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KELTORMIR

The Emerald Empire

Compiled, Edited and it parts written by


Snowblood

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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 69
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page 81

Ancient are the Ruins of Myth Rhynn, but long memories have they...

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Myth Rhynn: Necropolis of Keltormir

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A Brief History of Keltormir

27000 DR

Continuing their work to undermine dragon rule,


the Fey open new gates allowing the first elves to
immigrate to Toril. These primitive green elves
worship the Faerie gods (not the Seldarine, which
were unknown at this time). Although most green
elves are content to remain in small scattered
tribes, one group known as the Ilythiiri negotiates
with the dragons and begins to carve out a small
kingdom in the south. The great Ilythiiri capital at
Atorrnash remains a shining beacon of elf culture
for millennia.

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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the Shaar). Trade begins almosi immediately as


rare herbs, timbers fruits and other forest products
begin flowing north in exchange for much needed
supplies to help establish the Shantel Othreien
colony

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.)

Establishment of the great elvish settlements of


Keltormir (Present Day: Forest of Tethyr which
spanned all of Tethyr, Amn, Erlkazar, and
Calimshan) by moon and green elves, seeking
peace and simple lives away from the strife of the
other elven realms. Lord Keltormir establishes his
holdings within the Crystal Caverns of Dalach at the
feet of the Starspire Mountains. The gathered
people proclaim their new realm Keltormir in
honour of their new Lord and Coronal.

-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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Corellon Larethian wards Evermeet against Lolth,


Malar, and the other powers of the anti-Seldarine
and entrusts a unique seed to the Fair Folk of the
isle. The seed soon sprouts, growing into a
miniature treeknown as the Tree of Souls. Over
time, the souls of ancient elves who choose to stay
on Toril, rather than pass on to Arvandor, merge
into the Tree of Souls, slowly augmenting its
power. Prophecies reveal that the Tree of Souls will
someday be planted on Faern when the Fair Folk
finally return to the mainland after a period of exile
on the Green Isle.
Half of the coastal forest communities of Ardeep,
Shantel Othreier and Keltormir are destroyed and
hurled into the sea. The coastal cities of
Ardmantor, Ursyllashyr, Silversgate, and Quentallis
are completely annihilated resulting in the deaths
of over 500000 Moon, Green, Gold, Star and Dark
Elves. Many other citys without mythal protection
are severely damaged with the loss of hundreds of
thousands of lives. Many question the wisdom of
the Arselutaar, and more than a few are
assassinated in revenge for the mighty art they
have wrought.

-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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importance tying as it does the realms of Orishaar


and Thearyntaar to the fortunes of the realm of
Keltormir.

-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

Admiral Hethrass Shyr leads the Coronals fleet in a


running battle with the pirates of Orishaar and
Illythiir. After several years of costly sea warfare,
the fleet tracks down and traps the pirates of the
Shining Sea in their hidden base just 50 miles north
of the city of New Attornash. The siege lasts for
100 days, when High Magi from Ketallass unleash a
tsunami that wipes out the remnant pirate fleet
and their nigh impregnable fortress.

-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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thus beginning the 4th rysar of Keltormir. Lord


Adelindor and most of his immediate family set sail
for parts unknown, their ships sets course south
and east, and is never heard from again.

-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

have seized forts on the eastern side of the straits


in an attempt to control trade in the Lake of Steam.

-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

Moon, Green and Dark Elven migrants begin


arriving from Sharlarion and Teutelalu, along with
economic migrants from Miyeritaars northern
borders. Coronal Bella, allows them to settle in the
south and east of the realm, where they establish
the settlements of Dryarathon and Berkaddynn.

Giants move further east attacking the Othreien


city of Teualumista. Forces from Keltormir move
north and join with troops from Seluvandaar and
Myth Ruavae to defeat the giants once and for all.
In a sign of growing desperation the Giant King
Heltorgoth sues for peace. After much deliberation
the giants are allowed to settle in the western
vales of the Gods Bowl, establishing the Kingdonm
of Darach both north and south of the Rivers of
Twilight.

-15143 DR

-14799 DR

A fleet of sky-ships arrives from Illefarn bringing


the royal family on a state visit. There is much
celebration as Coronal Bella agrees to marry
Kellindor Ildacer, the Prince of Everanshee.

Coronal Ballonyr travels north to Aelinthaldaar to a


meeting od rulers to discuss the growing menace
brewing in Aryvandaar. Both Lord Ballonyr and
Lord Karendil Ildacer agree to step up their efforts to
curb growing Vyshaan power through peaceful
means, whilst reinforcing their ties with Miyeritar.

-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

dragon wars in the south west plains of the Sehan


Vale.

Unseasonal storms again lash the southern coasts,


this time a typhoon and tidal surge flood many of the
communities upon the Lake of Steam. Relief efforts
find whole communities washed away. The number
of deaths in is the tens of thousands with the
headrests hit realms being Orishaar and Ilytrhiir. The
people of Orishaar gladly accept help from Keltormir
and Shantel Othreier whilst the more secretive elves
of Illythiir turn away the rescue fleets dispatched to
help them.

-13910 DR

-14300 DR

Lord Zakah is found dead in his private chapel his


throat slit and his heart cut out. The culprit, a
disgruntled former royal advisor claims that Lord
Zakah had kidnapped his wife and married her
against her will. The clan Lords agree with this
version of the story and do not punish the
offending noble, (who is later found dead with his
own throat slit in turn). Lord Zakahs youngest
brother, Prince Fedorn Berilan is crowned the next
ruler of the realm.

Salindra Durothil a bard and scholar of great renowm


composes her greatest works The Epic of Keltormir.
Crowds gather from across the realms to hear her
one and only performance of this epic 27 part poem.
The recital is attended by ruling Lords and Ladies
from across the known realms.

-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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Green and Dark giant hunters from Mir rescue two


tribes of humans from attacking stone giants in the
western Mir Highlands and allow them to settle in
lands south west of Mir, across the river from Myth
Tellaren.

-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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With backing from Illythiir, the principality of Mir


declares its independence from Keltormir. With
continued warfare in the north and constant
attacks by privateers operating under Illefarns
banner, Lord Feldorn is in no position to do anyting
about Mirs rebellious moves.

-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

Rachelinn of clan Suldusk is elected by her fellow


lords as the next ruler and war chief of Keltormir
beginning the 12th rysar of the empire.
Coronal Rachelinn decides to move her seat of
rulership to the city of Sulanessellar. There she
invites leaders from all seven principalities to
attend her on a annual basis. This move is
designed to guarantee her fellow lords loyalty and
give them a sense of ownership in her rule of the
nation.

-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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riders and spellblades resulting in a woodland


massacre of the disguised Vyshaan regulars.

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

southern expanse of Shantel Othreier aflame,


separating the soon-to-be-called Wyrmwood from
its greater body. Coronal Fionolla leads her high
magi mounted upon hippogriffs to confront the
raging dragons. She and her magi manage to bring
down a score or more of lesser red, green and
black dragons, several of which seem to lack a will
of their own.
At the height of the battle Lady Fionolla and her
mount are torn apart by a great red wyrm above
the Ridge. Tethir, kin of Keltormir (soon to be
called "the Dragonslayer"), single-handedly slays
two ancient red wyrms (Xaxathart, "The
Retributer" and Caldarbarabaraxxa), of the Ridge
and saves many elves of his own Keltormir and
Shantel Othreier. Tethir's stand earned the elves
the respect of the dragons, who had previously
dismissed them as ignorant, two-footed cattle.
Human clans settle in the clearings and meadows
created by the dragon fires around Keltormir.
When the last of the fires dies down, both
Keltormir and Shantel Othreier find that many
thousands of their people have been slain and
great swathes of forest have been reduced to ash.
The lords of Keltormir quickly crown their next
coronal, the irrascable araegisses of Mir, Fynn
Suldusk, beginning the 13th rysar of the realm.

The Second Crown War flares up in answer to the


aggression of Aryvandaar. Ilythiir rises up and
viciously strikes out at any that support the gold
elves of the north. Its nearest neighbour of
Orishaar, as a major trade partner with
Aryvandaar, falls swiftly in a brutal surprise attack
of Red and Black Dragons ridden by Dark Elves
(using Dragon Orbs supplied to them by a
mysterious benefactor), and supported by an army
of Dark Elves and their demonic allies.
Many refugees of Moon, Green and Dark Elf stock
arrive in Fhaorenhaven having fled by ship from
the burning port city of Myth Shilltaar. They are
eventually settled in Fhaorenhaven and
Seluvandaar. Refugees from western Orishaar
begin pouring across the Gorlan Straits and into
Keltormir where they receive a warm yet guarded
welcome. Most make their way to Mir and the
safety of its now mighty walls.

-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
Page | 13

by traitorous green elves, who thought their


appeasement actions could help restore peace.
The Illythiir reward their co-conspirators with
slavery and death. Many enslaved Green Elves are
sent north to work in the mines of Aryvandaar,
deep in the Gray Peak mountains.

-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

Sarenesstar, Wuleth Rilymntaarm as their war


time leader, beginning the 16th rysar of Keltormir.

-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
Page | 14

The Dark Disaster


In the closing days of autumn whilst the nobles of
both realms gather in Myth Akherynnar to organize
a rebellion against their Vyshann overlords,
Miyeritar is engulfed in killing storms, which
reduce this entire forest and realm into barren
wastelands in three months. While no proof could
ever be found, many believe the High Mages of
Aryvandaar inflicted the Dark Disaster on
Miyeritar.
Green, Moon and Dark elf refugees begin arriving
from the outer colonies of Miyeritar, as that realm
is destroyed by the Vyshaan Empire as they
unleash the Dark Disaster.

-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

eastern Keltormir, holding their lines at Highlands'


Edge.

After a lull in the fighting lasting more than a


decade, Illythiiri troops move west to besiege the
citadels around Mir. In a shocking reversal of
fortune this southern force. Lead by Allyndurr
Hune is all but destroyed when high magi from Mir
use a stolen War Mythal against their besiegers.
Forces ralying from Myth aUnnohyr and Myth
Nrovael manage to rout the southern army of Clan
Hune and never again face such a threat from their
eastern cousins who consider it too costly to
continue their southern campaign.

Damarhynn is sacked by the forces of Aryvandaar


and then fought over by forces of Illythiir. In the
end the city is laid waste. The very young, the old
and infirm who were too weak to flee from the
approaching armies are all put to the sword after
being discovered hiding within the confines of the
Tomb City. Their deaths and the magics used by
both sides forever taints the mythal allowing the
evils unleashed to leach into the wider woods of
the Dark Heart.

