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The Lost Realms

of

Cormanthor

Volume One

Lisenaar Realm of Dreams


Compiled, edited & in parts written by Snowblood

Contents
Lore of Dreams
Lisenaar (-1535 DR to 1244 DR)
Map of Lisenaar
Cities and Locations within the Realm
Arcane Might of the Realm

page 3
page 5
page 14
page15
page 26

Lore of Dreams
Founded by refugees from Sharrven, Lisenaar is a realm of difference, established initially by followers of Estelda
Clan. The two major cities, Lisen and Ylraphon are walled against the frequent invasions by orcs from the north
and east but are otherwise open to all in stark contrast to their more conservative cousins within the Elven Court
and even cosmopolitan Myth Drannor. The population of the realm is made up mainly of Moon and Green elves
looking for a life free of the religious and cultural restrictions placed upon people to the west. Lisenaar is best
described as a realm of irrepressible romantic mavericks ruled over by a council of resolutely independent clan
matriarchs. Many of the smaller hamlets and settlements are filled with the Moon Dragon colonists, elves with
draconic ancestry that occasionally manifests in odd and interesting ways. The many hundreds of descendants of
Lady Oluvaera are ubiquitous within the instruments of power within the realm, with many of her grand children
commanding the army, the Night Witches of Battle, heading many of the local guilds and holding seats within
many local councils and village assemblies. The realm and its capital use three different labels. The name
Lisenaar is applied to all the lands claimed by the elves from the Nuathlis River in the west, to the foothills of the
Earthspurs in the east, and from the Dragon Sea in the north to the northern bank of the River Vesper in the
south. Lisenar refers to the lands immediately around the city (present day Flooded Forest), and the political
entity it represents. While the name Lisen, refers to both the city and the people living within its walls.

System of Government.

Length of Reign

Rulers Name

Race & Sex

-1535 DR to -1400 DR
-1400 DR to -927 DR
-927 DR to -686 DR
-686 DR to -231 DR
-231 DR to 101 DR
101 DR to 164 DR
164 DR to 555 DR
555 DR to 984 DR
984 DR to 1109 DR
1109 DR to 1244 DR

Oluvaera Estelda
Cassalandra Estelda
Baenvara Estelda
Gellorvin Aelor
Ellorynn Moonsong
Arvanaella Moondark
Fillindath Aerlothlan
Hlastarl Aerlothlan
Breann Estelda
Ellaeandra Estelda

Moon/Sun Elf Female


Moon Elf/Dragon Female
Moon Elf Female
Moon Elf Male
Moon Elf Female
Moon Elf Female
Moon Elf Male
Moon Elf Male
Moon Elf Female
Moon Elf Female

Like its progenitor Sharrven, Lisenaar has a complicated rulership structure, dominated by a series of war leaders
(Aradoness/Araegisess) who take direction from an inner circle of matriarchs, the Evaere (wise old female elves,
all from important Elven families, who have both personal influence and magical powers), to whom the heads of
all Elven families can appeal in matters of governance (in practise, a dozen or so of the most powerful and
wealthy families cajole the Evaere constantly, and the heads of lesser families speak to them at annual conclaves
or in emergencies. The one law that governs all aspects of the government of Lisenaar is the Oath of Peace. It is to
be taken by all members of Lisenaars ruling elite. Each house and clan chooses a representative for the High
Council. These then serve as the voice of the house/clan, as the conscience of the Conclave and as a checkbalance to the powers of the Aradoness and Conclave of Matriarchs. The oath each community leader takes is
inscribed in the plinth at the base of the statue of the realms founder.

Elf shall never war against Elf. When a dispute arises, seek out the wisdom of the Council or
Matriarchs. For in its wisdom, the Seldarine have decreed that the blood of Elves shall be
spared. The decisions of the Council shall be binding on all people and none shall live outside,
or apart from the dictates of the Council and remain within the borders of this land. When
disagreements arise, they shall be settled by right of challenge or by the courts convened
and presided over by the Matriarchs, the Aradoness or their appointed representatives. So
sweareth thee...
One thing above all else drive the people of Lisen, Independence. Their realm was established upon a
dream where all beings (well those considered beings) are considered equal regardless of culture or race or
religion. The realm is established on ones own ability to become anything one want so long as what you
want does not impinge upon the rights and liberties of your fellow countrymen and women. In return
citizens are obliged to protect the realm with their lives and all the resources at their disposal. So in every
city there are greater concentrations of humans, dwarves, Halflings and gnomes than in any place other
than Silverymoon, Waterdeep, Myth Glaurach or Myth Drannor (the latter two before their falls).

Lisenaar (-1535 DR to 1244 DR)


A brief history.
1535 DR
Ylraphon is established in the eastern
woods across the River Lis by exiled
families from Sharrven, seeking a new life
again away from the arrogance, stupidity
and greed of the Gold Elves ruling in
Cormanthor. The new realm is led by the
Selutaar Oluevaera Estelda, who sees to
the raising of the citys walls and warding
magics before retiring with her clutchmate/husband and sons to a life of
reflective study and teaching.

-1400 DR
Tired of the constant petty bickering and
plotting amongst the clan matriarchs
Laranlas Oluvaera, many of the Estelda kin
and several lesser families leave Lisenaar
to establish a new settlement in northwestern Cormanthor south of the ruins of
Rystanllyndar. Lady Oluvaeras granddaughter, the Spellblade Cassalandra
Estelda is chosen by the Matriarchs as the
first Aradoness of Lisenaar. Her first act is
to move the realms capital to a more
secure position deep within the heart of
the forest at the headwaters of the Llarpiir
River. Built upon a low hill surrounded by
deep, meandering rills and streams the
surrounding marshland is a veritable
maze.

-1335 DR
The moon elves of Larlotha begin a
Retreat to Cormanthyr with the marriage
of their ruler and queen Ildranna
Starflowers to Coronal Miirphys of that
realm. Within fifty winters only small

pockets of elves reside within the Gray


Forest. Five families of Larlothan Moon
Elves elect to settle within the Drumlin
Hills south of the Barrow Woods. They
soon begin to intermarry with the resident
Green Elf clans already in residence.

-1312 DR
Lady Cassalandra marries her lover, the
Larlothan Prince, Intervaer Starflower, the
youngest nephew of Queen Ildranna.
Nobles from both realms attend this
solemn and simple ceremony which is
blessed by a sign from Sehanine herself.

1250 DR
Star Elven refugees begin appearing
through the Market Portal Nexus as their
fellows back in Yuireshanyaar are driven
back into the woods by humans from
Unther. The homeless and orphans are
resettled within Lisen and later establish
their own community of Temmorlyn in the
Sunrise Vale.

-1020 DR
The elves of Lethyr are forced to abandon
their holdings in the northern woodlands
of the Riildath and retreat to more
defensible settlements to the south.
Other cut off from their southern kin are
forced to flee westward, after a 3 year
journey a ragged band of survivors find
their way across Vastaar where they are
met by a roving band of hunters from
Lisen. They are eventually led through
secret ways down to safety within the
borders of Lisenaar.
5

-927 DR

-700 DR

Lady Cassalandra is slain defending the


village of Eastreach against marauding
Orcish corsairs. The village is raised and
the ferry smashed; but not before Lady
Estelda and her knights manage to sink
the raiding longships and slay almost
every pirate, using spells, blades and high
magic. The Mist Knight, Baenvara Estelda
becomes the next Aradoness of Lisenaar.

