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hantel
threier
Page | 1
Contents Page
Map of Shantel Othreier
page 3
page 4
page 18
page 20
page 27
Locations of Interest
page 31
page 32
page 40
page 51
page 54
page 62
page 68
Sources Used
page 70
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27000 DR
Continuing their work to undermine dragon rule,
the Fey open new gates allowing the first elves to
immigrate to Toril. These primitive green elves
worship the Faerie gods (not the Seldarine, which
were unknown at this time). Although most green
elves are content to remain in small scattered
tribes, one group known as the Ilythiiri negotiates
with the dragons and begins to carve out a small
kingdom in the south. The great Ilythiiri capital at
Atorrnash remains a shining beacon of elf culture
for millennia.
25400 DR
Fleeing the destruction of the island kingdom of
Tintageer on their home world of Faerie, a small
circle of gold elves led by the young prince Durothil
cast a divination to find their new homeon the
world of Toriland then create a portal leading
there. The refugees name their new home Faern,
the One Land. Integrating into the native green elf
communities, the descendants of the gold elves of
Tintageer become known as sun elves, while the
descendants of the sole silver elf refugee, Sharlario
Moonflower, become known as moon elves.
24500 DR
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-22540 DR
-21658 DR
-22760 DR
-22500 DR
-21328 DR
-21327 DR
Seeking an end to the pious hypocrisy of house
Othreier, the Conclave of House Lords elects the
leader of the rebel forces, Kylandor Durothil as the
Coronal to restore order to a restive empire. He
immediately sets about putting his stamp upon
things by granting pardons to those who opposed
him and immediately ordering the arrests and
executions of the Aryvandaaran mercenaries who
fought for them. Kylandors second act is to close
off Shantel Othreier from the outside world. He
then sets in place a rigid class based social
structure that locks people into their current roles
and social status for millennia.
20000 DR
-19951 DR
Keltor Durothil dies whilst fighting the Shadows
Blood Orc horde on the southern slopes of the
Sunset Mountains as it attempts to invade Shantel
Othreier through a place called The Slot north of
the Gods Theatre. His son and heir is also slain,
leaving his cousin Mangkyll Durothil, as the
strongest claimant to the throne. Mangkyll is duly
elected by the Conclave of Lords, a body
dominated by members of his side of a very large
yet divided clan.
-19430 DR
Dark Elf refugees fleeing from the oppressive rule
of the leaders of Ilythiir fold over the border into
Orishaar. They are then settled much further
afield, finding sanctuary in the sparsely settled
region of northern Fhaormista, in the forest of
Shilteuvandor.
-20320 DR
-18954 DR
Page | 6
-17450 DR
The cities of Fharenhaven and Seluvandaar are
rebuilt as port cities with mythals laid over both
protecting them from the worst of the weather
and the worst of excesses that High Magic can
bring.
-17261 DR
The War of Three Crowns
After a series of stunning victories, the forces of
Fhaormista and Miyerimista, under the leadership
of Coronal Korinnialass Moonflower, begin laying
siege to Yrchionmanthaar in an attempt to bring
about an end to the war. Right at the moment of
victory, the besiegers become the besieged when a
force of Gold, Moon and Dark Elf mercenaries from
Aryvandaar, led by an up and coming general
Ivosaar Vyshaan attack the Moonflower armies
from the rear. Caught between a hammer and
anvil, the forces of Fhaormista and Miyerimista are
routed. After a lengthy chase across the Green
Fields which sees the sacking and burning of
Firewine Bridge by Aryvandaaran mercenaries, the
scattered forces of Fhaormista and Miyerimista,
reunite under the boughs of the ancient trees of
the Cloak Woods, and alongside Citadel of
Shadows, home of the greatest Sharn Elders, the
Children of Tharizdun.
The Age of the Waxing Moon
In a fateful reversal of fortune Sunkyrrin Durothil
and her troops are forced to surrender with her
death on the blade of Shilvanthor Olryth of
Miyeritar, after a lengthy forest battle. In the nick
of time relief forces from Ardeep and Miyeritar
arrive to save the beleaguered Moonflower army.
The realm is once again united under one ruler,
signaling a second Golden (or in this case) Silver
Age of Shantel Othreier.
-16500 DR
The thirteenth Rysar begins sadly but peacefully
with the quiet passing of Coronal Korinnialass
Moonflower at the ripe old age of 1627 years of
age. It is revealed upon her death Korinn was a
Celadrin (that her mother was a Ghael Eladrin),
thus explaining her extraordinarily long life. Her
third son, Seitharil Moonflower inherits the family
blade by rite of ritual and with it the crown.