-10395 DR

-10270 DR

An army from Aryvandaar is landed 20 miles south


of Ketallass by a fleet of Orishaaran privateers.
The advancing army is met by the River Guards and
Song Knights from the city at the Terrindor
Crossings. The ensuing slaughter of the advancing
Sun and Moon Elves causes the river to run red for
many days. The forces of Keltormir win the day,
but at the cost of much of their strength. Princess
Larassa of Ketallass orders the citys evacuation
and the fleet sets sail for their colonies in the south,
taking more than 35000 Green, Moon and Dark
Elves with it. A follow up force of pirates from
Orishaar finds the city deserted and after sacking it,
the sea going reavers burn the city to the ground.

The Stone and Claw Campaigns

-10380 DR

-10268 DR

Illythiiri forces begin attacking the communities


around the abandoned city of Berkaddynn. A
retreating army of Green Elf scouts and Light
Infantry leads the Illiythiiri into the city where
Coronal Wuleth iks killed in viscious house to
house fighting. A tri of High magi unlesash a ritual
which collapses the mythal upon the fighting
armies, killing all in a cataclysmic implosion. The
bew Coronal, Atteroth Rilymntaarm immediately
orders a geberal retreat as he learns of forces from
Aryvandaar are advancing on Shantel Othreier and
ultimately Keltormir.

Coronal Atteroth Rilymntaarm an is killed leading


Aryvandaaran forces away from the redoubts
hidden in the Tethir Highlands. His scouts manage
to slay hundreds of Vyshaan regulars and keep
them away from the hidden caverns and citadels
located deep within the mountains. Crowned in
his stead is Prince Atterothgar Fellmir of Myth
Norvaell becomes the next war leader and Coronal
of the much reduced realm of Keltormir.

-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
Page | 15

The withdrawal of Keltormir's forces to close and


defend its own borders pitted the forces of
Aryvandaar and Ilythiir against each other. They
soon closed ranks and fought incessantly for two
centuries. Battles raged across the giant-infested
mountains and wemic-claimed plains north of
Keltormir.
The forest city of Suldanessellar in northern
Keltormir is sacked and torched by Illythiiri raiders
riding dragons and driving a horde of goblinoids
and giants before them.

-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

the Vyshaan allow the city to be torched by the


Illythiir as they raid their way north into the Green
Fields. Peraphus Othreier is installed as Laranlor,
by the Vyshaanti, selected as the most submissive
and compliant of the many possible candidates for
the job.

-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.

Page | 16

A releiuf force from Keltormir manages to rescue


thousands of captured elves, carrying them to
safety within the Mir Highlands via sky going
swaships and newly acquired monarchs from
Illefarn.

-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.

Reacting violently to this apparent betrayal, many


flee below ground joining their Illythiiri cousins.
Other more peaceful Dark Elves, living in the
southern reaches Keltormir in the Darthiir region
head deeper into the forest and high mountain
caves seeking shelter from the sun.
The elves of Keltormir rededicate theircapital city
to the fallen, laying a dragon proof mythal over the
site and renaming it Myth Rhynn.

-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
Page | 17

Rise of the first drow civilizations in the Underdark


beneath southern Faern. Their constant
harassment of the Vyshantaar forces over the next
five centuries helps prevent their annexing
Keltormir or any other lands.

-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

Aryvandaar. Much of the High Forest is abandoned


for an age, leaving the forest open so the gods
might restore its peace.
The Wandering Years of elven colonization
begin. Many elves begin migrating back to Elven
Court in its eastern forest. Illefarn and Keltormir
are the sole remaining civilizations to emerge
intact from the Crown Wars. Coronal Shellorilla
invites many refugees to settle within the forests
of now peaceful Orishaar and Keltormir. Enough
migrants arrive to justify the rebuilding of the city
of Suldanessellar.

select the dragon-slayer Hellorynn Audark as the


newest and last Coronal of Keltormir.

-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.

Coronal Shellorillas swanship crashes on its way to


Evermeet to attend a meeting to deal with the
questions posed by a post war world. All aboard
are killed as the ship disappears somewhere east of
Evermeet. Back in Suldanessellar the new Coronal,
Lady Laeranndra Audark announces 100 days of
mourning for the lost Coronal and her party.

Coronal Hellorynn Audark calls a final Council of


Clan Lords, and after 120 days of deliberation,
officially dissolves the Empire of keltormir
Due to fire-sundered and otherwise ravaged
homelands. Lord Hellorynn abdicates handing the
symbols of power over to the three surviving Clan
Lords, proclaiming as hist last act the independent
principalities of Shilmista, Darthiir Wood (Present
Day: Forest of Mir), and Tethir.

- 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.

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 great elven forest of
Keltormir, the dragon fire sparks a forest fire that
rages out of control. This fire extinguishes four
entire clans of elves, eleven giant settlements, at
least four green dragons, and thousands of miles of
woodlands. The once-unified elves of Keltormir
splinter into a number of separate clans.

-7950 DR

Many of the surviving elves take shelter in the


heart of Myth Rhynn to ride out the storm of the
latest Draco-rage. Emerging to find their beloved
great forest and realm shattered and the surviving
people scattered. The three surviving clan lords
Page | 18

-8100 DR
Eight dwarf deep realms unite and form the great
empire of Shanata. The empire is ruled from the
Wyrmskull Throne.

The dwarves and elves established trade


agreements between Shanatar and the elves of
Tethir, Darthiir Wood, and Wyrmwood.

-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

Marching Mountains, quickly gaining the enmity of


the elves, giants, and dragons in the area.

-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.
Page | 19

Finally the elves of Tethir, Darthiir & Shilmista had


had enough . Magically infiltgrating the ruins of
Teshyllal and the cities of Memnon and
Schamedar, Elven Corselutaar begin a powerful
ritual of myriad, the central caster, the Moon Elf
Pharos Moonflower, Arcorselutaar of the
Keltormir League directs and channels the spells
arcane power. In the cataclysmic battle of the
Fields of Teshyllal, Calim, Memnon, and their
forces lay bare the land to the bedrock, and Pharos
unleashes the power of the spell upon the two
genie lords, an act that wrests their attention from
each other for the first time in centuries.
The carefully crafted ritual summons more than
half the genies from all across the empire,
rocketing towards the burning Teshyllal Fields.
There Pharos begins to entrap the genies as they
arrive, melding their elemental essences together,
with the howling and helpless Calim and Memnon
held back to back in the middle of the mystical
elemental storm. Within hours all the genies are
crushed together into a massive red coruscating
gem that hovers 20 feet from the ground. High
Mage Pharos Moonflower imprisons calim and
Memnon there last of all, but not before he splits
their minds and bodies, scattering Calims spirit to
the four winds and Memnons spirit into the
blasted and cracked earth at his feet. There after
they become imprisoned in two places at once.
Whichever one of their spirits can somehow grasp
the gem will be reunited with his body and will
absorb the powers of all the trapped genies. Calim
and Memnon fight to claim the trapped gem even
now, and their constant struggles maintains the
Calim Desert. Arcorselutaar Pharos is transformed
into a Baelnorn to guard the coruscating gem for all
time.
The only surviving genies, a few djann and other
minor genies are scattered across the wilds.
Memnonnars survivors are soon hunted down and
destroyed by Green, Moon and Dark Elven warriors
, magi and spellblades from Darthiir. Within 30
years all traces of Memnonnar and its people are
wiped from the face of Toril.

-5400 DR
The elves of Tethir and Darthiir Wood allied with
the dwarves militarily during the first waning years

of Shanatar in order to help them stave off


encroaching humans and giants.

Calishite nobles begin hunting elves of the forests


of Tethyr as a past-time.

-5300 DR

-1550 DR

Mura Mir of Coramshan leads forces in an invasion


of Darthiir and southern High Shanatar, carving out
the first Kingdom of Mir. The wars of
extermination last for over 100 years in which time
the great murabirs of Monrativi Teshy Mir almost
totally annihilate the elves of Darthiir. The
survivors flee to Tethir and Nikerymath. The
border wars continue for centuries but the
Kingdom of Mir gives up no territory until the war
with Jhaamdath

As a consequence of the battles fought during the


Beholder Wars, the Forest of Mirs eastern expanse
north of the Alimir Mountains falls victim to
beholder arson and is subsequently consumed by
wild fires.

- 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
Page | 20

-1530 until -1300 DR


The frontier Wars are fought between the forces of
Calimshan and Tethir. Calishites began the
barbaric practice of hunting elves or even native
humans, in imitation of their debauched emir. This
drove the elves of Tethir into direct opposition
with the Calishites. This war was difficult for the
humans, since their armies had never fought equal
or better opponents. While Calimshans imperial
army had atlatls, spears, and iron swords, the elves
had longbows.

-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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Race & Gender


Green Elf Male
Green Elf Female
Green Elf Male
Green Elf Male
Green Elf Female
Green Elf Male
Green Elf Male
Moon Elf Male
Moon Elf Male
Moon Elf Male
Moon Elf Female
Green Elf Female
Green Elf Female
Green Elf Male
Green Elf Female
Green Elf Male
Green/Moon Elf
Male
Moon Elf Male
Moon Elf Female
Green Elf Female
Green Elf Male
Green Elf Councils
Green Elf Council
Dual Princes of Tethir
Dukes of Kingdom of
Tethyr

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.

The forests of the Southern Vales


The elves of Tethir, Durmista and Shilmista call these forests the Sarenestar and Darthiir. To the gnomes who
live under its boughs, the forest is the Timbemerald. Coniferous trees make up the bulk of the Forest of Mir,
and they grow in dense stands. More deadfall and underbrush covers the grounds within the forest, and some
talk of pinecones heavy enough to knock a man out, especially when thrown by leprechauns. The trees are far
taller than many among Tethirs glades, and they continue well up into the Marching Mountains. Only when
the elevations rise more than 2 miles above sea level do the trees reveal the snow-covered peaks bordering
Keltormirs southlands. The forests are also riddled with small streams that feed into the Spider Swamp to the
south. The Forests of the Southern Vales have always been a monster-riddled. Ancient stories mention ogres,
giants, goblins, and other creatures living under the trees here. Dark elves do exist in numbers beneath
boughs of the trees within the foothills and mountain valleys of the southern highlands. Even after the Fall,
and well into the modern era there have always been Dark Elves who have remained staunchly independent
of the influences of all comers from Lolth worshipping demon huggers to followers of the fallen Solar Malkizid.
With the deaths of Vhaeraun and Eilistraee, and the lifting of the curse lain upon the Dark Elves by Vyshaan
treachery the now reformed Dark Elves decided to stay in their forest home and rebuild the mountain
fastness and reclaim their long buried but not forgotten treasures. Anyone entering the southern Mir Forests
today is liable to run afoul of a population of not less than 25000 Dark and Green Elves within the newly
reclaimed mountain citadels of Mir.

Page | 22

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.

The Kuldin Peaks - Eredkul


This small cluster of high, jutting peaks make a sharp contrast against the relatively short range of foothills,
and the tree line disappears about halfway up the mountains, exposing peaks that remain snow-covered for
much of the year. Given the abrupt nature of the mountains and a noted shortage of navigable passes within
them, the Kuldins have barely been explored since the apex of Shanatar.