Orcs rule the eastern shore of the Reach,


from the ruins of Arlistaar to the
Earthspur Mountains. Their time as
overlords of Vastaar is a brawling rule of
constant coups, counter-attacks, and
strife with all other inhabitants of the
mountains.

722 DR

Lady Oluvaera leads an attempt by the


forces of Lisen to retake the city of
Ylraphon. After initially taking back the
ruins, the triumphant army is all but
annihilated by a horde of demonic orc kin
lead by the Over King Gorgath himself.
Chief amongst the dead are Lady Oluvaera
and her Mist Knights. Abandoning all
hope of ever retaking the city, the
Matriarchs begin weaving additional
layers to Lisens already formidable
mythal.
The Knight Seneschal of the
Scarlet Sabres becomes the next
Aradoness of Lisenar.

Elves of Ylraphon suffer attacks by drow


forces from Tel Verinal in winter, and the
orc hordes of summer overwhelm them,
causing the fall of the city. In a desperate
bid to save the last of her people,
Oluevaera Estelda and the Silver Wyrm
Sshrinnishaaress attack and rout the
attacking orcs buying time again for her
people to flee. This move succeeds but
not before her husband and clutch-mate
is badly wounded.
Many refugees make their way to Lisen to
hide within its mythal guarded walls whilst
those outside the city flee west across the
Nuathlis to their cousins within
Velarsdale. Lisen holds out and remains
hidden despite the desperate efforts of
the orcs to root out the last elves of
Lisenaar.

-712 DR
With
the
eventual
death
of
Sshrinnishaaress, Oluevaera Estelda elects
to become a Baelnorn so she can continue
to protect her people. With the blood of
the Moon Wyrms running strongly
through her veins, her transition to
Baelnorn is a relatively painless one.

-686 DR

-671 DR
The first great hordes form as Orcs grow
so numerous as to gather into raiding
hordes every dozen summers or so. These
great, undisciplined hosts of warriors build
or seize ships and sail away south to
plunder and slay.

-640 DR
The elves of Lisen meet the dwarves of
Sarphil on the battlefield of the Vast, and
forge a tenuous alliance since the elves
save the dwarves from death at the orcs'
hands. The Scarlet Sabres lead a large
column of mounted archers and knights of
all orders through the Mistdown Vale to
6

relieve the Dwarves of Vesperin being


besieged by a huge horde of orcs lead by a
Great
Wyrm
Black
Dragon

Askaryxanalath.

-231 DR
The Black Wyrm Askaryxanalath and
Aradoness High Mage, Gellorvin Aelor
destroy each other in a mighty clash of
Elven and Draconic magics that level and
entire mountain, opening up the Dawn
Pass and releasing the lake of Summers
Tears, creating the Dawn Stream. With
the mountains destruction, a new inroad
into the realm is created and is almost
immediately put to good use by invading
orcs and trolls. The Moon Knight Paladin
of Sehanine, Ellorynn Moonsong is chosen
to defend the realm against this new
threat to Lisenar.

-630 DR to 100 DR
The first organised horde crosses the River
Nuathlis and begins raiding deep into the
eastern woods of the Elven Court. They
are finally stopped at Morkyls Drift on the
eastern shores of the Duathamper. To
build their crude, ramshackle ships
the orcs fell the timber of The Vast
repeatedly, until little remains in the
central and western reaches, (only in the
north are their efforts thwarted by the
bows of Lisen and the axes of Sarphil), and
they have to seize what they need from
the Elven shores across the Reach.
The orcs soon find that if they sail across
the storm-torn Reach without securing a
landing-place first they are doomed to a
swift death under Elven arrows and magic
ere they can land. So army after army
crosses the River Nuathlis at the northern
end of the Reach via the fords of Arlistaar,
in the years between hordes. Time after
time these armies find the elves waiting

for them. The hail of arrow-fire on orcs


slogging slowly through the marshy bank
lands of the Nuathlis brings great
slaughter, earning the Nuathlis the
nickname Blood River.

75 DR
The elf realm of Rilithar bordering the
Sword Mountains is finally abandoned
because of the encroachment of human
settlers and unceasing orc and troll raids.
Several clans of moon elves from Rilithar
arrive in the Gray Forest far to the east
through a portal and establish the realm
of Vedrymmell. They ally with the fugitive
Crown Prince Baranth of Impiltur, who in
turn recognizes their sovereignty over the
woodlands. In turn they are approached
by the Elven rulers of Lisenaar who forge
an alliance that eventually leads to the
federation of the Vast.

77 DR
With the aid of the moon elves of
Vedrymmell and Lisen, Crown Prince
Baranth defeats the treasonous Morlorn,
the Usurper King, at the Battle of
Ilithras Smile and is crowned king of
Impiltur. Trade begins in earnest between
the kingdom and the northern realm of
Lisenaar.

101 DR
Tired of the constant warfare being waged
outside the walls of Lisen Lord Elloryn
resigns his commission and with his family
migrates west to Ardeep to start a new
life away from his war torn homeland. In
his place the High Priestess of Corellon &
Spellblade, Arvanaella Moondark assumes
the administration and proctorship of the
realm.

164 DR
Lady Moondark dies suddenly in childbirth
despite the best efforts of the realms
healers, midwives and priests. Saddened
by this sudden loss her child is adopted by
the Aethynghlass clan of Green Elves of
the Duskhills south of Lisen. The Invoker
Fillindath Aerlothlan uses his mothers
position as head of the Council of
matriarchs to have himself chosen as the
next Aradoness of Lisenar.

199 DR
Dwarven Miners delving deep beneath
Wolf Mountain disturb a drow mining
operation . The ensuing underground
battles rage for months in the deep mines
and caverns. The forces of Lisen are
eventually called in by the Ironaxe clan to
seal the deep caverns with high magic to
prevent the Drow and their demonic
minions from returning.

331 DR
The orcs of Vastar launch an unexpected
attach on eastern Cormanthyr late in this
year, and occupy some of the lands east
of Old Elven Court for the next few years.
The orcs spend the next years both
solidifying their forces here and exploring
the ruins of the ancient Elven temple city.

339 DR
The orcs in the eastern forest are routed
by elvish forces from Lisen, Cormanthor
(and Dark Elves from the eastern forest)
and human forces from the Dales and
Myth Drannor. Instrumental in the battles
is the human warrior Velar. Velar and his
human and Elven allies from Lisen resettle
the lands around the coastal forest and
the area soon becomes known as

Velarsdale. The deep woods at the heart


of the vale are left to the Eilistraee
worshipping Dark Elves and become
known as the New Moon Glades.

350 DR
Vedrymmell is no more, lacking high
magic the Moon Elves of the realm and
decimated by a disaster that brings the
realm down, leaving a few small clans still
resident there but no coherent Elven
realm. Refugees flee to Cormanthor via
the Lisen Portals, and thence to Evereska,
Eaerlann and Evermeet. Several smaller
clans take up residence within the walls of
Lisen staying with their more fortunate
northern kin.

512 DR
Orc hordes rampage out of Vastar and
other strongholds, engulfing many lands
in war. The orc chieftain Ulbror leads a
horde out of Vastar and into the uplands
of Impiltur by means of countless small
mountain trails over the Earthspurs. King
Sharaun of Impiltur leads his three sons
and a small army north but is defeated,
and he and his sons are slain in battle. The
dead kings son-in-law Duke Harandil
Durlarven gathers another army, which
routs the orcs at the Battle of Bloody
Reeds. He is crowned king of Impiltur on
the battlefield and establishes the
Durlarven Dynasty of Old Impiltur. The
elves of the Lisen retreat to within their
city and surrounding marshlands sealing
the mythal against goblinoids, dragons
and wolves and strengthening the illusions
and wards in the lands surrounding the
city.