-15928 DR
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12000 DR
-13461 DR
-13024 DR
11800 DR
-12650 DR
After a shaky and paranoid reign lasting less than
half a millennium Ytamaranth Othreier finally
succumbs to his paranoia. Whilst attempting to
collect the secrets of those he is sure are plotting
against him Ytamaranth is driven to madness
whilst contacting an outer planar power. Propelled
by the voices in his head he throws himself off of a
cliff into the Sea of Claarteeros. His daughter the
beautiful and spirited Ysolde Othreier passes the
blade rite ritual becoming the next Coronal of the
empire. Ysoldes reign promises to be one of
peace and hope. But the auguries and portents of
Labelas are not always kind.
-12623 DR
Ysildyr Othreier, jealous of his sisters popularity
and power, plots with dark forces her downfall and
eventual execution for treason. Having pulled off
his coup, Ysildyr The Tyrant has the Conclave of
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-11450 DR
-10900 DR
-11500 DR
-10700 DR
Battle of the God's Theatre
The Gods' Theater (Present Day: The Tunlands) on
eastern Shantel Othreier is the site of one of the
largest and costliest of all the Crown Wars' battles.
In an effort to finally bring an end to the war with
Shantel Othreier, the Commander of the armies of
Aryvandaar decides to outflank her enemies by
taking her forces through a valley known simply as
The Slot. (Tunlands). Learning of this move via
spies of his own Ynloeth rushes his own army north
to meet the Vyshaanti at the southern entrance of
the Valley in a natural pound called The Gods
Theatre. Here he makes his stand with 60000
Moon and Gold Elf warriors, priests and mages at
his back.
In turn the host of Aryvandaar numbers nearly
120000, but despite outnumbering their enemy
two to one, they find themselves trapped in a
natural killing field the size of a large city. Nearly
70,000 elves die at the hands of Elven and orcish
enemies, as an orc horde 100,000 strong falls upon
the already-embattled elves. Aryvandaar win the
day, and occupies the northern half of Shantel
Othreier. Ynloeth with his few remaining forces
flees south back to the capital, ceding all the lands
north of the Chionthar to its conquerors, the
Vyshaanti.
(See the entry on Duskblades for more details.)
The Age of Never Ending Night
-10600 DR
After decades of fighting an indecisive guerrilla
war, the Coronal of Aryvandaar, Merhandesh
Vyshaan, calls for peace talks to decide the issue
diplomatically. Coronal Ynloeth Othreier and his
counsellors are invited to attend peace talks at a
little known place called Trollclaw Ford. Ynloeth
agrees, but suspecting a trap he takes what he
considers appropriate precautions. Leaving the
capital in a grand procession the Coronals party
heads north whilst Ynloeth and his body guard
await their arrival before teleporting into the
location of the meeting.
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-10176 DR
-10085 DR
Laranlor Ynlaathar Othreier is slain whilst fighting
Dark Elven raiders using dragons and demons to
burn their way across eastern Keltormir and the
south-eastern edge of the Woods of Lurue.
Sensing an opportunity, nobles from Shillora
quickly rebel, throwing out there former masters.
In retaliation the Vyshaan allow the city to be
torched by the Illythiir as they raid their way north
into the Green Fields. Peraphus Othreier is
installed as Laranlor, by the Vyshaanti, selected as
the most submissive and compliant of the many
possible candidates for the job.
-10110 DR
-10100 DR to -10050 DR
The War of Ash and Dust
Through enslaved dragons, armies of demons and
worse, and through the use of Fire Spiders, the
dark elves of Ilythiir engulf all of Shantel Othreier in
Page | 13
-10063 DR
The Erasure of Yrchionmanthaar (The City of
Placid Reverie)
At the site of present day Berdusk, there once
stood perhaps the most beautiful city in all the
world. Shantel Othreiers capital, the brightly
glowing sapphire and lapis towers of
Yrchionmanthaar shone as a symbol of peace and
contentment in an ever darkening age. The city
was destroyed without warning when the Illythiir
Selutaar unleashed their most potent Myriad
Ritual the ShilTelOrar
This ritual effectively deconstructed and reduced
all artificial constructs (including trees altered by
High Magic) to their natural states. All buildings
vanished, reduced to component matter. This
ritual also unleashed its destructive effects on any
living thing except plants and trees, which it
restored to full natural health. Within the space of
10 hours, Yrchionmanthaar and almost its entire
population were no more.
-10050 DR
The Battle of Screaming Trees
Alarmed and horrified at the wanton destruction
unleashed by clan Hune, the Vyshaanti dispatched
100 000 troops led by the puppet Coronal
Peraphus Othreier. Confident of victory Peraphus
sent his eagle and dragon riders ahead to counter
the aerial forces of Illythiir. Forming up on the
Plains of Sama, (south of modern day Elturel) the
army of Aryvandaar, a shining mass of mithral clad
warriors, was smashed to charred cinders by the
treacherous magic of the Selutaar of clan Hune.