The Olaramomdin Mountains EredOlaramom


These mountains are barely higher than the foothills and highlands around them. A few isolated mounts rise
higher than others, but all of them are lightly forested with no exposed peaks. The name refers to rock
crystals found within the hills and mountains here. Once thought to be light coloured emeralds (they are
closer in hardness and colour to aquamarine), the Omlars are found to easily absorb enchantments.

The Starspire Mountains - EredDaoine


These low mountains (only four of which rise more than 5,000 feet above the sea) are among the smallest
ranges in Keltormir, though they contain passes as treacherous and winding as those in the Cloud Peaks of
Shantel Othreier. They are tree covered nearly to their peaks, which can remain snow-covered nearly through
the summer. The sparse trees thicken on the lower slopes where they either join the Forest of Tethir or end
near the River Sulduskoon. Where the Starspires meet the rising Highlands to the east along the headwaters
of the Sulduskoon, it almost seems like the land melts together, forming a rich, fertile dell. Among the less
hospitable beasts wandering the mountains are perytons, displacer beasts, goblins, ogres, hobgoblins, and
werewolves. Many svirfneblin live beneath the surface. The dwarves of the eastern live in relative peace
trading with the elves of northern Keltormir.

The Alimir Mountains - Eredalimir


These peaks form the south eastern boundary of the kingdom, the mountains are steep and jagged, filled with
ravines and dead-end passes. They form the southern most leg of the Iltkazar Range. The foothills are not as
broasd or as gradual as the highlands further west or north, and these steeply folded mountains seem to leap
straight up out of the ground. Only the lower few thousands of feet are covered in forest, many peaks giving
way to bare rock halfway. More than half of the peaks are greater than 6000 feet tall with the average being
close to 4000 feet.

The Marching Mountains - Eredmir


Page | 23

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.

A Description of Ancient Keltormir


Extract taken from Lands of Intrigue, by Steve Schend
More than 15,000 years ago, the lands now known as Tethyr, Amn, Erlkazar, and Calimshan were forested as far as
the eye could see. Two races of beings, giants and elves, dominated the forests, though other humanoids populated the
tree-cloaked region as well. The elves and giants carved their empires out of this wilderness, the elves earning the love and
respect of the forests by working with the trees and their denizens. The elves named this great forest-kingdom
Keltormir, after one of their great leaders. At this time, I believe the forest spread among these bounds: the western
Sword Coast, the Cloud Peaks and the Troll Mountains on the north, the jive clusters of the Iltkazar Range on the
east, and south to the Shining Sea, broken only by Lake Esmel, the Gorge of the Fallen Idol, the Small Teeth, and the
Starspire and Marching Mountains. What we now see as the Snakewood, Shilmista, and the Forests of Mir and Tethir
were one forest called Keltormir..H
Your Highness: The Snakewood was once part of Shantel Othreier, which once spread over the Green Fields north of
Amn. Its remnants are the Snakewood, the Wood of Sharp Teeth, and the Cloak Wood. The rivers and the main lake
north of the Small Teeth kept Keltormir and Shantel Othreier separate timberlands. Elminster (.E.)
Unlike the elves, the giants ruined the land and the forests in attempts to dominate and make the land their own, The
birds warned them, and the elves knew to remain in the trees and in harmony. Too late the giants learned of the reason
for the eclipsing woods, since no giant ever learned the tongue of the birds. Too late, the great ones found their lairs were
laid open as wide targets on a clearing within the forests-the targets of the third great race of the region: the dragons of
the mountains. For the next two millennia, the elves protected themselves from their mammoth enemies, but the sheer
power of what they fought caused the elves of Tethir to lose their neutral stance. The dragons. wars against the giants
led to great fires, which caused the First Tethirift.the burning and clear-cutting of trees along the Ridge and the
resulting separation of the dragon-infested Wyrmwood (now the Snakewood and Shilmista) from the greater body of the
forest. Tethir, a young elven warlord and kin of Keltormir, sacrificed his life to slay two ancient red wyrms that lived in
the Ridge. This act allowed the majority of his tribe to escape to safety in the denser forests of the south. 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. Still, while the elves were harassed by
dragons and giants alike through the following centuries, Tethir.s stand earned the elves the respect of the dragons, who
had previously dismissed them as ignorant, two-footed cattle.
The next four millennia saw only strife for the elves. The self-concerned, brutal giants populated lands cleared by
dragonfire and their own efforts, keeping elves from restoring the trees. The dragons kept to their mountaintop or sylvan
lairs, growing wary of elves, who had learned the finer points of dragon slaying by now. Among the most resolute of
warrior clans were the elves of Tethir. Few battles between elves and dragons were recorded during this time, as every
Page | 24

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
Page | 25

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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The Cities and Localities of Keltormir


Circa -12000 DR
Elves have settled the forested lands of Keltormir for eons, even predating the great dwarven civilization of
Shanatar, but their numbers have dwindled steadily across the millennia. When the current forests of Tethir,
Shadows, Mir, and the Snakewood were one, they played host to seven large tribes of elves totalling over
500,000 Tel.Quessir.
Keltormir is a rather temperate country, its climate far more hospitable than that of the Savage North.
Average precipitation in Keltormir ranges from 50 inches of rainfall in the western and southern regions to
100 inches elsewhere. Keltormirs summers are long and oppressively hot, and humid, while the mountains
see snow from Uktar (late fall) through Alturiak (late winter). Snow in the highlands is typical but not long
lasting; blizzards harsh enough to block travel are rare. The climate is cooler in the northern and eastern
highlands of Keltormir, and the air is drier as one gets farther from the coast. Keltormirs rivers never
freeze solid (though thin surface ice is possible), making them excellent defenses as well as trustworthy
waters for travel.
The kingdoms population is dominated by 7 great clans, each made up of many lesser familes, that inturn
occupy the 7 principalities of the kingdom; Tethir, Shilmista, Durmista, Aendrayndaar, Sarenestar, Darthiir and
Mir. Several clans maintained fortified holdings and citadels whilst many others simply wandered from place
to place or resided in one of the few cities scattered about the realm. Most Green Elf and Dark Elf families
wandered the forest within their own familial territories for much of the year, coming together in larger family
groups for important religious and social gatherings at set times of the year. Most Moon and Sun Elves spent
their time within the cities and fortified villas and citadels scattered throughout the forests of the kingdom.

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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

Description: Elven Forest City


Population: 37800 (Green elves 70%, Moon Elves 15%, Dark Elves 5%, others 10%)
Who rules: Laranlor/Laranlas of ruling clans, plus advisory council of clan elite.
Exports: Timber products, bows & arrows, leather products, fruits & vegetables, exotic animals, herbs & spices,
grains, silks & cottons.
Armed Forces: 2000 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
5000 Archers leather armour, longsword, dagger, longbow 150 arrows.
500 Eagle Riders leather armour, scimitar, shortbow, javelin, dagger.
450 Hippogriff Riders chainmail, longspear, scimitar, shortbow, shield, dagger.
Notables Temples: Solonor, Rillifane, Sehanine, Labelas, Mystril, Selune
Notable Magi Circles: Nine Swords, Great Oaks Circle,
Notable Organisations: Mallifleurath Tree Shapers & Herders Guild, Ohtarath Sword Masters Academy.
Local Lore: Nestled around and above the Swanmays Glade, the citys lowest dwellings are 50 feet above the
ground, and the first bridges among the branches begin another 50 feet above that. Alarms are easily
sounded among the elves to warn of intruders or approaching dangers, though to many outsiders, the alarm
sounds like they disturbed a flock of birds. The elves maintain constant patrols of 8-12 elf warriors (2nd level
and up) against intruders for up to a 10-mile radius about the glade. They do not prevent animals or their
allies, centaurs, satyrs, dryads, etc, from approaching Suldanessellar consists of over a2000 huge trees
hollowed out for homes (or built-up halls attached to the trunk), and all are connected by branches or rope
bridges. The city ranges from 50-300 feet above the forest. Grand buildings high above the ground are built
by members of various Elven clans. Residents of these tree dwellings are never more than a few moments
from the forest floor. The few ground dwellings in the city are extremely well built, and in some cases, very
well hidden. Some are carved out of the base of colossal oak trees, being careful not to kill the tree in the
process. These dwellings often lead to small underground chambers that store perishables for the community,
or the treasures of individual clans. These dwellings are for the infirm or the very young. 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.

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Ketallass ketallass

Description: Walled Elven port city


Population: 63000 (Moon Elves 65%, Sun Elves 10%, Green Elves 10%, Sea Elves 5%, Others 10%)
Who rules: Laranlor/Laranlas of ruling clans, plus advisory council merchants and sea captains and a few clan
elites.
Exports:
Armed Forces: 3000 Sea Guards leather armour, shield, glaive, scimitar, axe, dagger, shortbow.
1000 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
2500 Archers leather armour, longsword, dagger, longbow 150 arrows.
500 Eagle riders leather armour, scimitar, shortbow, javelin, dagger.
Notables Temples: Deep Sashelas, Tyche, Waukeen, Erevan, Angharad, Corellon, Eldath.
Notable Magi Circles: Ironthrone Battle Magi, Master Ship Shapers Guild, Kellkondyr High Magi Circle.
Notable Organisations: Kathaar Textiles & Weavers Guild on the River Kaltor just bbeside the docks of Harlon
Bay. This guild of spinners and weavers produces some of the finest silks .in the west, and its tightly weaved
waterproof bolts of heavy weft silk is always in great demand by cloths makers, travellers for cloaks and ship
captains for clipper and swanship sails. The Sea Towers Guardians These 6 cylindrical white sandstone
maritime towers are well built, 120 feet high and 50 feet across. Each has an ornate set of double doors that
open to a winding stair against the outer wall. Each has three levels with rooms set aside for the light keepers
and watchers who keep a weather eye out for ships and aerial attackers at each level. The top rooms of the
towers are open to the air with windows
all around. The air within the top room glows with continual light, as does the roof of the tower. The magical
light is clearly visible for miles, given the heights at which the towers rest.
Local Lore: Shielded from rough storms by the Dragons Neck and Starspire Peninsulas, Ketallass harbor is
very calm and capable of holding 100 ships at its docks. In the calm waters of Firedrake Bay, Ketallass shellfish
harvesters rake in many large lobsters, clams, and prawns. The many pearl farms crowd out the shallows not
given over to fish and seas weed farms. The city itself spreads out around the north side of the bay,
surrounded by a 12 meter high curtain wall with 14 meter high round towers every 30 meters, also
completing he outer defences are large double barbican at the north, east and north eastern corners of the
city.
Ketallass is the largest ship building port in the southern reaches of the Elven empires, only eclipsed by the
yards in Illefarn. From here sail the many merchant fleets up and down the Sword Coast and to Elven realms
far and wide in all four corners of the globe. A great fleet of clippers, swan ships, dragon ships, and coastal
ketches can be found in the harbour from all over the world.

