not always so, but at its core lies one of the foulest deeds of the Crown
Wars, the massacre of the children of Keltormir in the centre of Myth Rhynn. Surrounding it is the Mytharan
Woods, it is roughly circular, being about 40 miles in diameter, its western edge just 40 miles from the Trade
Way. Its shadowy depths contain the oldest and tallest Oaks, Duskwoods and Redwood trees in the entire
Wealdath. Most of which are covered in a myriad of fungi and with catkins of Oldmans Beard (Spanish Moss),
hanging from most of the branches. The air is thick and heavy, its moist and rotting miasma deadening all
sound beneath its shrouded boughs. Many of the trees here predate even the elves, the trees here are
brooding and angry with long, long memories and dark menace in their rotten hearts. The forest once rang
with the voices of the fair-folk who shaped the woods with fair magics that have since turned foul with time
and the corruptions visited upon woods by evils untold and unspoken.
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The few satyr settlements along the edges of the woods avoid going far into its dark and brooding depths.
The claim to have seen strange Witchlights floating through the trees, to have witnessed deformed, giant
beasts and worse emerge from the dark heart of the Wealdath. At night the woods are enveloped in a dense
fogs that settle in the hollows, often not burning off until well after mid-day. The infrequent streams run rank
and black, with fetid pools and bogs making up much of the available water within the Dark Heart.
Movement through the woods is severely restricted, travellers are advised not to use fire or axe lest the trees
awaken and smote thee down. Fires will simply not burn more than a round or two, wood tends to smoulder
and smoke. Movement rates are down to half that of movement through normal thick forest, and vision is
reduced to 50 or less for much of the day and night. It is easy to become lost and disoriented within the Dark
Heart and most who enter these woods are only ever briefly heard from again as their death cries echo
magically through the rotting wooden halls of the Mytharan Woods.
Encounters are checked for once every hour, occurring 1-3 in 10 on a D10.
Roll D%
1-2% 2d8 Large Spiders
3-4% 2d6 Giant Spiders
5-6% 2d4 Huge Spiders
7-9% 1d4+4 Ettercap
10-12% 1d4+2 Fomorians
13-15% 1d2 Giant Boa Constrictors
16% Dire Bear
17-20% 2d6 Dire Wolves
21-23% 2d8 Dire Bats (50% chance of being vampiric)
24-25% 2d20+10 Stirges
26-27% 1d4+1 Dire Boars
28-29% 1d2 Will-o-Wisps
30-32 1d3 Giant Scorpions
33-35% Giant Centipedes
36-38% 2d4 Forest Bison
39-40% 1d2 Dire Leopards
41-42% 1 Dire Tiger
43-44% 1d3 Wraiths
45% 2d6 Shadows
46-47% 2d3 Wights
48% 1 Haunt
48% 2d3 Spectres
49% 1 Illythiiri Crypt filled with 2d8 Illythiiri Crypt Things
50% 1 Ghost
51% 2d6 Quicklings
52% 1d3 Shambling Mounds
53% 1 large Obliviax
54% 1d3 Large Abyssal Touched Treants
55% 1d6 Hangman Trees]
56% 2d4 Flesh Mulcher Trees
57% 1 Stagnant Pool of poisonous water (Type E if ingested) 10 to 50 in diameter 5+1d20 deep.
58% 1 slugglishly flowing\fetid stream, waters if entered or imbibed produce a slumber that will last for 2d4+4
days.
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59% Wild Magic Zone 20+3d20 across last for 3d4 rounds.
60-61% 1 Random 1st to 9th level spell with spectacular lights/sounds and smells erupts from a nearby tree or
stone. The spell is cast at 10+1d20th level.
62-64% Witchlights...random floating balls of coloured gas emerge from the forest floor, usually near a bog or
barrow and float off through the forest. Disturbing one with an open flame sets off a 5d6 fireball gas explosion
to all within 20.
65-67% Bog Pit. A leaf litter covered bog 10+1d20 deep, and 201d10 in diameter.
68% 1 Gold Elf Banshee and a forgotten Barrow
69-72% 2d20 Zombies (usually human)
73-78% 3d20 skeletons (60% human/20% Illythiiri/20% Gold Elf these last two groups wear remnants of
archaic armour and wield rusty and corroded mithral and adamantine weapons and armou r.