555 DR
Lord Fillindath dies horribly, consumed by
strange shadowy demons as he opens a
8

gate to the Shadowfell. Everyone within


the city begins suffering strange
nightmares as a horde of Shadow-Wraiths
is unleashed upon the cities inhabitants.
Many hundreds die before the gate to the
Shadow Realm is sealed. All but one
wraith is destroyed, this lone demon lays
low in the personage of Hlastarl
Aerlothlan, the current Aradoness of the
realm.

572 DR
The Orcish realm of Vastar falls into chaos
with the death of Ologh the Overking at
the claws of Iyrauroth the black wyrm.
Flying back to his lair the dragon reports
to his master that the first act in his grand
scheme is complete.

575 DR
Prompted by a series of realm wide
strange visions and dreams of untold
riches, dwarves from Sarphil, mining in
the mountains, come west and south
underground, following veins of good ore,
and meet with the orcs in the lightless
ways of the deeps. After the initial
skirmishes, the dwarven war-councils
determine that no orc who has seen a
dwarf in the mines must be allowed to
live, so that no word can get back to the
orc chieftains of any organized foe.

580 DR
The deaths of many orcs in the mountains
are ascribed to the great struggle for the
throne of Overking (created by a
monstrous orc known only as Ologh and
left vacant upon his death in the jaws of
the great Wyrm of the Peaks, the black
dragon Iyrauroth). Warring factions
among the orcs battle each other up and
down Vastar for eight blood-soaked

summers and winters, until Grimmerfang


defeats (and ceremonially spits, cooks,
and eats) the last of his rivals, renaming
Ologhs court of the Hollow Mountain
Mount Grimmerfang.

608 DR
The dwarves work in secret, with a few
men and elves from Lisen (headed by Lord
Hlastarl) to develop a steel whose bite is
poison to orcs, and with its aid break out
of the mountain caverns and sweep across
the lowlands beginning two years of
bloody genocidal warfare.

610 DR
Dwarves conquer the lands of the Vast,
overcoming Grimmerfang and his orcs.
The victorious dwarves drive the orcs far
to the north and south into the mountain
heights. Claiming all the Vast as their own,
the dwarves found a surface. The Realm
of Glimmering Swords, dwarven songs
call it, though it also has a less grand,
everyday name: Roldilar. Dwarves build
themselves stone towers and bring herds
of sheep, goats, and shaggy-hair cattle up
from the lands south across the Inner Sea
to roam the rolling grasslands cleared by
the orcs. The dwarves devote themselves
to drinking (concocting fiery, legendary
potables to do so), mining, and the
making of wondrous armour, finery,
adornments, and weaponry.

611DR - 616 DR
The Dwarven City of Sarbreen the City of
the Hammer is built upon the southern
coast of Vastarat the mouth of the Fire
River. This dwarven city becomes a
beacon of free trade throughout the
Selumarrar. Sarbreen is a large stone city
of squat, fortress-like keeps and very
9

thick, labyrinthine city walls, situated so as


to enclose a series of connected
courtyards
and
paddock-areas
in
concentric defensive rings.

620 DR
Dwarves led by the Hearth Warden Sella
Brimbor Hillsafar move into the ruins of
Ylraphon, driving out the last pockets of
goblinoid resistance. Over the next 5
years they rebuild the docks and many of
the major buildings and surround the city
in a solid 50 high 20 thick curtain wall.
Soon they are joined by several Moon
Elven families seeking to reclaim some of
their lost properties. This leads to several
rather heated and at times violent clashes
over ownership. In the end a treaty is
signed by Lord Hlastarl and King Tuir
agreeing to share the rulership of the city
whilst allowing old Elven families the right
to reclaim their properties. New Dwarven
mansions, towers and citadels spring up
amongst the many aging Elven towers and
villas.

645 DR
The wizard Maskyr gains Maskyr's Vale
(the centre of the Tumlin Vale), from King
Tuir "Stonebeard" by plucking out his right
eye as the cost of gaining the vale.
Humans begin making their first
permanent settlements in the Vast.

649 DR
Orcish numbers again reach plague
numbers and all too soon, they rise again,
and the surface dwarven kingdom of
Rolidar vanishes like an elephant swarmed
by a million ants. The dwarven defences
are broken by defeats at the fords of the
Vesper and in the battle of Deepfires, a
long and bloody fight that rages
throughout the underground ways of the

Mount Grimmerfang for nearly twenty


days.
In the aftermath of this disaster, the
weakened dwarves retreat east and
overseas southwards. A number of
dwarven clans flee under the earth, while
other craftsmen and non-combatants
migrate to Myth Drannor. Humans remain
and fight the orcs to retain their new
homes. Sarbreen is abandoned. Orcs
promptly pillage and burn the fallen city,
and its ruins become the haunt of
monsters, pirates, and brigands; heaps of
stone rubble above ground and a maze of
abandoned
dwarven
tunnels
and
chambers below. The walled city of
Ylraphon is again reduced to rubble by a
lengthy siege that is only broken by the
use of a giant bull headed demon to crack
the gates. Almost every warrior is slain
defending those people fleeing through
various portals and underground passages
into the northern marshes and to the
hidden city of Lisen.

The Fall of Rolidar


Orcs pour out of the Troll Crags and
Earthspur Mountains led by the demonic
orc king Aaraongath, moving through the
sparsely populated eastern marches they
quickly roll up the flanks Vastar. Mount
Grimmerfang falls after 20 days of fighting
in the Battle of Deepfires. Elven cavalry
lead by the Lord Beluar Moondark, Knight
Marshal of the Scarlet Sabres of Lisen.
Moving down the hidden Vesperin Coastal
Trail, Lord Beluar and his forces move to
outflank the orcs besieging the southern
Dwarven City. Arriving too late to save
the city, the elves slaughter every orc they
find within the ruins of the sacked city
before moving north in pursuit of the
retreating northern Orcish army.

10

The Dwarven City of Sarbreen is


abandoned ahead of an advancing horde
of demons and orcs. Elvish High Magi
from Lisen open up twin portals across the
Reach allowing thousands of noncombatants to escape. Many hundreds of
dwarves and elves in the rear-guard are
slain defending the final refuges before
the last portal is closed. At Vipers Tongue
Ford Citadel the retreating dwarves make
a last stand, after 8 days and nights of
bloody chaos the remaining few hundred
Dwarven warriors find rescue from an
unexpected quarter as Lord Beluar and his
knights crash through the besieging orcs.
In one last rash charge the remaining
dwarves pour forth and join their Elven
allies in slaughtering 7000 dazed and
confused orcs and their demonic allies.
The fleeing orcs are routed by the elves in
the passes above Viperstongue. Soon the
hunters become the hunted as Lord
Beluar and his forces hunt down the
individual bands of orcs as they flee north,
back to their holds around Mount
Grimmerfang. The Hunt of Lord Beluar
continues for many days through the
rugged Drumlin Hills where many
thousands of fleeing orcs and tieflings are
butchered by the Lord o the Green and
his fey legion. The last band of fleeing
orcs attacks the village of Maskyrs Eye on
their way north to the Dawnstream Pass.
Lord Beluar and his Scarlet Sabres ride
down the attackers with Lord Beluar
slaying the demonic Orcish king
Aaraongath on the road outside the town
smithy. Returning to Lisen, the remaining
elves learn that Ylraphon, their home, is
now a smoking ruin.