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Dryrathon dryrathon

Description: Elven Forest City


Population: 18700 (Green Elf 55%, Moon Elf 35%, Sun Elf 10%,)
Who rules: Laranlor/Laranlas of ruling clans, plus advisory council of clan elite.
Exports: Wands & staves, leaf boats, rare alloys & jewellery, silks, fish & eels, pearls, mithral armours & blades.
Armed Forces: 200 Light Cavalry studded leather, round shield, scimitar, javelin/spear, dagger, shortbow.
500 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
4000 Archers leather armour, longsword, dagger, longbow 150 arrows.
300 River Guards leather armour, shield, glaive, scimitar, axe, dagger, shortbow.
Notables Temples: Rillifane, Eldath, Corellon, Sehanine, Labelas.
Notable Magi Circles: Ulanvatar High Magi Circle, Ilkorr Guild of Tree & Life Shapers, Kaifolaar Spellsingers
Academy.
Notable Organisations: Five Spires Soaring A citadel made of petrified alabaster shadowtop trees dotted
with balconies and theurglass windows at various points up their mighty trunk. These hollowed out extra
dimensionally spaces halls are home to an eccentric family of Moon and Ghost Elves, almost all of whom are
mages or sorcerers of great and mystifying powers. Thes spellcasters spend their time teaching the different
ways of casting and utilising magic. The Arcorselutaars of Keltormir often come from this clan the
Moonfaar Clan of Orishaar.
Local Lore: The majority of buildings of Dryrathon lie high above the forest floor, linked by a network of
magically warded and preserved rope bridges. Only a handful of rope ladders lead down to the ground, and
they are normally drawn up into the trees. Ancient wards protect the settlement from magical and nonmagical fire, the danger of lightning strikes, and the threat of rot and disease. The inhabitants of Dryrathon
have created fabulous dwellings from hollows painstakingly shaped into the trunks and branches of the great
trees as they grow. Far above the forest floor, rope bridges criss-cross the distance between the massive oaks
and lead into masterfully shaped living chambers inside the trunks. With the exception of a few ground-built
shelters and the river side docks and store houses, Dryrathon is exclusively an arboreal community, built
within some of the thickest foliage in the High Forest.
Grand buildings high above the ground are built by members of various Elven clans. Residents of these tree
dwellings are never more than a few moments from the forest floor. The few ground dwellings in the city are
extremely well built, and in some cases, very well hidden. Some are carved out of the base of colossal oak
trees, being careful not to kill the tree in the process. These dwellings often lead to small underground
chambers that store perishables for the community, or the treasures of individual clans. These dwellings are
for the infirm or the very young. 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.

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Berkaddyn (Berkathinn) berkaddyn

Description: River Side Port & Elven Forest City


Population: 55000 (Green Elf 40%, Moon Elf 40%, Dark Elf 15%, Others 5%)
Who rules: Laranlor/Laranlas of ruling clans, plus advisory council of clan elite.
Exports: Spider silks, furs, gems, weapons & armour, river boats, leaf boats, barges, river fish, fruits &
vegetables, timber products, minor magical items.
Armed Forces: 3500 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
5000 Archers leather armour, longsword, dagger, longbow 150 arrows.
1000 River Guards leather armour, shield, glaive, scimitar, axe, dagger, shortbow.
Notables Temples: Eldath, Selune, Angharad, Eilistraee, Solonor, Corellon.
Notable Magi Circles: Blue Leopard High Magi Circle, Artalas Circle of Tree Herders & Life Shapers.
Notable Organisations: Stevedores of Berkaddyn - The docks on the river bank are set lengthwise along the
shores to allow easy access, these docks are busy all year round with traders bringing goods from other lands
that are not readily available to people in the heart of the forest. Several horse carrying barges equipped to
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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

Description: Walled Mountain Citadel & Elven Forest City


Population: 48500 (Green Elf 30%, Dark Elf 30%, Moon Elf 30%, Other 10%)
Who rules: Laranlor/Laranlas of ruling clans, plus advisory council of clan elite.
Exports:
Armed Forces: 2500 Medium Cavalry chainmail, shield, lance, longsword, dagger, shortbow.
5000 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
500 Eagle Riders leather armour, scimitar, shortbow, javelin, dagger.
Notables Temples: Vhaeraun, Eilistraee, Solonor, Erevan, Dumathoin & Sehanine.
Notable Magi Circles: Circle of Elgath the Wise, Faeringhlass Circle of Diviners & Enchanters, Fhaoringhlass
Circle of Invokers & Transmuters
Notable Organisations: Mansions of History - This elegant mansion is hidden beneath the stone caverns deep
beneath the city and it is the secret library, treasury, museum and armoury of Mir. Within are some of the
most famous and infamous relics, artefacts, weapons, and sundry items that have made history, for good or
ill, from all across Keltomir, Orishaar, Illithyr and Shantel Othreier.
The Last Redoubt: This lonely, isolated citadel with high walls and a barbican gate fully blocks the pass leading
into the mountains north of the city. It guards the approaches to the hidden halls of Mir, a series of vast
natural caverns lit and permanently provisioned for times of disaster, famine and war.
Local Lore: Located in the foothills of the southern Mir Highlands Mir was in existence long before the realm
of Keltormir was ever settled. Its first and oldest inhabitants are a community of Eilistraee and Sehanine
worshipping Dark Elves. Over time immigrants from other realms seeking peace and a life closer to nature
were welcomed and settled within the southern Highlands. Fiercely independent the people of Mir survived
the Crown Wars and invasion by giants, dragons, humans and genies. Even after the Fall of the dark elves,
their Green and Moon Elf cousins maintained their close relationships with the now subterranean Dark Elf
families who still dwell beneath and within old Mir, even after the departure of all but a handful of the Moon
and Sun Elves to Evermeet.

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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.

Myth Unnohyr mythunnohyr

Description: Six pointed star shaped fortified citadel of Clan Ithyl


Population: 1150
Who rules: Laranlor/Laranlas of ruling clan, plus advisory council of clan elite.
Armed Forces: 50 Medium Cavalry chainmail, shield, lance, longsword, dagger, shortbow.
300 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
10 Eagle Riders leather armour, scimitar, shortbow, javelin, dagger.
Notables Temples:Pantheon temple to seldarine.
Notable Magi Circles: Uldaia Cicle of Elementalists, Ilbruin High Magi Circle
Notable Organistaions: The fine arts and stargazers guild of astrologers & astronomers.
Local Lore: One of the last and greatest strongholds of the Keltormirran elves, it reached its zenith during the
rise of Shanatar, fell into ruins by the founding of the First Kingdom of Mir, and those became overgrown by
the forest a few centuries later. Its significance as a magical treasure house to Keltormir cannot be overstated,
as it held and still holds the armouries, treasury, and collected library of Clan Ithyl, the founding, richest and
oldest family of the realm. Myth Unnohyr was established not long after the family was deposed as rulers of
Keltormir in -16271 DR, the citadel was designed to resemble the houses symbol, a six pointed star. The
citadel was surrounded by a double curtain wall of fine sapphire blue theurcrystal that glowed with an inner
radiance even in the brightest sunshine. The citadel was 8 stories high with flyaway buttresses curling outward
to seemingly floating outer towers of the finest alabaster and silver impregnated marble. The Ithyl clan was
famous for the quality and quantity of high magi and the powerful magical items and artefacts.

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Myth Arthiil mytharthiil

Description: Fortified Citadel of Clan Shyr


Population: 1780
Who rules: Laranlor/Laranlas of ruling clan, plus advisory council of clan elite.
Armed Forces: 100 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
250 Archers leather armour, longsword, dagger, longbow 150 arrows.
35 Eagle riders leather armour, scimitar, shortbow, javelin, dagger.
Notables Temples: Rillifane, Deep Sashelas, Aerdrie Faenya, Solonor
Notable Magi Circles: Ardfalleen Circle, Geomancers & Life Shapers Guild.
Notable Organisations: Caryfin School of Arcane Archery, Academy of the 8 Suns High Magic Invokers &
Transmuters.
Local Lore: Myth Arthiil sits high in the foothills of the now extinct River Kaltor named after the heroic Green
Elf Kaltor of Mir. This castle of 8 round 50 towers in a circle around an octagonal 100 high citadel of grown
grey and green crystal and granite crenulated walls topped with glass-steel domes and aeries. From the outer
walls of Myth Arthiil the lower vale of the forest spreads out before it, on the tor beside the keep sits a high
watch and signal tower whose lights can be seen for 100 miles in every direction particularly from the other
watch towers in the vicinity. The warriors of Myth Arthiil are famous as arcane archers of renown feared by
humans of Tethyr for centuries. Originally from Orishaar, the elves of Clan Shyr are fiercely independent and
answer to no authority other than their clan chief who only answers to the realms coronal. These highlanders
were amongst the first to fight the Dark Elves and caused great carnage amongst their ranks. Several items of
importance and power were taken as trophies from the dark elves and remain even now amongst tghe
overgrown ruins of the central citadel which was abandoned but never taken during the great fires of - 8800
DR.

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Myth Liiarae mythliirae

Description: Fortified Citadel of Clan Berilan


Population: 5400
Who rules: Laranlor/Laranlas of ruling clan, plus advisory council of clan elite.
Armed Forces: : 500 Medium Cavalry chainmail, shield, lance, longsword, dagger, shortbow.
1500 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
Notables Temples: Corellon, Angharad, Aerdie Faenya,
Notable Magi Circles: Pellparran Circle, Highcrown Guild of Battle Magi.
Notable Organisations: Border Marchers Guild of Hunters & Guides.
Local Lore: Located upon the headwaters of the River Kaltor set upon a high granite tor, the shining 7 golden
towers of Myth Liiarae, marked the eastern border and guarded the gateway to the heart of the realm
standing as it does at the entrance to the Pass of Yavan. The golden walls of this castle stand high atop the
Karllian tor, each crenulated tower is topped with catapults and ballistae to deter the dragons that frequently
swoop down from the Iltkazar Range. The knights of Sahrilla stood watch for hundreds of years keeping
careful guard upon the trade caravans from the lake of steam that travelled the Spice Road from the Lake of
Steams elven realms to the cities of Keltormir and beyond. Myth Liiarae was the first clan keep to fall during
the dark Elf invasions of -11200 DR. It withstood 50 years of attacks and siege before finally being flattened by
a war mythal in -11150 DR with the loss of over 4000 lives. In later years after the fall of Keltormir, the Song
Knights of Illefarn re-established the keep upon its ancient foundations to guard the portal nexus located in its
underhalls and dungeons.