79% 2d6 Voadkyn on Patrol
80% 2d20 lesser or least Tanarri
81% 2d10 Illythiiri and Vyshaan Sword Wraiths locked in an eternal struggle with each other.
82% 1d3 Illythiiri or Vyshaan Duskblade Death Knights hunting for enemies. They do not know they are dead.
84% 2d10 Satyr on patrol (Rimwoods only)
85% 2d10 Pixies (Rimwoods only)
86% 2d6 Dark Seelie Brownies
87% 2d20+10 Drow Tomb Raiders looking for lost Illythiiri and Vyshaan weapons and magics
88% 2d3 Illithids who have accidently entered the woods trough a random gate, half their number are
wounded.
89%Randow Spell Effect (see above)
90%1d4 Choke Creepers
91% 2d10 Ghouls or Lacedons if near water
92% 2d10+5 Green Elves on Patrol (Rimwoods only unless tracking Drow)
93% Brown Mould 102d20 across
94% Ruined Tower (50% intact/50% ruined foundation & cellars)
95% Abamdoned & ruined Temple (think Angkor Wat)
96% Overgrown & abandoned tree home
97% 1d4+2ruined & over grown stone buildings
98% Deep stone lined well or pit covered in vines 10-1000 deep (at least)
99% A clear deep pool of fresh un adulterated water and a vine covered statue to one of the Seldarine
100% DMs Special 50% or one of the Baddies from Myth Rhynn 50%
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Mallin of Chessenta
AC 2 (18) (Base)
HD 6d10+6 + 20d4+40
HP 155
AL NE
Mv 18/24 (Fly)
Atc 2 claws
Dg 1d6+4 (x2) + lich touch paralysis + 1d6 hp energy drain per touch.
Immunities:Immune to death magic, poison, electricity, mind controls, cold, dark necromantic magics,
illusions & phantasms, enchantment charm magics, +1 or better weapon to hit.
MR50% (SR 25)
Str 18/80, Int 22 Wis 20 Con 16 Dex Chr 1 (25)
Formerly one of the bound to a Chessentan wizard, Tashara of the Seven Skulls, Mallin was swept into the
depths of Tethir and the ruins of Myth Rhynn when Tashara was destroyed by the god Azuth in the Year of the
Majesty (760 DR). Over 600 years, the skull and skeletal hands of Mallin have gained the ability to affect the
mythal, just as it has affected Mallin. Mallin has total control over all undead within the mythal; dead elves
cannot be affected, but other creatures killed within the mythal become zombies or skeletons. Mallin has
swarms of human and animal skeletons and zombies at its command.
Spell like abilities: True Sight, Hold Monster, Charm Monster, Know Alignment, Tongues, Telepathy, Improved
Invisibility,Teleport W/O Error (only inside Mythal) all at will, 3/day: Slay Living, Symbol of Fear,
Repulsion/Attraction, 1/day: Death Spell, Disintegrate, Stinking Cloud
Mallin has all the abilities of a 20th-level invoker and all the spell immunities of a lich. While it slowly weaves
about the
trees, it has a maximum flying movement rate of 16 (A) when it chooses to move faster. Its skull and arms are
Armor Class 2 and can be hit only by +1 or greater weapons; it has 6+6 physical hit dice before its skull and
arms are shattered. Within the mythal, however, Mallin can reform itself over the course of 1d6 months
unless its remains are fully immersed in holy water. Under no circumstance will any elf venture within more
than 100 yards of the edges of this place. Mallin can detect when an elf enters the mythal and he can teleport
to that location within 1-10 rounds.
Mallin seek so slay all intruders after capturing any magic they carry. If the magic consists of memorized spells,
the intruder is caught in a clutching cage of undead whilst Mallin slowly plunders the victims mind for spells,
draining its life force intellect and memorized magic together. The only intruders known to have escaped
Mallin are those he has released to find magic it has learned about from earlier victims. He ensures their
cooperation by holding captive the escapees companions. Mallin is known to have cheated some who have
served him, adding their bones and the bones of their companions to hid growing army of undead.
Mallins remains often wear Elven Rings he has plundered from various tombs. He has been recorded wearing
a +5 Ring of Protection that also acts as a Ring of Spell Turning, and a Ring of the Ram. Mallin casts spells as a
20th level Mage.