650 DR 750 DR

southern lands across the Sea of Fallen


Stars, and begin to settle south of the Fire
River. The humans spread rapidly across
the Vast, clashing often with orcs and the
wild menaces of the mountains (notably
leucrotta and trolls) that have grown
numerous preying upon wounded and
dead dwarves and orcs all across the war
torn land. Men clear land for farms,
collect fieldstone into low walls, and build
good roads.

672 DR
Many dwarf settlers of Myth Drannor,
most of them refugee clans from the
fallen Realm of Glittering Swords, leave
the city and move north to the southern
shore of the Dragon Sea (Moonsea). They
reopen the westernmost mines of Sarphil,
known as the Lost Ways, which
honeycomb a lengthy escarpment (known
as the Scarp) that looms over the eastern
reaches of the Tailings Bay. Here they reestablish a secretive realm calling it
Sarphil of the Glittering Spires.

699 DR
Returning from a diplomatic mission to
the Elves of the Gray Forest, Lord Beluar
(Lords Hlastarls greatest critic and rival),
is slain along with his entire band of
veteran Scarlet Sabres in and Orcish
ambush, in the mountain pass north of
Sarbreenar, shocked and saddened by the
sudden death of this ageing hero, the
place is known ever after as Elvenblood
Pass. Elven High Magi erect an obelisk in
honour of Lord Beluar and the alliance
that exists between the three realms of
Vastar, Lisenar and Rolidar/Sarphil.

Into the power vacuum left by the


collapse of the dwarven kingdom come
humans, mainly by ship from the crowded
11

accessible mines of the area and prosper


further.

934 DR
Mulmaster
is founded as a trading
fortress between the Moonsea, the River
Nuathlis, and the Dragon Reach. The
elves of Lisen maintain a careful watch
upon the growing city trading intelligence
with their allies, the dwarves of old
Sarphil.

711 DR
The Weeping War begins at the same time
as drow driven orcs pour through the
Coldstream pass attacking Lisenar and
northern Vastar in force.

714 DR
Myth Drannor falls and the Elven Court is
reoccupied, retreating elves cross the
river and raise the siege of Lisen. Several
Green and Moon Elf families arrive in the
Misty City and the population swells to
over 15000, the most its been in
centuries.

751 DR 1050 DR
Swelling numbers of humans, aided by
immigration as much as by birth-rate,
soon absorb the former inhabitants of
Rolidar and Lisenar and push the
predators of the Vast back into the
mountains and wilder foothills. The city of
Ylraphon is reclaimed by the advancing
humans who are cautiously welcomed by
the stoic elves of Lisen. The harbour of the
city becomes a trade-stop, in addition to
its uses as pirate rest-and-repair stop and
immigrant-ship landing-place. Human
settlers explore the nearer and more

984 DR
Aradoness Hlastarl Aerlothlan and his
entire family flee from Lisenar after strife
with other Lisen families that involves an
infamous aerial spell battle; A mighty
staff, the Yathrannar of Oluvaera,
explodes in midair when its wielder is hit
by a spell, and rains down fire and wild
magic that harms many others; all the
families involved in the plot to usurp the
throne and remove the Council of
Matriarchs are cast out. Corselutaar
Breann Estelda, a distant cousin to the
realms founder, is selected to lead the
realm in its day-to-day activities.

882 DR
A trade portal from Myth Glaurach opens
unexpectedly allowing a score of demons
to pour through in pursuit of Moon elf
refugees from Eaerlann. The invaders are
eventually slain at great cost and many
Eaerlanni reside in Lisen for a time.

1109 DR
After a long and eventful life, Lady Breann
passes peacefully to Arvandor, but before
leaving she convenes one last meeting of
the Council of Matriarchs. At the meeting
she announces that the people will retreat
12

to Evermeet and that preparations must


begin to evacuate the city. In her place
she appoints her daughter, the Priest
High Mage Ellaeandra Estelda to oversee
the gradual removal of the people and all
their lore and possessions firstly to
Evereksa and thence to Evermeet. A few
die hard Green and Moon Elf families
choose to remain in defiance of the
Matriarchs final commands.

1222 DR
The Daefihlar, Moorland, and Therogeon
human clans Muster armed companies
who can build and defend homesteads,
arrive in the spring of 1222 DR. Settling at
the mouth of the River Vesper, a few
miles downstream of the old bridge but
much closer to ship borne supplies, they

struggle against harsh winters, marauding


monsters, and orc raids for three seasons.

1244 DR
The last Elven families of Lisen led by
Ellaeandra Estelda finally abandon their
homes sealing the cities mythal before
sinking the city beneath its surrounding
wetlands. Intact beneath is protective
mantle the real city phases out of
existence leaving a ruined and empty shell
in its place covered by the rising waters of
the flooding forests around it. Most Elves
choose to migrate to the Elven Court,
Evereska or Evermeet while a staunch few
Moon and Green Elven families maintain
their family residences within Ylraphon or
the hills around Maskyrs Eye.

13

http://phasai.deviantart.com/art/Lisenaar-167132532
14

Cities & Localities within the Realm


Name: Lisen - Walled Forest City on banks of River Dardon.
Mythal: Yes (Veil, Phase Shift, and Programmed Illusion)
Population: 14500 (Moon Elf 40%, Green Elf 30%, Sun Elf 10%, Dwarf 5%, Halfling 5%, Forest
Gnome 3%, Human 2%)
Who Rules: Ruling Council of Noble families with representatives of the various temples,
guilds, merchants & military in advisory roles.
Who Really Rules: The Aradoness selected by a defence council of magi/priests/military
commanders.
Products: magic items, mithral & steel weapons & armour, steel house hold items, timber
products & furniture, cotton, wool & silk, fabric & clothing, lore recording devices, fine
jewellery, leather products.
Military Organisation: Mist Knights of the Azure Moon Military Order of Sehanine, Felbark
Scouts, Guides & Borderers, Faernyr Spellblades, Nuatha Militia.
Temples: Sehanine, Rillifane, Labelas, Moradin, Arvoreen, Garl Glittergold.
Notable Mages: Fianyr Circle of Nine (High Magi & apprentices), Aeleth Academy, Silver
Spires School & Library, Bladesingers of Lisenar
Notable Organisations: Ephanarael Guild of Mythal Stone Crafters & Maintainers,
Ebonwings Swanmay Lodge,The Rain Makers of Galen, Tree Wardens of the Eastmarch.
Locations: Nine Spires of Fianyr, Aeleth Hall, The Triple Spires of Silver, Eversong Hall of
Lisenvar, Eiossoff Amphitheatre & Minstrels College, The Scarlet Palace (Home of the
Araegisses & Arcorselutaar of the realm), Lake of the Ebonswans.
Local Lore: Built upon a low broad hill, surrounded by countless rivulets, rills and streams
fed by springs bubbling up from beneath Dusk Hills. The city was founded upon the original
tenets of freedom and religious tolerance. A high broad impenetrable wall of polished black
basalt surrounds the city. This magically grown barrier is topped by forbidding 100 high
crenulated towers, with 3 barbicans providing deadly protection to the magically
augmented mithral gates. The citys mile diameter is topped by a broad and subtle 3 mile
wide mythal that protects the city and its surrounding farms, vineyards and orchards. The
mythal feeds the very life force of the surrounding forest, strengthening springs, plants and
trees against rot and disease.
The mythal is able to be sealed and is can sustain the resources needed by the citys
inhabitants for indefinite periods of time. Powerful wards and illusions surround the city
making unguided and un invited access virtually impossible. The city is surrounded by a
maze of waterways and channels filled with water loving plants animals and trees. To
outsiders it can appear that the fog filled marshlands are a dangerous and uninviting, snake
& mosquito swamp. Entry to the city is via cunningly hidden portals that exit far from the
city walls. The glittering marble and alabaster towers shine day and night in a city teeming
with races both mortal and fey. The people here are implacable in their belief in the
righteousness of their cause and are rather isolationist in their outlook. They assist the
weak and provide refuge to those fleeing strife and warfare. Preferring to retreat rather
than attack, the people of Lisen have survived for the most part quite happily within their
tiny realm that sits partway between the prime and fey realms.
15