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Myth Bellavae mythbellavae

Description: Fortified Citadel of Clan Stilmyst


Population: 3650
Who rules: Laranlor/Laranlas of ruling clan, plus advisory council of clan elite.
Armed Forces: 300 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow.
500 Archers leather armour, longsword, dagger, longbow 150 arrows.
300 Eagle riders leather armour, scimitar, shortbow, javelin, dagger.
Notables Temples: Eilistraee, Aerdrie Faenya, Solonor, Selune.
Notable Magi Circles: Morildaar Circle, Tellehawk Circle of Eagle Magi
Notable Organistaions: Eagle Tamers and Trainers Guild, Moonlight Shield Maidens
Local Lore: The Dark and Green Elves of the Stylmist clan gained their fame is their valiant resistance against
the Vysshaan in their attempts to invade Keltormir. They used their racial and territorial knowledge to lead
whole regiments of Hune Dark Elves into ambushes against the superior forces of the Aryvandaar. The
imposing four aerie topped 200 tall granite towers making up Myth Bellavae allowed the clan elders to resist
all attempts to overrun the eastern lands of Mir. Whilst the troops defended the walls, the eagle riding high
magi would rain death and destruction down upon all their enemies. They even managed to use a stolen war
mythal spell on the besieging Dark Elves of Illithyr wiping an entire army from the face of Faerun. The citadels
fall came about not through strength of arms, but through treachery. When the priests and high magi cast
their spell at the gathering place in the Misty Forest the dark and green elves living in the citadel were
betrayed when they were transformed into drow simply because in their course of fighting the war they used
tactics similar to those of their enemies. In doing so they became anathema to their fellow clansmen in Mir.

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Myth Caercil mythcaercil

Description: Fortified Citadel of Clan Moonglaemer


Population: 8100
Who rules: Laranlor/Laranlas of ruling clan, plus advisory council of clan elite.
Armed Forces: 600 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
1000 Archers leather armour, longsword, dagger, longbow 150 arrows.
200 River Guards leather armour, shield, glaive, scimitar, axe, dagger, shortbow.
Notables Temples: Corellon, Solonor, Deep Sashelas, Tyche
Notable Magi Circles: Forath Circle, Araxuur Circle of Weather Crafters and Shipsmasters
Notable Organisations: Theur-crystal shipwrights and Life Shapers Guild maker of leaf boats, swanships and
flitters.
Local Lore: The Moonglaemers of Keltormir have always been sailors and spelljammers of note, their small
fleet of skyships allowed many elves to flee to safety when their settlements were in danger of being overrun
during the various wars and disasters that have plagued the people since they first settled in the southern
forests. The Moonglaemer Palace sits beside the river that is thick with leaf boats, swanships and trade
barges, their extensive slipways and ship yards are overlooked by the grand marble and sandstone palace of
the Moonglaemers. The citadel and palace in later times were abandoned when humans began to settle en
masse about the lands that later became the city of Zazesspur, the palace was levelled, but the docks and
slipways remain to this day, if ine is willing to uncover over 5000 years of mud and silt.

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Myth Darash mythdarash

Description: Fortified Citadel of Clan Rilymntaarm


Population: 980
Who rules: Laranlor/Laranlas of ruling clan, plus advisory council of clan elite.
Armed Forces: 75 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
120 Archers leather armour, longsword, dagger, longbow 150 arrows.
30 River Guards leather armour, shield, glaive, scimitar, axe, dagger, shortbow.
Notables Temples: Deep Sashelas, Oghma, Angharad, Selune.
Notable Magi Circles: Dlandril Circle of Sail Masters & Weather Mages, Tinyara High Magi Circle.
Notable Organistaions: Casswallon Armourers and weapons smiths, Gelda saddlers and leather workers.
Local Lore: Seated high atop the cliffs above Vhaefaerl Bay is the imposing many towered keep of the
Rilymntaarm clan. This group of xenophobic Green and Moon Elves controlled the river trade coming from
the Kaltor River. Whilst only a small clan, the insular elves were never-the-less extremely war like and
avaricious clamouring after fine gems, in particular diamonds, of which they have an almost dwarf like desire
for. The river towers sat either side of the mouth with a great adamantine chain strung between them. The
60 high black basalt walls topped with gargoyles and rampant griffons stood watch over the small docks
whilst river boats moved from ship to ship gaining tolls and tithes to allow passage up and down the river.
Blockade runners and smugglers faced heavy catapults and battle magi armed with fire and lightning wands
and staves. The elves here were at odds with their more nature loving cousins further inland and the two
halves of the clan rarely saw eye to eye. The citadel finally fell in 6910 DR when djann pirates stormed the
citadel, sundered its towers and shattered its chain. By this time the river Kaltor had dried up due to earth
quake activity at its source, sending it deep underground.

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Myth Gissiir mythgissiir

Description: Fortified Citadel of Clan Suldusk


Population: 1900
Who rules: Laranlor/Laranlas of ruling clan, plus advisory council of clan elite.
Armed Forces: : 250 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
300 Archers leather armour, longsword, dagger, longbow 150 arrows.
Notables Temples: Corellon, Sehanine, Solonor, Oberon & Titania.
Notable Magi Circles: Carbrethillan Circle, Telormin Circle of Life Shapers
Notable Organisations: Gateway Shapers Guild, Rillifars Tree Growers and Wood Workers.
Local Lore: Situated in the heart of the Tethir Wealdath, Citadel Gissiir is a collection of 29 interconnected
giant shadowtop trees surrounded by walls of interlocking brambles, firethorns and bloodroses. The entire
community sits at least 80 above the ground with only two craftily hidden hollow tree stairways giving access
to the citadel. The elves of this community specialise in growing and shaping timber furniture grafted from
living trees to that no life is sacrificed. Their work is much sought after throughout the west and can fetch
high prices from those who know about such things. High atop the tallest trees are several dragon aeries for a
family of bronze dragons who call this place home. They also have deep hidden lairs within the buttressed
roots of the giant trees. The Suldusk elves pride themselves of their ancient lineage, and the quality of the
bows they produce for the companies of archers all around the realm. In later days, the abandoned and much
over grown tree citadel was re-settled by elements of the Suldusk Elves, but only a fraction of the citadel has
been reclaimed.

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Myth Ellatue mythellatue

Description: Fortified Citadel of Clan Eressa


Population: 3500
Who rules: Laranlor/Laranlas of ruling clan, plus advisory council of clan elite.
Armed Forces: 250 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
100 Archers leather armour, longsword, dagger, longbow 150 arrows.
300 River Guards leather armour, shield, glaive, scimitar, axe, dagger, shortbow.
Notables Temples: Eldath, Eilistraee, Deep Sashelas, Rillifane
Notable Magi Circles: Caerynghlas Ship Shapers, Basseltorn Geomancers Guild
Notable Organisations: Arsylph Pearl Farmers, Greenmoon Sailmakers & chandlers.
Local Lore: This jade and alabaster fronted villa of enormous size dominates the southern shores for miles
around with its leaf boats and dhows sailing up and down the Gods Bowl rivers and lakes. The green and dark
elves of this clan have made an art of growing and sailing swan and leaf ships as well as river going dhows of
varying sizes. A sizable docks and ship growing cradles dot the grounds around the villa. The villa stood until
over run by gold elves of Aryvandaar. They gained naught but a burned out shell, whilst the inhabitants
literally either sailed of flew away to safety in the highlands to the south. In more modern times, the villas
foundations have been built upon many times, but the clans deeper vaults and armouries remain untouched,
such was the haste with which they fled.

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Myth Norvaell mythnorvaell

Description: Fortified Citadel of Clan Fellmir


Population: 2360
Who rules: Laranlor/Laranlas of ruling clan, plus advisory council of clan elite.
Armed Forces: : 200 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow.
200 Archers leather armour, longsword, dagger, longbow 150 arrows.
250 Eagle riders leather armour, scimitar, shortbow, javelin, dagger.
Notables Temples: Aerdrie Faenya, Dumathoin, Eilistraee, Vhaeraun, Erevan, Solonor
Notable Magi Circles: Durfiar High Magi Circle, Ixaarias High Magic Circle, Blue Diamond Guild of Geomancers
& Stone Shapers.
Notable Organisations: Grand Gatherers Guild of Scouts, Spies & Filchers. Dark Knights of the New Moon.
Local Lore: Set high within a hidden vale deep inside the Highlands of Mir, this granite and iron stone many
towered citadel stand as the last bastion of the dark and green elf members of the clan. Here in their hidden
halls the selutaar of clan Fellmir replicated many of the worst magics of their cousins further east, but only
used them against the elves of Illithyr. It was these excesses that saw the Dark Elves of Keltormir meet the
same fate as all other Green and Dark Elves who abused the tenets of Seldarine Laws in actions against their
own kind. The citadel fell when it was abandoned at the fall of the clan in -10000 DR, sealed and warded, the
castle still sits in brooding shadow hidden within its landlocked and mist filled valley. It may be with the return
of dark Elves to the surface of Faerun, that some descendents of the clan may seek out the dark secrets
hidden the keep, secrets to rival the worst excesses of the Vyshaan and their Illithyri foes.

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Myth Sellarym mythsellarym

Description: Fortified Citadel of Clan Silvanight


Population: 5400
Who rules: Laranlor/Laranlas of ruling clan, plus advisory council of clan elite.
Armed Forces: 400 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow.
2000 Archers leather armour, longsword, dagger, longbow 150 arrows.
100 Eagle riders leather armour, scimitar, shortbow, javelin, dagger.
Notables Temples: Rillifane, Eldath, Solonor, Oghma, Labelas, Corellon.
Notable Magi Circles: Eleria High Magi Circle, Leaf Lord Druid-Mages.
Notable Organisations: Oak Wardens, Tree Herders & Awakeners.
Local Lore: Hidden deep within the Sellaryn Vale, home of the Silvanight elves and later home to the Shilmista
Kings and Queens. This network of tree halls, stone redoubts and brightly lit, crystal filled caves rambles along
a 3 mile stretch of foothills within the darker depths of the forest. The citadel is not just one place, but each is
linked by underground tunnels, rope bridges or carefully hidden portals, allowing the elves here to move
quickly from one part of the valley to the next. The vale has never been successfully invaded, even though
hordes of goblinoids and giants have passed through innumerable times, they have never discovered all of the
hidden homes and halls. There have always been far more Green and Moon Elves within the eastern shilmista
than anyone has ever guessed.