(see the Lay of Peraphus)
-10000 DR
-7950 DR
-1100 DR
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355 DR
The almost all of the Elves of the Kingdom of
Arundath are slaughtered by Emperor Shoon VII
whilst defending a herd of unicorn amongst the
trees or Luora -The Woods of Lurue. The few
survivors only do so after being rescued by an Eldar
Sharn, who honoured a compact made millennia
before.
523 DR Year of Trials Arcane
Realm of Three Crowns: The rising power of orc
hordes in the North leads to the calling of the
Council of Axe and Arrow. There, the humans of
Delimbiyran, the dwarves of Dardath, the elves of
Ardeep Forest, the gnomes of Dolblunde, and
displaced halflings from Meiritin collectively found
the Tri-Crowned Kingdom of Phalorm. The aging
Ulbaerag rejects an invitation to join the Realm of
Three Crowns.
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T he Lay of Peraphus
Song of a Sundered Crown
The processions of the pretender
Paraded through the streets
Peraphus Othreier the puppet
Marching the Vyshaan drummers beat
Oblivious to the dangers
Hammering at his door
Peraphus the Pretender
The feckless Vyshaan whore
Whose dark and evil heart
Was filled with greed and lust
Could never have dreamed his mothers realm
Would soon be ash and dust
For clan Hune and the Illithyrii armies
Their souls blighted by the poison of hate
Had arrived with demons and dragons
To smash Othreiers gates
The dusky blades of the Branded King
These knights from times of yore
Stood firm against Wendonais might
Loyal down to the core
Gathered on the plains of Sama
On Chionathars southern bank
Rulers Name
-23590 DR to -23050 DR
Hamaranth Othreier
-23050 DR to -22760 DR
Amonsevre Othreier
-22760 DR to -22172 DR
Ypwerinath Othreier
-22172 DR to -21900 DR
Sassaliya Othreier
-21900 DR to -21328 DR
Shalindyra Othreier
-21328 DR to -21327 DR
Marpintel Othreier
-21327 DR to -20320 DR
Kylandor Durothil
-20320 DR to -19951 DR
Keltor Durothil
-19951 DR to -18954 DR
Mangkyll Durothil
-18954 DR to -17888 DR
Ayagasurya Durothil
-17888 DR to 16500 DR
Korinnialass Moonflower
-17888 DR to -17261 DR
Sunkyrrin Durothil
-16500 DR to -15928 DR
Seitharil Moonflower
-15928 DR to 15336 DR
Darrokan Moonflower
-15336 DR to -14009 DR
Mamianaa Moonflower
-14009 DR to -13461 DR
Haryinthryll Moonflower
-13461 DR to -13024 DR
Ytermista Othreier
-13024 DR to -12650 DR
Ytamaranth Othreier
-12650 DR to -12623 DR
Ysolde Othreier
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Race& Gender
-12623 DR to 11591 DR
Ysildyr Othreier
-11591 DR to -11050 DR
-11050 DR to -10600 DR
-10600 DR to -10500 DR
Vyshaan Regency
-10500 DR to -10176 DR
Ynlaathar Othreier
-10176 DR to -10050 DR
Peraphus Othreier
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Placid Dreams .While not nearly as mild as Keltormir and the lands farther south, the climate for most of
Shantel Othreier is pleasant nearly all year around. It was warmer along its southern borders along the shores
of Lake Esmel because of the hot springs that heat the ground water. The country was geographically diverse,
with highlands and mountain ranges directing runoff water toward Lake Esmel and the delta of the Chionthar
River. Shantel Othreiers highest point, Mount Speartop, towered nearly 3 miles above the lowest point of
southern Shantel Othreier.
The northern climes of the realm endured bitterly cold winters, insect filled springs, warm, wet and humid summers and
dry yet cooling autumns. Everywhere north of the Cloudpeaks was subject to the northerly winter storms from the
Great Glacier, and the summer time hurricanes that would thunder in from the Sea of Swords. But in the more
southerly latitudes of the empire, Shantel Othreier enjoyed a comfortable climate except during the rainy season
from Uktar (late fall) through early Tarsakh (spring). Rainfall averaged 45-60 inches per year; summers had the
least rainfall of any season. Winters were mild, with short freezes and minor snowfall except in the higher
mountain ranges. Rivers froze over in the midwinter month of Hammer, but it is risky to travel across the ice
with wagons. Melting mountain snow fed the many rivers of Shantel Othreier all year long, and the higher
passes of the north-western Cloud Peaks could become blocked by blizzards during winter.
Chionthar The Placid River
The River Chionthar is a large river that runs through the Western Heartlands. The river starts high up in the
Far Hills and flows east into the Claarteeross Sea, on the Sword Coast. It links the Sword Coast with the cities
of Shantel Othreiers interior. Barges and river boats can travel as far as the Falls of Nuanatha before having
to travel over land. Its broad, sweeping vale was the heart of Shantel Othreiers booming trade in horses and
grains. The elves often competed directly with the roving human tribes for rights to pasture and wells. The
Chionthar also formed to the southern border of Aryvandaar after the battle at Gods Theatre in -10700 DR.