Name: Ylraphon (Walled Port City at mouth of Naralla Stream)


Mythal: No (mantle yes)
Population: 10000 (Moon Elf 40%, Sun Elf 20%, Green Elf 10%, Human 10%, Dwarf 5%,
Hafling 5%, Gnomes 5%, Others 5%)
Who Rules: The Sea Lord Laranlor Ardantyr
Products: magic items, gems & jewellery, clothing, silks, pearls, mother of pearl, chandlery,
silk ropes & sails, ships and coastal ketches & sloops, weapons & armour, musical
instruments.
Military Organisation: Sable Knives Marines & Sea Rangers, Scarlet Sabres Mounted
Knights
Temples: Sehanine, Selune, Dumathoin, Arvoreen, Garl Glittergold, Corellon, Eldath with
small shrines to dozens of other powers.
Notable Mages: Sea Magi of Orbalan, Baenfaer Geomancers, Blue Diamond High magic
Circle.
Notable Organisations: Venxyrr Shipwrights, Ivory Sails Mariners Guild, Bafanor Dragon
Riders Cabal,
Locations: The Tower of Erreliss (family home & lighthouse), The Tower of Nirael (mage
tower), Market Place at the centre of which sits a statue of a beautiful elf warrioress (Lady
Oluvaera) stands in the centre of a fountain. Hidden beneath it in a heavily warded
chamber guarded by several Bael and watchnorn is the mantle stone that protects the city
from amongst other things; the worst of the regions storms, chromatic dragon attack,
earthquake and flood. The Three Pillars - These 3 tapered ivory coloured columns are each
1 in diameter and rise exactly 100. Each is carved with intricate runes, each radiating
strange enchantments that hark back to the elder days of the elves. The columns power a
potent gateway patterned on those found by the Shitelquessir of the Shalhoond. House
Silverspear, Sapphire Palace of Clan Estelda, Gannath Dockyards & Slipways, The Forever
Sleeping Gardens (Noble tombs and crypts).
Local Lore: The first city of the realm, Ylraphon is Lisenaars main port and its major transit
and contact point with the lands across the SeluMarrar. Ketches and coastal luggers crowd
the harbour along with smaller scows, skiffs and pleasure craft of all sizes. The residents of
the city come from all across the globe, not just from across the seas and many merchants
from Cormanthor make it a point to stop in at The Ladys Market as here most anything
from anywhere can be purchased. Silks from Shou-Lung, spices from Zhakara, exotic foods
and wines from Abeir and strange animals and colourful parrots from far away Osse can all
be found at this end of the Great Spice Road. The city is home to the Sable Sails fleet of
privateers, a blood thirsty group of merchant-pirates utterly loyal to the realm. Their
ketches and sloops are crewed by a broad mix of races dominated by Moon Elves and
Humans with a smattering of dwarves and other sea faring races (even the odd half-orc).
Religious freedom is sacrosanct here even worship of less savoury gods. But demonic
worship and religious practices that violate the laws are absolutely forbidden upon pain of
disintegration of all connected with such cults.
The city is defended by the Armathaers, a small professional army made up of all classes and
augmented by Cormanthan mercenaries and backed by a local militia made up of every
citizen capable of bearing arms. The elite forces include whole families of Song, Silver and
16

Moon Dragons, and the Scarlet Sabres, a group of Horse and Hippogriff Riding Blades & Spell
Slingers who train together with the local forces to keep the city free and its harbour open.
There is a direct link between Lisen and Ylraphon enabling rapid transit of forces and
supplies between the two cities but this is only used in emergencies. Normally the trade
portal brings in only small caravans from the far flung corners of the world.

The Drumlin Hills


These hills are a range of elongated whale-shaped hills formed by glacial ice. Their shape
and direction runs parallel with the movement of the ice, with the blunter end facing into
the glacial movement. This glacial range is home to fell and fey creatures as the barriers
holding back the fey realms are thin at best. The inhabitants are a mixture of secretive
forest gnomes, brownies, faeries, pixies and sprites along with the more ubiquitous roving
bands of Green and Moon Elves. The wardens of the Eastmarch make their homes amongst
the densely wooded hills and valleys keeping the Drumlin Hills free of even the largest Orcish
hordes at bay.

Tumlin Vale
A glacial valley carves smooth by a river of ice during the last advance of the White Wyrm
Glacier. Its small, rock free bottom makes it ideal for the forest based farms and orchards
located amongst the more lightly woods glades and clearings found throughout the vale.
The area is famous for is apples, pears and plums with a smattering of cold loving blood
orange orchards and vineyards located upon the upper slopes of the valley. Bordered on the
north by the Coldstar Stream and by the Liapiir Hills to the west this hidden vale is the
breadbasket of the kingdom providing much of the food the people consume and is dotted
with dozens of turf covered crofts, farms human farms and Elven tree steadings.

The Barrow Hills


The Barrow Woods, set atop the northern Drumlin Hills, is home to an elusive, unseen
people. Wanderers' reports of sightings have been few and contradictory, so the exact
nature of the inhabitants is not known: guesses include dryads, sprites, dopplegangers,
treants, feral halflings, and some unknown fey race. Hidden amongst the heavily wooded
hills and valleys are hundreds of tombs and barrows of great antiquity. The people have
been using the woods to guard their dead since the first Green Elf bands arrived in the area
some 10000 years ago. Many stone circles and temples to the gods of nature abound in this
fey place. In a hill around some stones that look to be broken pieces of pillars, is the home
to a Green Elf Baelnorn Priest/Mage whose skull-head has antlers like a great stag. The stagheaded lich slaughters tomb breakers and non-Elven intruders with its spells in a very short
and terrible time, tearing their bodies apart with phantom claws. It then flits around the
nearby countryside, slaying every living creature it meets with, before retreating into its lair
and using spells to bury itself again. Only elves with a good reason for being within the
barrow woods have any hope of being spared.

17

Mount Grimmerfang
Hidden behind the twin peaks of the Coldstars,the Hollow Mountain of Ologh the Overking is
a snow capped peak some 15000 feet in height that towers high above the Dawnstream
Pass. From this hidden fortress, along cunning treacherous paths do the hordes of orcs pour
forth to raid and ravage the lowlands of Lisenaar. Honeycombed with hundreds of miles of
halls, vaults, mines, galleries and natural caverns, the mountain holds the mouldering
remains of a Dwarven City ancient beyond memory. When the orcs first emerged from the
stony depths they found the abandoned city largely intact and simply moved in and made
themselves at home, quickly expanding the already expansive halls through the use of
goblinoid and gnomish slaves. In time the dwarves of Sarphil conquered the Hollow
Mountain and decided to keep the name given to it by its formers inhabitants, Mount
Grimmerfang. Amazed at what they found, the miners and masons quickly realised they had
stumbled onto as city of the Ancients and immediately began rebuilding many of the defiled
temples and halls. Soon the forges and mines were working to capacity and several intact
ancient armouries and vaults were uncovered. But before these lost treasures could be fully
investigated or utilised, the mountain was once again over run by Orcish hordes. Forced to
abandon their new home the dwarves only had time to reseal the newly opened vaults and
armouries, leaving behind both their own treasures and those of their ancient forebears.