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Myth Suoress mythsuoress

Description: Fortified Citadel of Clan Audark


Population: 2830
Who rules: Laranlor/Laranlas of ruling clan, plus advisory council of clan elite.
Armed Forces: 300 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
500 Archers leather armour, longsword, dagger, longbow 150 arrows.
100 Eagle Riders leather armour, scimitar, shortbow, javelin, dagger.
50 Hippogriff Riders chainmail, longspear, scimitar, shortbow, shield, dagger.
Notables Temples: Rillifane, Corellon, Angharad.
Notable Magi Circles: Parthbarrak High Magic Circle, Kalperion Stoneshapers
Notable Organisations: Seamasters Guild, Yrtallion Spellsingers & Heralds College
Local Lore: Hidden beneath Mount Barandor on the Dragons Head Peninsula, and isolated from mainstream
society and happenings in the seaside mountain fastness, the Audarks fled here from Miyeritar long before it
became a target of the greedy Sun Elves. Famous throughout the west as sailors and explorers, it was from
here that the great fleets of exploration left in -13092 for parts unknown. There are now colonies established
by the fearless Audark sea captains from southern Osse all the way to Zhakara and Shou-lung. Trade cantons
linked by portals and communications orbs, guarantee that these audacious seafarers and traders can be
found in almost every major trading ports along the southern coast of Faern. With the fall of Keltormir, the
Audarks abandoned their citadel and took to the sea in their fleet of tri-hulled clippers and swanships.

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Myth Tellaren mythtellaren

Description: Fortified Citadel of Clan Tamlyranth


Population: 2160
Who rules: Laranlor/Laranlas of ruling clan, plus advisory council of clan elite.
Armed Forces: 100 Heavy Infantry chain mail, kite shield, longsword, spear, dagger, longbow
500 Archers leather armour, longsword, dagger, longbow 150 arrows.
40 Eagle Riders leather armour, scimitar, shortbow, javelin, dagger.
Notables Temples: Corellon, Eilistraee, Angharad.
Notable Magi Circles: Escalthalton Battle Mage Circle, AshcallonTelpaar High Magi Circle
Notable Organisations: Balladeers of Hope Duskblade Order, Royal Order of Scouts & Pathfinders.
Local Lore: Of old Myth Tellaren was considered the capital and civic centre of the sparsely settled principality
of Darthiir, which originally took in the plains and forests of the Sehanvale and peninsula. The treetop villas
and grand tree halls supported by the branches of giant redwoods fashioned from the living wood of the trees.
The battle mages of clan Tamylranth had long held their own against vastly superior numbers. The tree based
citadel was finally destroyed when a horde of marids and effreets battled an equal number of djinn and djann
in the area and the resultant battle all but obliterated the surrounding forests including the home of the
Tamylranth elves. Only the subterranean chambers hidden deep beneath the buttressed roots of the burned
out stumps remain. The forests are gone, but the burial glens and hidden redoubts and armouries of the
Tamylranths lay waiting somewhere beneath western Calimshan.

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Myth Rhynn

The Necropolis of Keltomir


The Mythal and its Powers
The mythal extends from the central pool just over 1 and miles in every direction, in a rough sphere. At its
height it prevented the disturbance of the dead, and prohibited giants, dragons, golblinoids, and evil outsiders
from entering the city. But now after many millennia the mythal is dying. When laid down in -10000 DR
Selutaar from several realms came to assist. There were the likes of Karrillion Amarillis of Sharlarion, and her
husband Bendrth. Cantarath Ynloeth of Shantal Othreir, Hervetta Mistwinter of Cormanthyr, Estabaan
Estelda of Illefarn, and the High Mages Ycathryn Mornmist, Urdo Suldusk, Breatha Tethir and Oclalla
Durmista along with dozens of lesser mages who all contributed powers to this mightiest of castings.
Ycathryn, Urdo, Breatha and Oclalla all gave their lives to awaken the mythal. But even their sacrifice has its
limits of strength and endurance.
These days the powers of the mythal are much changed and corrupted. The mythal itself these days;
Prevents Elves from being animated or returning as undead, but also prevents the use of raise dead,
resurrection and reincarnation magic from working.
Prevents the entry of living dragons and dragon kin of any kind, but does not prevent their breath
weapons or magic from entering. But undead wyrms and their kin are allowed.
The entire mythal area is under a dimensional lock, this preventing any form of teleportation or plane
shifting unless a being is attuned to the mythal. The magic now malfunctions such that any attempt to
summon a creature results in the being trading places with the summoned one.
Disintegration effects are prevented as is the use of any form of magical fire.
Under no circumstance will any elf venture within more than 100 yards of the edges of this place.
Within the corrupt mythal, elves now become nauseous at the very least, and the closer to the central
font they move, the more violently ill they become (-1 on all ability scores, rolls, and checks per 100
yards into the mythal).
A warding mist covers much of the city as it drifts are wafts through the trees and barrows, visibility is
reduced to 50 day and night where ever the mist settles. It is intended to defend the dead and their
property from thieves, wolves, trolls, orcs, and monsters. The weather within the mythal is always
stable and nothing more than a light breeze ever wafts through the city. This mist now makes people
sick. Anyone spending more than a few minutes must save vs poison or be struck down with a
debilitating sickness that lowers strength and dexterity by 2/3 until the person leaves the mythal. If a
dispel magic is cast within the mist, it increases visibility around the caster by 20 feet, delays the
appearance of any guardian monsters by a round, and sets off an immediate spell warning.

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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.

Wandering Nasties and Major Baddies of the City


1. Crystolarixzia Great Amethyst Wyrm Draco-Lich who lairs in the ruined Durothil Mausoleum
2. Baritoucha Death Tyrant
3. 1d4+1Kir-Lanan Gargoyles (25 + 100 lesser Gargoyles)
4. Mallin the Demi-Lich (Invoker 20)
5. Greater Willo-o-Wisps (4)
6. Tanarri 1d6+1 (45 of different types and levels)
Wandering Monsters
1. 2d20 humanoid skeletons
2. 2d10 Animal Skeletons
3. 2d8 giant skeletons
4. 2d10 humanoid zombies
5. 2d8 animal zombies
6. 2d4 giant zombies
7. 1d2+2 abyssal treants (treant with tannarri abilities)
8. 1d4 Obliviax Moss
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9. 1d6+2 Hangman Trees


10. 1x 3d10 HD Yellow Musk Creeper + 1d10+5 Musk Zombies
11. 1d3 Stone Golems
12. 1d2 Iron Golems
13. 1d4+4 Gargoyles
14. Quicksand Pit 10X10d10 feet across, and 1d10x 10 feet deep (sink in number of rounds equal to weight
divided by 10
15. 1x 5d10 HD Carnivorous Plant
16. Dead Magic Zone 1d10 X 10 feet across and high + re-roll on this table
17. Poisonous Pond or Stream (randomly determined poison)
18. 2d4 Wraiths
19. 2d4 Spectres
20. Special ( roll 1d6 on badies table)

The Resting Places of the Dead


Tombs and Sepulchres
1.
2.
3.
4.
5.
6.
7.

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.

Trashed & looted bodies.


Pristine condition, nothing touched.
Exposed to elements and water, everything none magical long since rotted or rusted.
Bodies held in stasis by powerful magic.
Tree roots have invaded, covered and consumed the bodies, only small bits of bone and a few small
items remain.
6. 50% looted/50% pristine, 2d4 bodies of looters nearby + undead
7. open unlooted with bodies of looters
8. lair of roving undead
Condition of Grave
1.
2.
3.
4.
5.
6.
7.

Unopened
Collapsed
Opened & looted
Flooded
Covered in vines
Coverd in tree roots & collapsed
Opened & empty

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8. Unopened & empty


9. opened & contains undead
10. covered in killer plants & contents spoiled & rotten
Grave Goods (For untouched bodies, coffins & tombs)
(roll 1d four times to determine contents, ignoring repeats or ridiculous rolls)
1. 2d20 pieces of jewellery (BV 20-20000 gp each)
2. 2d10 gems (50 50000 gp each)
3. 1d4+4 objects de art
4. 1d2+2 magical pieces of jewellery
5. 1d2 pieces of magical clothing
6. 1d4+2 scrolls/books or other information recording devices
7. 1d2+1 Magical Items (The weird stuff)
8. 1d3+1 magical weapons
9. 1d2+2 pieces of magical armour
10. Nothing magical and plain & simple clothing.
11. Fine but simple clothing and cheap imitation jewellery
12. Something Special (roll 1d20)
1. Spellblade (+1 to +5) NSA
2. Storm Sword (+1 to +5)
3. Other generic magical sword TBA by DM
4. Intelligent Dagger (Int 14+1d4) Plus special powers TBA
5. Other magical weapon (1. spear, 2. bow, 3. mace, 4. dagger +1 to +5, special abilities TBA)
6. Elven Platmail of Command +5 (Immunity to normal missiles)
7. Golden Orb
8. Bracers (abjuration powers x2, plus 1d3 spell like powers 1/day each at 20th level)
9. +1 to +5 Mithril Elf Chain of Ethereality
10. Fully charged unique wand (invoker spell of 1stv to 5th level)
11. Fully charged staff (DMs choice)
12. Fully charged Rod (DMs choice)
13. TelKiira Lore Gem
14. Selukiira Lore Gem for a 21st to 24th level Selutaar (AL LN/LE/LG)
15. Brooch of Guardianship
16. Unique Book or Tomb (DMs Choice)
17. Spindle Lore/History Crystal (contains semi intelligent guide)
18. Rare musical instrument (harp/lute/flute/drum/horn, magical DMs choice)
19. 2d4 Ioun Stones set as a Tiara or diadem
20. Unique minor artefact of wired magical item
Particular Chambers
Entrances
1. Anti-chamber painted with frescoes of Arvandor and the after life of elves.
2. Anti-chamber adorned with bas-relief carvings of everyday elven life and scenes.
3. anti-chamber painted with portraits of the tombs owners that also contains 1d3 carved marble statues
of said figures in full health and finery.
4. Anti-chamber plain an unadorned apart from a few carvings of vines & flowers & birds on the columns
& lintels.
Prayer Chapels
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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.

Bodies mouldering & decayed in collapsed and water spoiled coffins.


Bodies undisturbed and in good condition, naturally mummified in clean, dry conditions.
Bodies looted and in poor condition.
Bodies in ornately carved, bejewelled coffins preserved as in life by magic
Bodies on plinths covered in mouldering shrouds of cotton or silk, skeletal.
Bodies in collapsed ruin, graves dry & surrounded by tree roots.
Coffin/plinth/niches emptytomb never used..
Bodies well preserved in plain coffin/shroud covered plinth/in dry niche.