The Cloud Peaks
While they are not the highest mountains in the area, the Cloud Peaks form a respectable wall on
Shantel Othreiers southern border. The view from the cliffs overlooking the forests of Shantel Othreier and
Keltormir is breath taking. The enclosing hills and the bluffs, on which many sheep and goats graze makes
trekking through the high, twisting passes through the Cloud Peaks a daunting prospect for all but the hardiest
of travellers. Many steep ravines and sudden drops lie along the paths in the Cloud Peaks, and flight is not
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advised unless one can tame the winds that whip through these mountains. A series of watch towers and
sentinel beacons are situated within eye-sight of each other atop the highest peaks within the range.
The Dragon Fangs
The Fangs are a pair of steep crags along the Trade Way. Fang Pass runs directly between the two sheer stone
needles, and a smaller standing stone on the western cliff face marks Dragon Fang Pass, marking the border
between Shantel Othreier and Keltormir. Named for the pair of Blue Dragons who once nested here when the
elves first arrived, the Fang Pass is a naturally defensible gateway, a fact that the Vyshaanti discovered to their
horror when a small group of green and dark elves held a much larger force at bay for many days before
finally being saved by the timely arrival of the bulk of Keltormirs forces during the Stone and Claws War of the
-10200s DR.
The Mistriven Hills
The hills around the Cloud Peaks are sparsely forested and used by farmers for orchards, to graze mountain
sheep, to breed horses and other essential live stock for the elves wars against the giants and goblinoid
hordes.
Dun Arkerym (Mount Speartop)
Dun Arkerym is the highest mountain in the Cloud Peaks and among the 20 tallest in southern Faern,
stabbing into the sky nearly 15,000 feet above sea level. Situated at 12000 feet is the Dragons Eye, a fortress
given over to the training of dragon and eagle riders, and home to Shantel Othreiers silver dragons and Eagle
Riders corp.
enforced servitude) with the leaders of Clan Hune, and trunked their respectable might against their enemies
the Elves of Keltormir and Shantel Othreier and the giants of Darach.
Hawkmist Gorge
Along the northern cluster of mountains, a pass runs along the bottom of sheer cliffs for about 4 miles. It was
here of old that the forces Shantel Othreier first met the army of Illithyr in a long forgotten skirmish. The
watch towers and sentinel beacons situated here were the first to fall when the Dark Elves of Clan Hune
invaded.
Halfmoon Hills (The Qadim Hills)
These hills surround the Troll Mountains from Trollford north into the Green Fields. Goblins who live
here have fought trolls with fire for years, keeping either from gaining horde status and overwhelming the
other. With the arrival of the Ilithyrii, the balance shifted allowing both trolls and goblins to thrive. Over the
many centuries of the Crown Wars, these hills supplied many thousands of goblins to swell the armies of Clan
Hune.
Quarrelshigh
Though few have seen it and fewer still talked or written of it, Quarrelshigh is a fortified gnome mining
village and garrison within the central northern Troll Mountains, 5 miles west of the Wailing Dwarf. The
settlement, nestled among three higher peaks and surrounded by a deep ravine, is over 500 years old. The
500 gnomes thrive despite massive attacks each summer by trolls and ogres of the inner peaks. They hang on
to valuable mithral and diamond mines untouched even by the ancient dwarven kingdom of Shanatar. Their
defenses are impenetrable, and their tunnels are rigged with a variety of rock falls, portcullises, trapped
tunnels, and the like. Only a gnome of Quarrelshigh can avoid all the traps to lead visitors safely through.
Swords mere
Mount Skagerrak, the westernmost mountain among the Troll Mountains except for the Smoke spire, holds
many secrets. Underneath its craggy heights lurks a subterranean lake full of savage, carnivorous fish, with a
lone island at its center.
Lurora: T h e Woods of Lurue (Snakewood)
This slim, struggling forest )that once covered all of northern Amn, including the Cloudpeaks, right to the
shores of Lake Esmel ), has gone by many names over the past millennia, including long stints as the
Wyrmwood or Arundath the Quiet Forest. Its current name suits it well, since it is inhabited by myriad green
and black snakes, some quite poisonous, thanks to Eldathyn priests who inhabit the central woods. Once part
of the great forest, Shantel Othreier, this forest shrank under woodsmens axes, dragon fire, giants attacks,
and other forces. In the late 350s, the last tribe of Green Elves in the Snakewood was annihilated for trying to
keep seven forest unicorns from falling into the hands of the evil Emperor Shoon VII (who, many say,
sacrificed the unicorns and many elves to create an awful artefact, the Tome of the Unicorn). Since then, few
elves have lived in these woods for more than a few summers. Despite its small size compared to other forests
in the area, the Snakewood still holds quite a few well-guarded mysteries. Isolated pockets of monsters such
as giant spiders and snakes, beholders, and lycanthropes exist.