1st charm person, detect magic, burning hands, prt/good, darkness
2nd Hold Person, Invisibility, Claws of Darkness, Snillocs Snowball Swarm,
3rd Dispel Magic, Any Spell, Frost Ball, Lightning Bolt, Undead Lieutenant
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4th thunder lance, improved invisibility, ice storm, Iron Bones, back lash
5th Dark Bolt, ball lightning, Grimwalds Greymantle, summon undead (only those within mythal appear),
teleport
6th circle of death, translocation trick, domination, Dhularks Glass Strike
7th prismatic spray, gem jump, force cage
8th Flensing, skeletal guard
9th Disjunction
Malin is capable of summoning up to 3d20 skeltons or 2d10 zombies per round to help in whatever way he
deems fit. Other undead are subject to normal control/rebuke measure as if Mallins was a 20 th level Priest.
Mallins ultimate fate is tied to the corruption of the mythal. His phylactery is the Mythal Key Stone buried
somewhere within the city. Only when his essence has been removed and the Mythal stone cleansed and rededicated through Holy Rites will the mythal be able to be repaired.
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Battle Staves
Battle Staff +1 to +5 staff of ironwood or mithral. It strikes first in every round having a speed factor of 1. As
with Mythdrannan Battle staves it makes the bearer immune to all missle spells and electricity. On a roll of
20+ on the attack roll the staff barer can break bones or even kill (as a vorpal sword) except no decapitations.
Staff of Scribes
Staff of Scribes (see staff of scrivening), but this staff is used to transcribe information into Lore Crystals such
as Kings Tears, Telkiira and Spindle Gems. The staff bearer touches the gem whilst holding the staff and
recites what they want the gem to record. Alternately, the staff bearer holds the staff to an object (or being)
whilst holding a recording gem and then uses other magics to read and record the powers and abilities of the
object (or being). This includes relevant details gleaned from surface reads such as ESP, and deeper
information such as from domination, probes, legend lore and the like. The staff uses 1 charge per hour or
object/being (whichever comes first).
Blades of Banishing
Blades of Banishing (See ruins of Myth Drannor) Elven Blades +1 to +5 dispel all magical barriers, illusions
protective magics, mantels & wards it contacts. 61% - 65% base chance + 1d20% random factor, minus 10%
for each level of the magic being attacked. Failure to dispel means blade wielder suffers full effects of barrier
contacted.
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Auranshees Kiss
Description: Auranshees Kiss are actually a pair of fearsome Curved Daggers. Each blade stylised spider hilt,
and a dull, ebon blade inscribed with unholy runes that seem to dance across the blade
Powers: Each of these wicked weapons functions as a +4 Dagger of Wounding and inflicts double normal
damage on any being of Elf blood that it strikes. If a being dies from the wounds inflicted by either of these
daggers, then their soul is sent to the Demon Web, to serve as an un willing slave of Lloth
Lightning Bow
The Lightning Bow is a four-foot tall, recurve wooden bow inlaid with gold and silver. The tips are polished
rams horn. The center of the frame is carved in the shape of a blue dragon with its mouth agape and stretched
towards its target. The bow does not have a bowstring like a normal bow, as the arrows it shoots are magical
bolts of lightning. No one knows for sure how the bow was used, but all legends agree that all the bearer had
to do was act like he was drawing a normal bow and a large amount of energy formed around the drawing
hand.
The Lightning Bow +5 can shoot three lightning bolts (identical to Wizard spell of the same name) per attack.
Each bolt that strikes the opponent does 3d8+5; a successful save versus spells reduces damage to half.
The Lightning Bow bestows the following upon the user:
1) +2 to saves versus spells.
The Lightning Bow wielder must have the plain mithril armband in order to use the bow effectively. With out
the armband, all Lightning Bolts have a 50% chance of returning, striking the wielder doing normal damage.
The armband has a secret compartment inside it for stashing small items (no larger than a set of keys); it also
bestows the following upon the wearer:
1) Immunity to electricity, both magical and mundane.
2) Protection from the aging effects of undead.
Silent Arrows
These arrows made by the wild elves don't produce any sound when fired even when they touch something.
Besides, they make a silent spell in 10ft. radius during one round after what they vanish in a little fog.