Warding Spells (30th level) & Traps


1. Death Matrix on all doors (death or 10d6dg)
2. Repulsion on all external openings/lids/trap- doors etc
3. Symbol of Eternal Slumber (effecting up to 30HD before being exhausted no save)
4. Symbol of Insanity
5. Temporal Stasis triggered upon any being who enters the room (1d4+1 rounds after entering)
6. Semi-Permanent Force Cage filled rooms and lasts for 2d4+4 years before expiring
7. Trap the Soul Gem embedded into jewellery, weapon, door, lid etc
8. Release of Prismatic Spray if door/lid opened/body disturbed
9. Symbol of Petrification
10. 30d6 Chain Lightning released (as above)
11. 30d6 Frost Ball (20 radius) released. Resets after 144 turns
12. Magic faded.
13. Collapsing walls/ceiling/ doing 10d6 crushing damage 1d4 rounds after room entered/tomb opened.
14. Pit trap 5 behind person who opens lid or door, pit filled with a Green Slime that is very hungry
15. Double Trap Poison blade swings out doing 2d8+8dg (poison faded & releases a magical trap as above)
16. Falling stone block from ceiling doing 20d6 damage.
17. Poisoned needle (poison gone) doing 1d4+1dg (save vs poison or be struck by disease that is fatal in
1d4 days.
18. Crossbow darts shoot out hitting as fighter 20 doing 2d4 hp dg each, removing them does and
additional 2d4 points of damage plus risk of disease as above.
19. Trap triggered body/s of looters nearby
20. No trap.

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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)

A Tourists Guide to the Sights and Sounds of a Delightful Necropolis.


1. The Starlight Pool

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

3. Crypts of the Stardust Knights


Almost completely obscured by vines and tree roots, this collection of fortress shaped sarcophagi is the final
resting place for the knightly order of Sehanine, the Stardust Knights. This order was dedicated to the
protection of travellers on the roads between Keltormir, and Ilefarn from the predations of both the Illythiiri
and Vyshaan bandits that terrorised the lands between. Made up mostly of moon and green elves, the few
gold and dark elves of the order often worked deep under cover to disrupt the plans of their enemies. It was
agents of the Star Knights who warned the people of Keltormir of the advancing armies that laid waste to
much of the realm, and it was the few remaining knights who stayed to defend those elves who could not flee
and died at the battle of Forlorn Hope. There are 20 individual crypts, each holding 2 to 5 knights and their
weapons and armour. Each sarcophagus is decorated with bas-relief carvings depicting the deeds of the
knights who occupy it.
4. Durothil Mausoleum
This particular branch of the Durothil clan wanted nothing to do with their more violent and radical cousins
the Vyshaanti of Aryvandaar. Seeking a quiet life away from the intrigue and politics of the lands further
north, these grand children of Travaran The Wise eschewed many of the trappings of authority and worked as
clerks, selutaar, temple priests, rangers and souts for the army, and generally lived peaceful and successful
lives. The mausoleum hols many dozens of bodies, a testament to the fecundity of Keltomirs elves who did
not suffer the same fertility issues of their northern cousins.
This mighty marble and rose pink granite edifice resembles an a-typical temple to Corellon. The sparkling
white domed temple is flanked by cracked and broken columns over grown with ivy and Auranshees Lust
Vines. The corroded bronzedoors of the central hall have been blasted from their hinges and the inner
chapels marble floor is covered with the bones of dozens of elves both young and old, all of which are
smothered by ivy and ground flower vines. The wall alcoves are still intact and the wards preserving the rest
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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.

Mist Shrouded City of Myth Rhynn


8. House of Oak (Solonor)
The Great Archer's houses of worship is a mixture of natural and carefully sculpted features emphasizing the
competing
principles that Solonor tries to balance. This particular temple is a giant Shadowtop tree carefully tended from
seedling with two concentric rings of tree flets and buildings within the boughs of this forest giant. The tree
was grown so as to form natural hollows within its trunk at various elevations, and vine rope bridges are
threaded through the tightly packed branches to connect the chambers in the heart of the tree. Hidden
within the tree are several tree spirit guardians. Animated and sentient golem like creatures who defend the
treasures of the temple and the followers interred in hollowed out caverns, sepulchres and catacombs
beneath its giant, buttressed roots.
9. Starfire Spire
This dark and brooding edifice stands high upon a granite tor. Its rectangular, and much weathered black
basalt walls stand as mute witness to the dead citys slow decay. The walls are topped by red crystal
crenulates in the form of dancing nymphs and sirens. The windows are red stained theurglass, but there is no
apparent door to gain access to this 12 story monster. At night haunting elvish music can be heard coming
from within, flashing lights can be seen passing by the windows and tinkling laughter resonates from within.
Starfire Spire was once the home of the Starfire High Magic Circle, but that was before the fall. Now it is an
enigma within the confines of a deadly conundrum of a city.

10. Sylvanight Crypt


This ornately carved two story black granite crypt is partially open to the elements. The great bronze doors
are slightly ajar, the floor of this dark chamber covered in 6 inches of dank and fetid water. Each wall is
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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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26. Stilmyst Mausoleum


Burial place for one of the most powerful and famous families of the Wealdath, the Stilmyst Mausoleum a
place of legendary wealth and magic, has long since been looted in centuries past. Surrounded by a dense
mass of Swamp Oaks and Cedar trees are the toppled stone walls and crumbled remains of a mortuary
complex. In the midst of this overgrown jumble is a stone platform 50 high who sides are covered in ivy and
Aushanshees Lust Vines. A set of stone stairs winds around the central plinth, rising to the top of the platform.
A giagantic nest of twisted branches and bones sits atop the platform. Whatever it is that uses the nest must
be enourmous. Woven within the walls of the nest are many shiney objects and old weapons of those the
nest builder has eaten.
27. Flooded Tombs
These many small crypts and barrows stand partly submersed in a lake, only the top six feet or so are visible
above the level of the water. The slick black granite of each crypt is lathered in mould and moss. Lying in the
mud around the edge of the lake are more than 60 Drow, their corpses speared and hacked to pieces with
rusty blades.
28. Hall of the Silent Guardians
This mysterious grey stone tower is 100 feet tall and climbing ivy grows across the face of its 8 stories. The
interior of the tower is cool and smells earthy. Most of the corridors are 5 feet wide and the ceilings are 15
feet tall. The doors are all made out of stone and swing into rooms, not out into the hallway. There are
windows in several places and ivy grows in through them. There appears to be no doorway giving entrance to
the base of the tower. Surrounding the towers is a ring of twenty statues of Voadkyn Wood Giants armed
with enormous spears, axes, swords and longbows. Each also has a finely carved quiver slung across its back.
The statues are over grown with ivy and Auranshees weed. A colony of raucous Dragon Doves nests here,
there fiery blue and red scales and feathers litter the ground whilst their excrement covers the statues.
29. Temple of Mothers Cradle
A thin spire of black granite rises from the roof of this stately rectangular ruin. This former temple to an Elvish
aspect of Chauntea with its many columned interior is open to the sky, remnants of an ancient altar; the
water, moulds, and lichens have removed any sign of what it once was. Atop the altar are the remnants of an
ancient sacrifice. Closer examination reveals an elf girls skeleton impaled on a stylised spider hilt dagger.
Littering the floor all around the room are various decaying bodies and skeletons. None of them have any
weapons, armour, or clothing, and appear to have been tossed here after their possessions were looted.
30. Oathbreakers Pit
A dank and fetid spring bubbles out of the ground just north of the cracked and over grown lane, its waters
now fill a stone lined, bone filled pit that is surrounded by growths of scrubby weeds and firethorn scrub. The
pit was once the open burial place for those most heinous of criminals and those people who had failed in
their duties to protect the royalty and noble elites of the realm. Failure would be a slow death followed by
ignoble disposal in this deep and fetid pit. The only inhabitants now are a group of 15 lacedons, who are in the
habit of placing a few scattered pices of gold and jewellery at the pits edge to try to attract unwary looters.

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31. Library of the Sapphire Moon Ruins


An ancient courtyard of a ruined two story villa shelters under a roof of sundered marble and a mound of
rubble above. Two now half buried stone towers have toppled against each other to create a precarious
ceiling. The broken architecture
supports the full weight of the ruins above, keeping an avalanche at bay. Broken sunlight flickers through the
leaves of tower Shadowtop trees, illuminating broken statues on the ground. The dry smells of cracked leather
and ancient paper assault wafts from the shelving in the walls and the freestanding wooden shelves of this
once famous genealogical library.
32. Avenue of Twilight
The Shadowtops and Chime Oaks in this grove line the lanes on the western shore of a clear water lake.
Beechwood and cattails crowd the shore, while stately pines and tall ash mantle the western quarter where it
borders a ridge of ruined tombs. Rotting leaves carpet the ground and a thick leafy canopy screens out the
sunlight. In most places, thorny brambles and briars form treacherous undergrowth that confines most travel
to a few game trails. The rustle of leaves and flitting of shadows proves the existence of some hidden
woodland life. Many trees are now dark and twisted, with gnarled vines draping and strangling much of the
plant life.
33. Paupers barrows
These small overgrow, tree ridden and forgotten hillocks are where the poor and common folk buried their
dead during times of peace and war. Those ordinary elves who were lucky enough not to be consumed by fire,
magic, giant, dragon or some other disaster were interred here with all the honour their families could afford.
The hundreds of barrows may appear small (10x10x10), but in reality are the built up bone middens of
dozens of generations of Keltormiran elves. Scattered grave goods, minor magic items, a semi precious gems
and art can be found in abundance here, but so to can be found many wandering monsters who make their
homes in the soft earth of the barrow mounds. There are at least 3 familes of giant badgers, and several nests
of sturges in the trees here-abouts.
34. Cloudcrown Crypts
This sturdy grown grey granite building is thirty feet high, with a crenulated and high pitched gable roof. Its
sturdy bronze double doors are covered in millennia of patina and grime, their relief moulding long since
corroded away. The building itself is empty, a burned out shell, the crypts beneath are almost all smashed
open and their contents looted millennia ago. Hidden beneath the rubble of ages past is the family tomb of
the original Cloudcrown Moon Elf clan who migrated from Aryvandaar before Myth Rhynns sacking by the
Vyshaan armies. This crypt contains the collective works and treasure of four famous Cloudcrown Selutaar
who gave their lives defending the city in heroic acts of sacrifice over the millenia. The High Magic wards that
protect the crypt are still intact as are the traps and guardians who watch over the resting places of Sharlarion
Cloucrown (HM7), Delissra Cloudcrown HM4, Abervilleria Cloudcrown HM10, Cerilloh Mystwinter (HM6).
35. Unicorn Spring Ruins
The overhead foliage thins and sunlight dances off the surface of a pond of water that languishes beside a
beech grove. The water is delightfully transparent and clean where little else is. The pool appears to be
perhaps ten feet deep. Green algae and brown mud line the pond bed, and from this soil, small green leafy
fronds float on the surface. No fish or bug swims in or on the clear water. Hidden among the weeds at the
bottom of the pool a human skeleton in rusting armour may be sighted. Nearby lies an untarnished broad
sword glinting silver.
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36. Berilan Ruins