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with the teeth and bones of trolls and other creatures. This area is often the site of ambushes and battles, and
sharp teeth and bones make the rocky stream bottom dangerous for wading without boots.
Oraluaar
Named the Woods Stream, so named as it flows from a spring in the western Lurora.
Fhaormista (Cloak Wood & Wood of Sharp Teeth)
The Fhaormista is an ancient overgrown forest that looms along the shore south of the Sword Coast. Unlike the cliffs to
the north, the Cloak Wood's shoreline theoretically allows a ship to moor and send a small boat to shore for water and
supplies. In practice, only desperate mariners dare the wood's nasty population of beasts, monsters, vicious fey and a
sizable population of Sharn. The only safe haven nearby is the port city of Fhaorhaven. It was here that one of the last
battles of the Crown wars was fought, to the utter ruination of the Vyshaan forces who fled here. This forest has a
rugged relief with many stream-cut ravines shaded by tall specimens of beech, elm, and white pine. The heart of the
forest is a wilderness supported by organic-rich soil, this forest is dominated by large specimens of moisture-loving trees
such as swamp white oak, black willow, and green ash which tower over thick undergrowth. The Cloak Wood contains
portals to several other Green Elf realms in other parts of Faern.
Trollclaw Hills
A collection of pine scrub covered broken hills and boulders fields overlooking the Fields of the Dead, and dotted with
dozens of natural springs, billabongs and streams. These often serve as ambush points for monsters such as trolls,
bunyips and dragons.
Greenheart Vale (The Green Fields)
In the year -11700 DR, a clan of Red Dragons set the southern expanse of Shantel Othreier aflame, separating
the soon-to-be-called Wyrmwood from its greater body. Tethir, kin of Keltormir (soon to be called "the
Dragonslayer"), single-handedly slew two ancient red wyrms of Keltors Wall and saved many elves of his own
Keltormir and Shantel Othreier. The clear area left behind, became known as the Greenheart Vale, a place
dotted with copses of trees, but never again returned to its former arboreal splendour. Destroyed in the
Greenheart Fires was the city of Suldasssulantaar, it was later regrown, but was only ever a large town, not
the great Green Elf tree city it once was.
Northern Miyerimista (The Forest of Wyrms)
Northern Miyerimista contains many tall redwood trees, some with trunks more than 20 feet (6m) in diameter. The air
in the forest is cool and damp, and mists cover some areas of the ground. Despite the incredibly rocky terrain, the great
Redwoods and thick pines of the forest soar to incredible heights, suggesting that at least parts of this woodland may
have been grown by the elves of Shantel Othreier. The forest is home to the Legendary Agyrtaa Green Dragon clan who
vie for control of the woods with the Green Elves of Illitharear, and their cousins in the Tree City of Ardonvandor, deep
in the Trielta Hills.
The Dusk Wood (Northdark Wood)
The Dusk Wood is east of the Trielta Hills, and is the most northerly arm of Miyerimista.
Miyerimista (Reaching Woods)
The area of Forest north of the capital, Miyerimista surrounds the River Miyeratma, that splits the woods into
northern and southern halves. Compared to the woods up north the southern Miyerimista is a pleasant and
beautiful forest, and it's also an easy place to maintain a shrine to the Green Gods and visit the peoples of the
Page | 24
woods. Unlike younger forests of the west and north, the Reaching Woods is mainly deciduous -- full of elms,
maples, beeches, and oaks. The woods are cared for by the druids of the centaurs, hybsils, and satyrs, as well
as Moon and Green Elf druids and rangers. Located within this area of Shantel Othreier are the cities of Myth
Veluthil, and the hidden Green Elf city of Illitharear.
Trollclaw Ford
This quiet ford on the Winding Water amid mist-shrouded, grassy hills, was the place chosen for its
defensibility as the place where the final treaty between Aryvandaar and Shantel Othreier. The Moon and
Green Elves of Shantel Othreier named this place the Ford of Hopes Betrayed, signifying the treacherous
behaviour of their Vyshaan foes. Trolls lurking in the hills make the place perilous no matter how many
mercenary armies or adventuring bands come to clean the monsters out.
Trielta Hills
For countless millennia the hills to the north and east of Triel have provided shelter for many quiet
communities of gnomes and a few somewhat louder bands of halflings. The small folk were here when the
elves arrived, and were still here when they left. No one knows how or when the small folk came to these
hills, but according to local folklore, the Forest Gnomes, and Proudfoot Halflings have always been there.
Miners occasionally find silver and gold deposits in the hills, occasioning a small-scale gold rush, but the veins
never last for long and most of the humans soon leave, allowing the gnomes to fade back into the shelter of
the hills.