Mount Aergurl
This towering, cloud shrouded, snow capped peak overlooks the wooded hills and dales of
the Tumlin Vale, sacred to the dwarves of the Earthspurs, a hidden temple complex
dedicated to Clangeddin with illusion covered stone steel windows looking out over Lisenaar
and the peaks of the Earthspurs. The temple was built long before the dwarves of Sarphil
ventured southwest, and its cunningly hidden construction harkens back to elder days. Its
ancient galleries and halls lie behind great stone and mithral doors hidden by ancient magic
and the dwarves own skills in camouflage. The seals placed upon these hidden gateways
have not been disturbed in many, many millennia. There is a mountain pass along the
mountains southern spur, a high and perilous cleft cut by the Dawnstream that flows from
springs hidden high upon the slopes of Mount Aergurl. The mountain is a long rising peak
known of old as The Sleeper In The Sunrise. Few know of the pass, orcs once came through
the pass to fall upon dwarves in their delves within the northern Drumlin Hills. To the east of
the pass high, frigid valleys fall away into the vast and cold Glacier of the White Worm. The
mountain scouts and guides of Vastaar and Lisenaar speak of unnatural cold east of the
Sleeper.

18

Pass of the Dawn


Sunrise Vale
Named after the colloquial moniker of Mount Aergurl, due to mountains constant fog and
cloud cover, the Vale is the first place to see the mid-winter sun rise in this part of the world.
In a stone circle at the centre of a stone circle in Arlistaar sits an alter dedicated to
Clangeddin. At sunrise on a rare, clear mid-winters morn a solid stream of focussed sunlight
will pour through a series of stone windows within the peak of Aergurl before striking the
alter within Arlistaar. At this time an entrance to the temple is revealed. The sun beam lasts
but a moment, but is considered the start of the new year by the people of Lisenaar and
Vastaar. The vale itself is a long shallow valley running north-west from, east of the Llarpiir
to the sea at Arlistaar. The forest is quite dense at the head of the valley, filled with dense
stands of birch, maple and oak, whilst towards the coast pines, larch and willow
predominate. Several large bands of Moon and Green Elves wander the woods, hunting and
fishing, tending their herds of deer and wild sheep. There are many forest orchards and silk
farms scattered about the valley but apart from Arlistaar there are no permanent
settlements. The people here are fierce and proud, and know when to retreat into the
densely forested foothills when the orc hordes pour fourth. For despite its name, the
Sunrise Vale is perhaps the bloodiest piece of ground within Lisenaar. The sight of many
hundreds of battles between the orcs of the Earthspurs and the elves of Cormanthyr,
another name for the Vale is Valley of Pain and Despair as horde after ravenous horde pours
forth down the vale on its way to the forests of Cormanthor.

Temmorlyn
A small village of 40 turf and thatch covered stone buildings, burrows, and warrens,
(including 2 smithies and several inns/taverns), this bucolic place of peace loving farmers,
farriers and horse breeders is home to a mixed collection of dwarves, gnomes, elves,
19

halflings and humans, refugees all. Besides the 50 families within the village, there are at
least twice this number living on farms, and in small hamlets in the surrounding hills and
valleys. There are several shrines and temples within the tree filled town, a mill pond and
mill, along with many crafters stores that front onto the village common that doubles as a
market square once every full moon. The townsfolk are warmly welcoming of all who
happen by as they sit upon a major trade route between Lisenaar, Sarphil and Cormanthor.
There is a small local constabulary of armed locals who patrol for orcs and wolves, but the
major deterrence to attack is the portal link to Lisen and the regular patrols that pass
through the town every ten days. Aside from the patrols, regular caravans stopping here on
their way to and from Ylraphon and Lisen bring guards of their own along with coin and
trade goods.

Arlistaar
This heavily fortified fishing & trade harbour town of solid stone buildings is home to the
northern arm of the Sable Knives and is home to a sizable fishing fleet that plies the waves of
the Dragon Sea as fishers, smugglers, pirates, weapons runners and most importantly as
refugee rescuers. The dominant features of this village of 2500 souls are the seawall and its
150 high, white granite light house. Surrounding the village on the eastern side is a high
granite wall pierced by a single gate flanked by imposing buttressed towers manned by
archers and battle wizards. The harbour, at the confluence of the Llarpiir and Nuathlis Rivers
is a broad shallow affair with a single deep channel that wends its way between hidden reefs
and shoals. The docks are a hive of activity with many small boats and skiffs covered in sail
cloth, nets and fishing gear moving about the bay. The town is a major trade hub and its
fortifications have seen off many an orc horde and dragon. A large number of sea going
wizards call the place home and there are 3 known portals connecting Arlistaar with Lisen,
Ylraphon and the Vipers Citadel above the River Vesper at the southern end of Mistdown
Vale. Several times the population have had to evacuate their town and take to the portals
or to the sea. A magical bridge crosses the Llarpiir and is only ever activated if all other
avenues of escape have been exhausted. The town has been rebuilt 21 times in the 1400
odd years of its existence. The people here are tough, implacable and stubborn just like
their town and the environment that made them.

River Nuathlis
The shallow and icy Nuathlis connects the glacier fed waters of the Dragon Sea with the salty
depths of the Selumarrar Sea. The river drops some 500 feet from its swampy beginnings
through its journey gaining speed as it cuts its way deeper into the reach. Long before the
Sea of Stars rose to its present height the Nuathlis carved a deep gorge that became the
Dragon Reach. In more modern times this broad, reed filled river of swampy by-waters and
ox-bow lakes has been the border between the Empire of Cormanthyr, and the fiercely
independent Kingdom of Lisenaar. Almost a mile wide at its widest point the Nuathlis has
acted as a barrier keeping all but the most determined of the roving hordes of goblinoids
from invading the woods of the Elven Court. This isolation has made the folk of Lisenaar
hardy, quarrelsome and taciturn, but not without compassion.

20

To build their crude, ramshackle ships ("barges with sails," one disdainful Elven observer
called them) the orcs felled the timber of The Vast repeatedly, until little remained and they had to
seize what they needed from the Elven shores across the Reach. The orcs soon found that if they sailed
across the storm-torn Reach without securing a landing-place first they were doomed to a swift death
under Elven arrows and magic ere they could land. So army after army crossed the River Lis (then
known by its full Elven name of "Nuathlis") at the northern end of the Reach in the years between
hordes. Time after time these armies found the elves waiting for them. The hail of arrow-fire on orcs
slogging slowly through the marshy banklands of the Lis brought great slaughter, earning the Lis the
nickname "Blood River," still in use among orcs and half-orcs today.
From Ravens Bluff and
Environs by Ed Greenwood

River Llarpiir
Considered the life blood of the realm, the Llarpiirs pure spring fed waters are filled with all
manner of small fish and crustaceans that feed the populace. Fresh water crabs and crayfish
are popular and fresh water oysters and mussels are famous for the pearls they produce that
adorn the necklaces and tiaras of the well heeled ladies of Lisenaar. The river starts are
many small streams high up in the Duskwood Hills the various rills meander slowly through a
maze of islets and channels across a broad and mist covered bayous and wetlands. The
surrounding forests consist of a mixture of wetland trees, shrubs and emergent vegetation, especially
sedges. Many farms and orchards abut its willow and fern covered banks, small leaf boats

and coracles move through the wetlands and ply a brisk trade amongst the many hamlets
and villages found along its banks. Long, thin pole barges carry cargo and passengers from
the port at Arlistaar to the outer reaches of Lisenar. From there goods are taken by leaf boat
or portal to the city proper.