Arrow of Charming
These ordinary looking arrows feature the traditional wooden shaft and flight feathers, however the head of
the arrow is carved from a Ruby. When this arrow is fired at an opponent, it deals no damage, instead having
the effect of a Charm Person or Mammal spell upon the target. The spell is an instant success, although the
duration is shortened to only three rounds. The spell only works if the arrow successfully hits the target and
the target is within the spell limits. This means that while a Humanoid can be charmed, it cannot charm those
the spell normally could not
Starblades
These weapons have become one of the most basic symbols of Keltormir. Each is truly ancient, and said to
have been wielded by the founders of long ruined Myth Rhynn. Each blade is a carefully balanced Elvish
Longsword (see Katana), inscribed with its clans symbols and runes of past deeds. Each Starblade is highly
intelligent with an above average score. Each blade has several unique powers, but the ones they have in
common are thus; Each blade functions exactly like a ring of shooting stars, with the added bonus of making
the bearer immune to magic missiles and lightning (including dragon breath). A blade will choose its owner,
and will quietly (hehehehe) try to find a new owner if its current one proves to be less than able to live up to
Corellons ideals.
Lanthorn
The Rhynn Lanthorn is an artifact from ruined Myth Rhynn. It was highly prized by the city's rulers as it shone
through all falsehoods and illusions. The device, with the lenses in place, can dispel the illusions that hide
Suldanessellar.
Ynloeths Crown
Ylnoeths Crown is a mithral wire head piece set with 5 beljurils that wink and blink constantly. The Coronet
allows the wearer true sight, detect lies and true worship at will, just by concentration. It also gives all the
protections of a greenstone amulet.
Cloud Stones
Cloud Stones are small stones that are commonly used by Wild Elves. Cloud stones are usually found in fistsized chunks, in riverbeds, lakes, streams and underneath waterfalls. The stone itself is somewhat soft, for a
rock, and comes in shades of white, light blue, light red, pink, orange, and yellow.
Dream Leaves
Dream Leaves are often used in Wild Elf rituals and ceremonies, most commonly vision quests, and to make
contact with their animal spirit guides. A few other Druidic circles around the Realms also use these leaves for
roughly the same purposes. In a few metropolitan areas, like Waterdeep, or Baldurs Gate, Dream Leaves are
also used by the rich, as a novelty, and by the downtrodden and disenfranchised, to escape reality for a brief
period.
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Estelverea
Estelverea is an Elven-wrought short sword that was given to the Dwarves of Shanatar. The weapon was a gift
to elcome the establishement of trade relations between them and Elven nation of Keltormir.
Elven Bows
One of the many words that Elves are synonymous with is archery. The Fair Folk take great pride in our martial
abilities, and archery is a path that many choose to pursue. Our keen vision and patience has earned we Elves
the reputation of being the deadliest race on Faern with a bow.
Over the many years, we have fought numerous wars. Some were civil wars. Some were wars between Elves.
Some were between Elves and Non-Elves. But, no matter who was fighting, we Elves were always learning.
Our long lifespans, and ancient histories give us a special insight into the art of war.
Elven Diadems
Diadems are considered any ornate, metallic headgear that serves no courtly use, such as a crown, and no
physical defense, such as a helm. Back in the days of Cormanthyr, Elves, and even some NTelQuessir
commonly wore diadems as a symbol of status and rank. Some Elves in Evereska, and on Evermeet still carry
on this tradition. Elven diadems came in many shapes and sizes. Some were small silver tiaras, studded with
all kinds of ornate gemstones. Others were slim, golden headbands, with bejeweled tassels and loops that
dangled along the wearers face and hair. Others were thin strips of gold, silver and platinum that were
weaved through the wearers hair.
Enchanted Figureheads
Many vessels carry stylized figureheads. The reasons why often differ. For some captains, their figureheads
are supposed to strike fear into enemies. For other captains, their figureheads are supposed to identify them
as benevolent, or what have you. Other captains have specific figureheads placed, or carved from their ships,
to easily identify them. The Elven navy of Keltormir did much to keep the realm free of Vyshaanti interference.
Their ability to supply the besieged forces on the Dragons Head during the Crown Wars, proved crucial in
allowing Keltormir to retain its independence. The only Elven realm on the west coast to do so.
Amarillisia
Amarillisia is a blue-steel, Elven-wrought Longsword. A large sapphire is set in the hilt, while silver runes wind
their way down the length of its leafy blade. These runes, written in Seldruin, list all of the swords previous
wielders in order. There are currently 17 names inscribes in tiny runes upon the blade.