The Plains of Sama
South of the Fields of the Dead and east of Yrchionmanthaar, the Plains of Sama are a small pocket of the Dead Fields
located on the southern banks of the Chionthar River. Named for the Gold Elf heroine, Sammalah Hawksong, who slew
a rogue gold dragon here in the very early days of the realm. It was here in the year -10050 DR that The Battle of
Screaming Trees took place, 100 000 Gold, Moon and Green Elf troops led by the puppet Coronal Peraphus
Othreier, were smashed to charred cinders by the treacherous magic of the Selutaar of clan Hune.
Fields of the Dead
The area now known as the Fields of the Dead has been a battlefield since the earliest days of Faern, long centuries
before the reign of the dragons and thousands of years before the arrival of the elves and dwarves. In the earliest days,
when only the deities and the Eldest Races walked or flew above the oceans and lands of Toril, the Eldar Sharn and the
Phaerimm fought a great war in the mountains of what would become the west coast of Faern. As the Phaerimm's
magic cascaded off the Sharn's shields, the land beneath the battle warped and shrank. Mountains that had formerly
soared to scrape the foundations of the homes of the divine powers collapsed in upon themselves until they turned into
low hills. The great western mountain range of Faern disappeared, seen only in garbled visions of the cataclysmic past,
by seers who misstep while viewing the future.
LakeEsmel
Lake Esmel was here when the Lurora still met Shantel Othreier, when Keltormir was young, when the
dwarves of Shanatar had not even dreamed of their first beards. In the days when the Creator Races stalked
the Realms, something was created to live in the lake, and it lives there yet today. Nothing seems out of the
ordinary about Lake Esmel until you look closer. The lake is so inordinately deep that its bottom has never
been plumbed. Great depths are very close to the eastern and southern shores, but some areas in the north
and west are only 100 feet deep. Beyond a half-mile from depth and chill of the water give much of the lake a
midnight blue colour even on the sunniest of days. To the west, the shallows and high sulphur content shift
Page | 25
the waters colour nearly to sea green. Hot mineral springs are close to the surface, and they warm local lands
and the north-western waters of the lake, especially Akaravs Bay. The sulphur of the springs also adds the
scent of health to the air. As a result of these intertwined waters in one lake, the fishing is full of variety and
surprises. Lake Esmel is more than a pleasant place to swim, soak, or fish. Centuries-old legends tell of a lake
monster that swallows boats whole.
Kurshaltan Meer
The greatest concentration of mineral springs and sulfur-heated waters lie within the northern bay of Lake
Esmel, a broad yet shallow body of water known as the Kurshaltan Meer.
Amstel River
Fed primarily by the Khalleshyr and the River Valashar. The shores where the river empties into the lake are
rich with the bright red clay of Lake Esmel, and many villages here profit from making clay pottery and
statues.
Esmel River
This broad, slow river drains to the west from Lake Esmel. Its mineral content leaves a curious taste in the
water.
The Lake Monster
Many jokingly call the mythical lake monster Imelda. The Monster has a body longer than two boats, a long
neck like a snake, a head with jaws like a dragons, a ridge of plates running full-length along its neck and back,
its flukes and flippers the size of a small row boat. Its eyes are intelligent and it can cast a paralysis beam at
will upon those its gaze falls upon. Imelda is all too real but she is not just one monster. The depths of the lake
support over a dozen cold/loving water breathing reptiles called pythosaurs, which come to the surface only if
provoked or hungry. A pythosaur will attack boats as well as sailors.
Pythosaurus (1; 13): AC 4; MV 30; HD 18-36; hp 72 (ave.); THAC0 15; #AT 1; Dmg 5-30; SA swallow; SD none;
SW none; MR none; SZ G (body 120 feet, neck 70 feet); ML Elite (13); Int Animal (1); AL N; XP 7,000, Notes: SA.
When attacking any creature under 10 feet tall (L-size), this creature swallows the victim whole on a THAC0
of 19 or 20. Swallowed victims suffer 2 hit points damage per round until dead.
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inner light (hue and intensity never varying), triple-spiked lightning wards (belt-worn devices that force
lightning bolts away from the wearer), spark stones that can be commanded to produce fire-igniting sparks
whenever desired, and glass guard eyes (single eye cusps that once a day can be made to reveal all weapons
on the body of any being, that is, the location and outlines of all items the target creature thinks are
weapons). More rarely, items of greater power turn up for sale, such as half-masks that confer infravision and
the ability to see invisible beings and items on the wearer; belt buckles that magically take away the effects of
a good deal of weight (about that of a burly person), allowing the belt wearer to carry heavy loads, such as the
body of a wounded or sleeping friend, as if they were nothing; or rings that can call up a specific minor spell
once a day, when commanded to do so. (The spell is always the same spell, usually mending or Tensers
floating disc.)
The town is organised by the Four Brothers Trading Coster who manage the trade and export most of the
goods from the town. The companys main ware house is a cunningly hidden block house embedded in the
roots of a giant Chionthan Fig Tree. The cellars of the trading company are said to hold riches heavily guarded
by golems and other magically animated creatures.