East Reach

21

This bustling little hamlet of 20 stone homes and businesses operates the main ferry crossing
of the Nuathlis. Located just above the mouth of the river, the series of chain linked barges
pulled along by teams of ponies harnessed to great capstans carry the greater merchant
cargoes and armies across the Nuathlis. Aside from the villagers, a small garrison of Sable
Knives maintains a watch here guarding a small escape portal linked to Ylraphon and Lisen. If
seriously threatened the inhabitants can take to the waters upon the numerous leaf boats
and barges that ply the river and more open waters of the reach.

Duskwood Hills
A long line of low rocky, moss and bracken covered volcanic ridges. The Duskwood Hills are
lightly forested with fir, pine, duskwood and birch trees. Countless small springs bubble up
from several interconnected aquifers feeding the various rills and streams that eventually
merge into the Llarpiir River. A low depression between the two halve of the ridge line
contains a small hamlet still held by descendents of the Esteldas who whilst rejecting the
politics of Lisen still refused to leave their adopted lands. Dominating this backwater region
are several stone circles grown from the granite and rock crustal that makes up the geology
of the hills. Dedicated to the various nature and sky deities, they are frequented by bands of
fey creatures and roving clans of Moon, Green and the occasional surface dwelling family of
Dark Elves. The entire region is considered sacred ground to all the people of the realm, and
as such hunting and the worship of evil powers is strictly forbidden. The gentle mythal laid
over the region protects the purity and supply of water from the region as well as providing
an area where healing magics work at maximum potency and scrying magic and powers are
unreliable at best or downright misleading at worst.

The Dawnstream
Beginning its life upon the upper slopes of Mount Aergurl, the Dawnstream is named after
the temple complex from which one of its head springs originates. The fast running snow
fed stream has cut a deep cleft into the side of the mountain creating a high mountain pass
leading to the glacial rifts beyond. The waters are bitterly cold and fresh making them
perfect for the many fine ales and meads that are brewed in breweries found in most farms
and hamlets found along its length. A fine elf road runs alongside the stream and carefully
hidden stone markers warn travellers they are entering Orcish lands as the road rises up to
the high cleft. The saddle of the pass marks the official border of Lisenaar and is marked by
ancient carvings written in auld thorass.

The Coldstars
Named for the deep sky blue lake that sits between these twin snow capped peaks of an
ancient volcano the twin peaks of the Coldstars mark the three way border between the
realms of Lisenaar, Sarphil and Vastaar. On clear, still and frosty winter nights the lake
reflects the stars above in a perfect reverse image with one important difference. On night
when the moon and the Tears of Selune pass across the sky, only the moon is reflected
within the lake, the Tears are strangely absent. The lake and the surrounding mountains are
sacred to orcs, elves and dwarves and no battle is ever willingly fought upon them. It is said
22

that those coming to seek clarity of thought often experience visions when staring for any
length of time into the lakes cold, mineral rich waters. There is an abundance of fish and
crustaceans living around the edge an in the top layers of the lake. But nothing lives within
its deep, dark and oxygen deprived depths.

Desolations Way
The long and dangerous cleft between the Troll Mountains and the southern Earthspurs has
for centuries been the main trade route for miners of all races taking their finds to and from
Lisenaar to Vastaar and beyond. The treacherous rubble filled pass is subject to frequent
rockfalls and attacks by all manner of creatures, not just greedy orcs, dwarves and dragons.
The pass is buried under 100 feet of snow in the winter time. Summer time see the most
traffic as rich ore deposits brought down into this valley by the dwarves and trade caravans
move up to resupply the many mining camps and settlements found scattered throughout
the mountains. This desolate pass gains its name from the rocky and treeless desolation that
dominates the landscape for much of the journey through this long narrow valley. Just a few
ancient Mountain Pines cling precariously to the upper slopes of the pass. Vicious battles for
control of the mountain heights and mine-passages go on daily and thousands of gems,
rough-hewn gold nuggets, and bags of "gold gravel" are said to be hidden up and down the
pass, making it one of the richest areas in all Faern.

Mistdown Vale
A low saddle in the Earthspurs, forming one of the gateways to Lisenar, the Mistdown Vale
gains its name from the mountain fogs that form every day at sunset and roll down the
valley either side of the spur covering the hollows and plains beyond. The Mistdown Road
crosses the Rived Vesper at a place named Viperstongue Ford. The ford marks the southern
border of Lisenaar and the rocks approaching the crossing warn of the dangers beyond,
carved high upon the surrounding rock faces is bas-relief auld Thorass. No settlement or
23

building has stood long at Viperstongue due to the fact that the location has been the site of
a number of battles. But within one of the peaks to the west of the ford is a large hidden
fortress known as the Vipers Citadel, built and maintained by the Elves and their Dwarven
allies to keep the pass safe and free of the troubles that plague the roads further east.

Yathrintor
Once the home of a reclusive Moon Dragon Mage and her consort, Yathrintor The
Founders Tower sits snugly within the Duskvale surrounded on all side by dense wild
woodlands dotted with glades lit by dappled sunlit and filled with small stone circles, grassy
swards and spring fed rills and ponds. To the east and west of the vale rise the quartz and
granite roots of the Duskwood Hills. The tower itself is ten times as large on the inside as it
is as seen from without. The portals link both interior spaces and places within other realms
and planes.
This lone tower seemingly grown from alabaster the colour of aged ivory has the appearance
of having been made by giants who built it using massive stones carved from the nearby
mountains. The tower has no apparent doors but does have 3, stained glass-steel windows
covered in frescoes dealing with daily life in far off Sharrven. Gardens filed with trumpet
flowers, herbaceous perennials, lilies and roses of all hues and scents surround the towers
mighty base. A series of interconnected, fish filled fountains and ponds complete the setting
with several large fruit trees completing the scene. The windows start 70 feet from the
ground with each having its own railed balcony covered in climbing moonroses (native only
to the High Forest). The windows are actually double glass-steel doors that are immensely
strong and covered in wards of terrible power.
Situated about the garden are several life like sculptures of Elven heroes from bygone days.
The detailed carvings give these 10 to 20 high, crystalline sculptures are surreal quality.
Each of the seven statues is a sentient Shield Guardian brought here from far off Sharrven
during its fall. The spirit inhabitants have served the Founders family for millennia. Each is
unique in its own way and virtually indestructible. Most depict heroes from the Crown
Wars, but two depict the Founders two most famous ancestors, Sharlario Moonflower, and
the grand niece of Prince Durothil, the Lady Akshaala, the first Moon Dragon of all. The
Shield Guardians attack any intruders who approach within 200 feet of the tower but will not
chase beyond the towers mythal limits.
Any being attempting to fly up to the three high arched windows will meet three huge
gargoyle like creatures, flying out to attack and drive intruders away. These stone drakes
resemble gargoyles in many ways but a far tougher and nastier in disposition. A colony of
their smaller kin inhabits the towers attic and storage compartments, passages and rooms
who attack anyone attempting to gain entrance to the tower by digging or magic. To those
beings without the proper bloodline or ward tokens there appears within the tower's walls
are nothing but empty, dusty rooms and corridors - including steps and sections of flooring
that flip over to deposit the unwary in pit traps and the like. Yet something that employs
24