The facade of this archaic Damarhynn Townhouse a is all that still stands. It is decorated by complex reilefs
and frescoes of moon elves at work, play and worship. Arrow slits and empty windows glare menacingly from
points amongst the art. The two large wooden doors have long since rotted away, their metal fittings rusted
to dust. Hanging from the front of this former 4 story edifice are skeletal remains of tomb looters bound in
thick chains and ropes. There are at least 2 dozen human skeletons here. There are many stories about the
dark days just before Keltormirs fall, but none equal the demise of the Suldusk elves at the hands of the
humans of Tethir, from a population of more than 40000, within a elfs life time, the Suldusk clans were
reduced to just a few hundred souls. Here at the Berilan ruins, human soldiers who had been magically
protected can looking for elven treasures at orders of Bunlap. They were all slaughterd to a man, these 24 are
all that remains of the 500 who entered the city. Just how they died and who strung them up in this most
elvish of fashions is a mystery. One that the elves of Suldusk are unwilling to solve.
37. Faertelumindol ruins
A bittersweet odour fills the air, and the woods fall away to a field of giant golden blossoms, white downy
puffs, and sprawling sawtoothed leaves. The other grasses and brush are dwarfed and strangled by these
giant weeds. This is a field of giant dandelions. Jostling the stems of a plant or the impact of a sudden wind
will fill the air with a shower of floating tassles. Aspiralling watchtower rises out of the mist like a spindlylegged spider, no more than a platform supported by three tall grown granite legs. The tower is decorated
with the skulls of intruders strung on ropes like beads and tattered war banners spattered with dried gore,
and is topped by a lair of Kir-Lanan Gargoyles.
Faertelumindol was once a grand keep, home to a Selutaar circle who specialised in battle magics, and an
academy of martial skills and practices. After its destruction at the claws of Illithyri dragons, it was turned into
a resting place for those elves (and others) who had no clan to honour them, but who gave their lives in
defence of the realm. Deep beneath the ruins is a sealed catacomb containing the undisturbed remains of
hundreds of elves, humans, dwarves, gnomes, Halflings centaurs, voadkyn and other goodly beings who paid
the supreme sacrifice upon the alter of freedom.
38. Fellmirr Mausoleum Ruins
Once this grand hall must have been a place of awe and majesty, with brightly colored frescoes layered atop
masterfully carved stonework. Now the colors are faded, the plaster chipped and stained, and the stonework
all but concealed in
blackened soot and mold.. A large dais stands against the western wall, crowned with a pool of water. The
remains of a marble statue stands in the center of the pool, only the lower legs of a shapely elven woman
remain. This former stately home of the Fellmir clan, became their mortuary temple upon the rededication of
the city. After the fall of Keltormir, the Fellmirs no longer buried their dead here, preferring tombs closer to
home beneath the boughs of the Forest of Mir.

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39. Shiningbright Barrows


The Shiningbright Barrows are a group of 20 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. The burial place of clan Shiningbright and its various septs and
branch houses reflects the clans beliefs in following the old ways. They burned their dead, leaving nothing but
the ashes and grave goods of their fallen as marks of respect and adoration.

40. Moonbow stream


The Moonbow stream was once a gentle rill that meandered its way through the city filling the ponds and
cisterns with fresh, clear spring water, but now with the passage of time and the layered corruption of the
mythal and the taint of many undead and demons, its waters are fouled and evil. A path runs along its banks
parallel to the stream. The trail twists around looming outcroppings of ruined buildings and barrows. Tall
stands of bamboo-like spear grasses stretch along the trail's edges, lending a tenuous footing in the rocky sod.
41. Baelsharimm
An open grassy glade with a small crystal clear pond at its centre. Surrounding the pond is a grove wildly
overgrown fruit trees. Whilst hardy, the fruits of these trees have been strangely affected by the mythal.
Resembling, apples, lemons, oranges, pairs, avocados and the like the fruits come in an endless array of
colours and flavours. Some even give of a luminous glow in the early twilight. The real magic of these fruits is
in the eating. Each fruit has a 25% chance of being a nutritious meal, a 25% chance of acting as a cure critical
wounds potion, a 15% chance of being a random magical potion that effects the eater immediately for 2d12
turns, a 10% of being a magical potion with permanent effects, and a 25% chance or being a mild or deadly
poison.
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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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The Mytharan Woods


The Dark Heart of Keltormir

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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The Magic of Keltormir


The GrandOak Tome of King Dellanil Quil'quien of Shilmista
It is bound in black leather and inscribed with the high elven runes for D, Q, q. The tome is locked by a snap.
The Dellanil Quil'quien contains arcane writings, using old elven symbols. There is an account of how King
Dellanil Quil'quien awakened the trees of Shilmista and how the elves crushed an invading force of goblins
with the help of the trees. This is not a simple spell, but a calling to awaken the powers of the forest. Dellanil
Quil'quien was once an elven king of Shilmista and one of the forests legendary heroes.

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 Miraculous Healing


Staff of Miraculous Healing +2 to +4 on all saving throws for bearer and those touching it. The bearer can use
Heal 3/day, but never the same being twice in the same 24 hour period. Staff bearer can use Slow Poison,
Prt/Evil, Cure Moderate Wounds, Remove Charm at will (1 chg), Remove Curse, Neutralise Poison, Exorcism,
at will (2 chg), and Dispel Magic, Dispel Evil, Cure Critical Wounds at, will (3 chg), the staff can be re charged
as long as it is not completelt drained. If used as a weapon against undead or evil outsiders the staff acts as a
+1 staff of disruption for one charge per strike.

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

Golden Goblet of Life


An intricate gilded cup. This is one of the crown jewels of Ellesime, the Queen of Suldanessellar. The Goblet is
a powerful symbol of the Elven people.
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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.

Tree of Life Nuts


A small hardened fruit harvested from a section of the Tree of Life that grew into the palace. There is no
obvious use for the smaller fruits but they have power and should be kept.

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.

Belluth: Hand Power; Gifts of Art


The Book of the Dead
This massive tome contains the entire, collective story of the TelQuessir buried in Myth Rhynn. The book is a
full 4 feet width, and height, and but weighs less than 100 hundred pounds. The book is bound with night
blue dragon hide, and bronze filigree embossed lettering, the symbols of Labelas and Sehanine gracing its
front and back covers. Each page is decorated with colorful illuminations about each beings life and death.

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.

One Thousand Broken Dreams


A Moon Elf named Datharian Mistwatcher forged this mithral longsword long ago, during the Crown Wars.
With the blessings of Sehanine Moonbow, he forged a powerful blade that was infused with holy energy, and
would be the bane of all Drow. Not only did the blade guided the arm of the wielder, and made the weapon
supernaturally sharp (+3 enhancement bonus), but it also was infused with holy energy that caused pain and
harm to all unholy creatures, and was also infused with a special hatred of Drow that allowed it to cause extra
harm to any Drow the weapon struck.

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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bearer invisible to the deadly magical effects.


Most Ward Tokens are safely in the possession of the families whose crypts and tombs are warded. In the
city of Myth Rhynn these tokens are a must if an elf wants to travel the city without being made ill by the
nythal or detected by Mallin, but the remaining family ward tokens are few, and it is not likely that the elves
of Shilmista, the Wealdath of The forest of Mir, are likely to surrender them, or even if they know what they
truely are.

Dragon Glaives (Bladed Lances of the Avariel)


Each lance is unique, but all share a common construction. They are usually forged from a single piece of
metal; generally, the Avariel use steel, but occasionally Mithral or Glassteel is used. Each lance measures 9 to
12 feet in length, having a 6 to 9 foot shaft topped with a lightweight, double-sided, symmetrical blade about
3 feet in length. Nearly all have a ring on the reverse end, which is used to grasp with one hand while the
other holds the haft. This allows the lance to apply greater force on the Avariel diving and swooping attacks, a
tactic the Winged Elves commonly use in combat. When held in such a way on a diving charge, the blade can
pierce even the thickest Dragon scales. n addition, the lance usually has a small blade or spike on the reverse
end, behind the ring, which the Avariel can use to attack targets who get inside their reach. This makes the
lance a double-ended weapon, with the off-hand blade or spike being equivalent to a dagger. The weapon can
be wielded as a lance, driving the blade in a piercing thrust, or as a glaive would, with wide, sweeping slashes.
The blade is sharp on both sides, as well as the tip, so either method works.

The Royal Regalia of Keltormir


The Coronals Coronet
A circlet of finely twisted mithral and titanium wire set with 5 pale blue diamnds set in a celtic weave design.
The coronrt acts as a helm of telepathy, a green stone amulet and provides the wearer with true sight, know
alignment, and truth ear 3/day. It will only function for one anointed by the high priests of Solonor, Eldath,
Rillifane and Labelas. To others it inflicts a permamnent feeble mind, which is removable only by divine
intervention.

The Grand Archers Bow


A mithral and horn inlaid recurved longbow +3 to hit and damage, it allows the wielder to fire an extra arrow
per round and has all the powers of a staff of power whose spells are delivered as arrows of energy. It can be
used as a battle staff in emergencys if unstrung.

The Ring of Trees


A copper embossed ring of green steel inlaid with an intricate oakleaf pattern. The ring allows the wearer to
summon the tree shepherds to moot and communicccate wittth them telepathically, and allows the wearer to
bring to life up to 1000 HD of trees to do his/her bidding but only in service of the forest and all its peoples.
Like the coronet, it willo only function for the rightful ruler of the realm.
These are the three symbols of rulership that were handed over to the surviving Clan Lords at the dissolution
of the empire. The remaining four items were lost during thge great fires and may yet be found amongst the
lost and forgotten ruins somewhere in old Keltormir;

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The Sword of Dragons


An elvish broadsword with a pommel covered in sharkskin and inset with red dragon tooth ivory and mother
of pearl inlay. The scabbard is an made from green dyed forest buffalo leather that provides its wearer with a
continuous field of protection from normal missiles. The sword itself is swift (speeding) and sharp (slicing),
and has an intelligence of 15 and a NG alignment. Its other abilities are not know as it was lost very early on in
the battle with the dragons.

The Grand Archers Bracer


A single black dragon hide archers bracer inlaid with silver that provides a +3 bonus to hit with any missile
weapon and allows the wielder to throw hand held weapons as if they carried hurling properties; +3 to hit and
double damage when thrown.

Silken Corslet of the Waning Moon


An intricately made corselt of the finest mithral that feels and acts like the finest silk. It can be worn under
normal clothing as it only weighs 10 pounds. It provides the wearer with a +4 bonus to the armour class and
cannot be cut or pirced by any means known. 1/day it provides the wearer with a stone skin effect and makes
the wearer completely immune to all non magical weapons for upto 3 turns in every 24 hour period. The final
property of the corslet is that under the light of a full moon the wearer can transform themself into an
averaged sized silver dragon of an age category equal to their own age in years with all the powers associated
with a dragon of thagt age category. This lasts from moonrise to mooset and only occurs for 3 days in every
30 or so.

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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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