Teualumista
Many spired city on the northern shore of Lake Esmel: Population 32000: Moon Elf 70%, Gold Elf 10%, Green
Elf 10%, Halfling 5%, Forest Gnome 3%, Other 2%. Major Products: Porcelain & Pottery, fine wines & ales,
magical swords & chain mail, magical items, books & scrolls, fish, livestock especially horses.
Who rules: The Coronals representative plus a council of house leaders and leaders of the major temples and
high magic circles within the city.
The Moon Elf city of Teualumista on the shores of Lake Esmel with its 32000 inhabitants.
Myth Ruavae (The City of Starlight)
Many spired, mythal clad city, built on a hill in the eastern Cloudpeaks: Population 52000: Gold Elf 70%, Moon
Elf 10%, Green Elf 10%, Halfling 5%, Forest Gnome 3%, Other 2%. Major Products: Jewels & jewellery, silver &
gold wares, fine wines, magical weapons & plate mail, magical items, books & scrolls, livestock especially
eagles & griffons. Who rules: The Coronals representative plus a council of house leaders and leaders of the
major temples and high magic circles within the city. The Gold Elf city of Myth Ruavae, located on a high hill
in the eastern foothills of the Cloud Peaks with its 52000 inhabitants, was raised using high magic and became
a centre of learning and the arts.
Seluvandaar
Cosmopolitan walled port & trading city on the mouth of the Alandor River. Population 27500: Gold Elf 20%,
Moon Elf 20%, Green Elf 10%, Dark Elf 10%, Sea Elf 5%, Human 10%, Halfling 10%, Gnome 5%, Dwarf 5%,
Other 5%. Major Products: Trade goods, ships, marine chandlery, river boats & barges, pearls, gems, refined
ores such as silver, adamantine & gold, fish & seafood products, cotton. Who rules: The Coronals
representative plus a council of merchants, house leaders and leaders of the major temples and high magic
circles within the city.
Yeventhyll
Many spired city on the northern shore of Mirrormeer: Population 45600: Moon Elf 50%, Gold Elf 20%, Green
Elf 10%, Sea Elf 5%, Centaur 5%, Halfling 5%, Forest Gnome 3%, Other 2%. Major Products: Porcelain &
Pottery, fine wines & ales, magical swords & chain mail, magical items, books & scrolls, gems, refined ores
Page | 29
such as silver, adamantine & gold, fish. Who rules: The Coronals representative plus a council of merchants,
house leaders and leaders of the major temples and high magic circles within the city.
Shillora
Tree City: Population 11250: Green Elf 60%, Moon Elf 25%, Gold Elf 5% Forest Gnome 3%, Halfling 3%,
Centaurs 2%, Others 1%. Major Products: Wooden items, leather goods, minor magical items, mushroom
wines, bows, arrows & slings, spears & lances, cloth forest ponies & leather caravan harnesses packs etc.
Who rules: A council of clan leaders and leaders of the major temples.
Myth Veluthil
Many spired, mythal clad city, built within a forest glade on the shores of Chionthar River in southern
Miyerimista: Population 45000: Moon Elf 70%, Moon Elf 10%, Green Elf 10%, Halfling 5%, Forest Gnome 3%,
Other 2%. Major Products: Jewels & jewellery, silver & gold wares, fine wines, magical weapons & chain mail,
magical items, books & scrolls, livestock especially Moon Horses, Giant Eagles & Hippogriffs.
The Coronals representative plus a council of house leaders and leaders of the major temples and high magic
circles within the city.
Ardonvandor
Tree City: Population 42150: Green Elf 85%, Moon Elf 5%, Forest Gnome 5%, Halfling 3%, Others 2%. Major
Products: Wooden items, leather goods, minor magical items, dragons & hippogriffs, bows, arrows & slings,
agricultural produce, cloth, animal companions & pets, healing potions & natural cures. Who rules: A council
of clan leaders and leaders of the major temples and high magic circles within the city. The only official Green
Elf city in the realm.
Fhaorenhaven
Cosmopolitan walled & many spired, port & trading city in Carakalinga Bay. Population 27500: Gold Elf 10%,
Moon Elf 20%, Green Elf 10%, Dark Elf 10%, Sea Elf 5%, Sharn (in disguise) 10%, Human 10%, Halfling 10%,
Gnome 5%, Dwarf 5%, Other 5%. Major Products: Trade goods, ships, marine chandlery, fish & seafood
products, spider silk, sails, timber products, leather goods, learning, magical items & navigational aids, books
& scrolls. Who rules: The Coronals representative plus a council of merchants, house leaders and leaders of
the major temples and high magic circles within the city.