Amarillisia s origins are ancient. It can be traced back to the lands of Faerie Its origins can be traced back to
the first migrations of Green Elves to Faerun.
Lightwings Chainmail
This suit of Elven chainmail is named after Lafarallin Lightwing, a hero from Keltormir, from the Fourth Crown
War. According to ancient texts, Lafarallin Lightwing was a Bladesinger, and fought off an entire host of
Illythiiri Dark Elven warriors, just as a small hospice could evacuate all of their injured and wounded.
According to legends, she fought for hours, denying entry to wave after wave of Dark Elven warriors. The
legends say that a treacherous Dark Elf priest of Ghaunadaur conjured a poisonous snake that bit Lafarallin in
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the ankle, causing her to slowly die. Factual texts do not back this up, though she is never mentioned ever
again in any tome. The armor generates an invisible and intangible field around the wearer, protecting
him/her from harm (+5 AC Bonus). The mail also increases the wearers ability to resist magic from all schools
(+3 Saving Throws vs. Magic). The armor is also enchanted so that it weights little more than an ordinary cloth
shirt, but yet, it is as strong as normal Elven chain.
Ward Tokens
All Elves honor and respect the dead, with the exception of the evil Drow, and the diabolical Feyri. Wood
Elves often cremate the bodies of the dead, or bury them in shallow graves in special areas of the forest.
Aquatic Elves bury their dead in great coral cemeteries. The Avariel are said to cremate their dead on the tops
of mountains. We Sun Elves, and our Moon cousins respect our dead, but dispose of them differently. The
bodies of all Elves are placed in large crypts. These crypts can be for entire settlements, entire families, or
even single individuals. Asides for the bodies of the dead, magical items, gold, silver, gems, and other riches
are also customarily interred with the body. To prevent tomb robbers from despoiling our dead, numerous
wards- most of which are quite deadly- are placed in the entrances of these tombs.
Sometimes, however, the living must enter these burial crypts, for whatever the reason. For example,
Evereskan Tomb Guardians often enter into long forgotten crypts, for information gathering purposes. Agents
of the Olin Gisiae often enter into warded crypts, to prevent others from learning about what long forgotten
secrets lay within. In these situations, those who may rightfully enter into these Elven crypts need a way to
make sure that the lethal wards that protect them do not lash out and strike them.
The clergy of Sehanine Moonbow, guardian of the Elven dead, long ago created items that would prevent such
mix ups from ever occurring. These items, known in the Common Tongue as Ward Tokens, allow those in
possession of them to safely bypass the deadly wards that guard Elven tombs and crypts.
Ward Tokens appear to be small, fist sized prisms made of a delicate, but sturdy crystal. Many Ward Tokens
exist, and each one is slightly different than the next. For instance, the Moonflower Ward Token is a frosty
blue color flecked with gold. The Durothil Ward Token is a deep amber color. The Vyshaanti Ward Token is
black, with a few flecks of blood red. Most are worn as pendants on necklaces made of mithral, or a similar
metal.
These Ward Tokens have many uses. When an Elf lifts the prism to his eyes and looks through it, he/she sees
the magical auras radiating from items, as well as the exact natures of these magical emanations, as if the Elf
looking through the prism was under the effect of the Detect Magic and Analyze Dweomer spells. Ward
Tokens also act as keys to specific Elven burial crypts and tombs. Simply placing a crystal keyed to a particular
tomb or crypt on the locked door in the crypt unlocks it.
The most important enchantment placed on Ward Tokens is their ability to bypass magical wards. Ward
Tokens allow the bearer of the prism to pass through the magical wards of the tomb that the item is keyed to
without setting them off. The Ward Token does not shut off the wards at any point- it simply makes the
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Sources Used
Ruins of Myth Drannor by Ed Greenwood
Cormanthyr: Empire of the Elves by Steven Schend
The Lands of Intrigue by Steven Schend
Empires of the Shining Sea by Steven Schend & Dale Donovan
Volos Guide to Balders Gate Two by Ed Greenwood
Grand History of the Realms by Brian R James & Ed Greenwood
Old Empires by Richard Baker, Ed Bonny, Travis Stout
Elves of Faerun By Steven Sypa
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