magic is lurking in the tower. The tower's master has prepared spell traps that divert
intruders into dangerous locales on other planes.
For those family members not actively denied access, and for those invited guests and
retainers baring the correct ward tokens, the tower is a bright and airy place filled with life
and laughter. The dozens of halls, corridors, galleries, kitchens, cellars, storage areas, suits,
parlours, offices, libraries and bedroom rooms are all lit with fine crystal globes that float
just off of the ceiling. These can be carried, or ordered to follow a being from room to room.
They also have several other important functions listening devices, teleportation and
scrying points, communication orbs. The furnishings within are opulent yet understated in
their elegance. Works of art and magic adorn the walls of every room, harkening from every
period of Elven civilization. Elemental servants of unusual intellect and sagacity stand ready
to meet the needs of the towers many inhabitants.
Also stored within are great works of literature and lore stored in three intimate libraries.
Traditional books are few, but the more exotic devices from the golden ages of Tintageer
and Uvaeren are relatively common and have been duplicated, or even improved upon.
These many types or lore crystals, lore spindles, water libraries, lore trees and musical
instruments of knowledge hold much of that which was lost in other realms. The chief
librarians are an Eldar Sharn and their 9 children. All are discreet and rarely appear in their
true forms, content to let the resident watch ghosts deal with the worst of intruders.
Several Sharrvenaen Shield Guardians are to be found about the tower keeping a careful eye
on all who come and go. At the heart of the tower is an immense 6 acre water garden at
whose centre is a large many tiered fountain dedicated to all the powers of the Seelie and
Seldarine Courts. This Font of Wisdom and Knowledge, doubles as the heart of a mighty
mythal that keeps the entire complex together and safely hidden just slightly out of phase.

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White Wyrm Glacier

Arcane Might of Lisenaar


Elven magical items of Lisenaar are likely to be jewellery with minor magical powers, or
more powerful enchanted weapons, hidden by being magically transformed into stone
shapes or encased in stone.
Typical Elven jewellery takes the form of necklaces, ornamental bracers, or multiple rings
linked with fine chains. Such items might have one of the following powers:
Cloaks the wearer in shadows at will, giving a 70% chance of hiding in shadows as a
thief does (thieves gain a +70% bonus to a maximum chance of 99%)
Can fire two magic missiles per day
Can heal the wearer once every three days
Can cure light wounds twice a day (wearer only)
Can turn the wearer invisible for four rounds, once per day
Allows the wearer four rounds of levitation once per day
Allows the wearer to move with absolute silence, always levitating an inch above the
ground or floor, and also confers feather fall as needed
Blink once a day for one turn (was intended for use in dancing, and may be
accompanied by drifting dancing lights, faerie fire bursts, and/or music)
fly once a day at MV 14 (A) for a single three-round period; can lift a maximum of 600
lbs (average human wearer can carry at least one other person of typical human size)
Hold person by touch (single target only, saves at - 3, effects as if the spell were cast
by a 10th level wizards except that it affects undead and lasts only four round for
living beings, eight rounds for undead; broken if "frozen" target takes damage from
any attack), once per day
Light once a day (stationary where evoked; does not move with jewellery) and/or
dancing lights (a cluster of one to four circular balls, hue, size, brightness, and
number as the jewellery-wearer wills) once per day; these wink out when desired, or
seven rounds after creation, whichever comes first
Purify food and drink once a day, by touch, acting on all chosen items to a total
volume limit of no larger than the wearer's own body) that can be touched in a threeround "active" period
Spider climb whenever desired, to a maximum extent of one turn per day
Warmth (as a ring of warmth) twice a day for up to six rounds each time (a property
often used to walk unclad from house to outhouse on winter nights, or to attend
winter parties in very flimsy attire)
Water breathing once per day, for up to one turn
Wraith form once a day, for up to one turn
These minor powers are common to much Elven jewellery of Lisenaar, but most elves of rank
or power wear jewellery that commands far greater powers.

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The Elven weapons manufactured in Lisenaar mostly are longbows, longswords or daggers
with various minor powers and bonuses of up to +3. Some may be alignment-oriented,
conferring 2d6 electrical damage per contact (or round of continued contact) to all wielders
or targets of different alignments.
Chaotic Good and Neutral Good are likely to be favoured alignments, with those who are of
true Neutral and Lawful Good alignments being allowed to touch and use the weapons
without damage. However, people of those alignments are not empowered to use any
special blade powers.

Telvaran's Enchanted Blade


This famous sword has all the powers of a rod of lordly might, plus the powers of a ghost
touch frost brand. Carried by the Knight Marshals of Lisen the sword is the symbol of the
military prowess and martial implacability of the warriors of Lisenaar.

The Hammer Blade of Tuir


A rough looking double edged short sword carved from a single piece of shining obsidian,
hilted with the scrimshaw carved tooth of a white dragon. The sword was fashioned by the
smiths of Ylraphon in honour of Tuirs victory over the Grimmerfang orcs. The swords blade
is as sharp as the sharpest steel and will cut through most materials as a sword of slicing.
Twice a day the swords wielder can unleash an earthquake spell at 18 th level. Thrice a day
the swords wielder can summon a 12 HD earth elemental to do their bidding for 12 rounds
before returning to the earth. When the sword strikes another hardened surface its blade
rings like the peeling of a bell, a sound that orcs throughout the north have come to dread.

The Aralis of Oluvaera


This piece is a 7 foot tall white oak staff, with mistletoe designs carved into the wood,
topped with three intertwined coils of mithral wire containing a shimmering ball of golden
light. The staff is held by the realms high mage as a symbol of the arcane might of the
realms magi. The age of the staff is said to be beyond measure, just how old is a matter of
some speculation. It appears in frescoes painted within Sun Elf tombs beneath Occidian and
in painted books amongst the dusty tombs of Candlekeep. Its powers are many; The staff
can create a teleport circle of almost any size that lasts until dismissed. Its other powers
manipulate existing portals in all manner of ways. The attuned wielder may control the
powers of the mythals over Lisen and Yathrantor. The staff wielder can use most spells from
the schools of the divination and enchanmemt/charm schools. Each wielder may add
another power or change an existing one, but only one person may successfully wield the
staff at a time. The greatest three powers of the staff are a backlash field, the ability to
nullify wild and dead magic zones, and the ability to draw on the totality of both halves of
the weave so that spells function at their full capacity regardless of the time period they ate
used in.
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Resources Used
A Primer on Vastian Geography collated by David???
(http://www.netspace.org/~dwb/vast/index.html )
Demi-Human Deities
Forgotten Realms Campaign Settings 1st -4th Editions
Lost Empires
Volos Guide to All Things Magical
Cormanthor: Empire of the Elves
The Fall of Myth Drannor
The Ruins of Myth Drannor
Elves of Evermeet
Complete Book of Elves
City of Ravens Bluff
Forgotten Realms Adventures
Inside Ravens Bluff, The Living City
Sharrven: Realm of the Dragon
Grand History of the Realms
Polyhedron #88, #89, #91, #92, #93, #115, #116

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