The major port and trading centre of Shantel Othreier, located near the present sight of Candle Keep, fell into
the ocean during the final days of the fifth Crown War when the southern forces of Aryvandaar were tracked
down and trapped within its walls. The combined might of the gathered Free Selutaar caused the cliffs
beneath the city to fall. All that was left were the bones of the central palace, upon which the foundations of
Candle Keep now stand. The mighty wards that protect the Keep, are the reinforced wards of a mythal that
once protected the palace of Fhaorenhaven.
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Locations of Interest
The Watch Towers
Scattered across the empire in long interconnected lines are series of watch towers. Each one is placed so as to be
within sight of the next, usually no more than 5 miles apart. This was so that the signal flares or fires that sat atop the
tallest spires could be seen and their message of need transferred. Each tower was grown from local stone so as to
blend in with its environment. The average keep stood 4 to 6 stories tall, was square in shape with up to six crenulated
watch towers jutting out from the sides of the main building. The towers were designed to withstand an attacking foe
long enough to get away information about their attackers, and to whittle down the enemy numbers before falling.
The average keep held between 50 to 100 troopers, with accompanying mages, spellblades and priests. Troopers were
assigned a patrol area of 10 to 20 miles in every direction, sometimes further. Atop each watch tower were aeries for
Giant Eagles, Hippogriffs, Griffons, Pegasi or in one case Asperii. The troopers were a mix of light and medium cavalry
armed with swords, spears, lances and bows.
Druids Groves & Stone Rings
Located at various sacred places across the realms were sacred circles of standing stones or rings of ancient specimens
of local trees. Each grove was dedicated to one of the Green Gods and reflected the divergent local beliefs of the Green
elves who had inhabited the place long before the arrival of the Moon and Gold Elves. The early gods worshipped
included Oberon, Titania, Damh, Verenestra, their court jester Squelaiche, and Eachthighern, their steed, Skerrit and
Fionnghuala. Later the Green Elves dedicated sacred rings to Eldathyn, Seluvannys (Silvanus), Mielikki, Chauntea Shar
and Selune. With the arrival of the elves from Tintageer, devotional rings to Rillifane, Correllon, Angharad and Solonor
became popular.
These places were almost always built at the sights of Fey Cross Roads and became popular with the Ffolk as
easy access points from the lands of Faerie and the Fey Wild into the mortal realm. Each sight is protected by
the whim of Titania and is normally located in a wooded area with many glades. The weather around the
grove or ring is changeable according to Titania's mood; it may be peaceful and calm or tempestuous and
wild. The attending priests, rangers, wilderness warriors and druids caring for the sacred place can be found
dwelling in thickets, bowers, or underground halls hidden behind veils of magic. The flow of time is variable
and strange within the bounds of these sacred circles, so visitors may rest in them for a day or two to find that
more or less time has passed than they experienced. Glimpses of the past and future may be seen in reflective
pools or fonts sometimes placed at the centre of these rings. Visitors are advised against accepting gifts from
the Fey residents who live in proximity to the rings, as this may bind them in fealty to the givers.
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As you intone the final words of the spell, your blade begins to humthe music quickly builds to a hymn of
sharp, deadly beauty.
Bladesong makes a bladed weapon emit magical music in combat. Any round that the weapon is used in
melee combat, this spell allows the wielder to make a single, additional touch attack with the sword as a free
action. The attack uses the wielders normal attack bonus with that weapon but inflicts no damage. Instead,
anyone successfully touched by the weapon in this way is dazed for one round. Dazed characters cannot take
actions but can defend themselves normally. Focus: The weapon
Farscry (Alteration, Divination)
Level: 5 Components: V, S, M
Range: Special CT: 5
Dur.: 12 rnds + 2/lvl Save: None
Area of Effect: One creature
This spell allows the recipient to hear, see, speak, and even touch distant beings and objects on the same
plane. The spell recipients normal vision and hearing are employed by the spell, allowing the affected
being to transfer the focal point of his senses from his own body to other objects by thought alone (only one
focal point may be used at a time). He can transfer to another, if desired within a given round. The spell
requires one to three focal points from which the affected being can farscry; these must be solid inorganic
objects with a smaller surface area than the spell recipients head. The objects must be touched during
casting, but they are not consumed or altered by the spell. By means of the farscry spell, the recipient sees
and hears things as if he were standing where the focal points are, but he cannot turn or move a focal point to
change their view. The spell is not impaired if the focal point is moved by another being or by other causes.
The recipient can speak normally through a focal point and touch what the focal point touches, in fact,
anything that heats or otherwise harms a focal point harms the spell recipient (though he can end the spell by
force of will at any time. The transfer of the recipient. sense of touch through the spell also allows him to
activate magic items by touching them with the focal point and speaking through it. Touch spells can also be
cast through the focal point, but despite the best efforts of a score of mages down the years, no way to cast
ranged spells through a farscry link has yet been found, and at least three eminent sages of the magical arts
believe it is an impossible goal.
The focal point radiates a dweomer, and the spell recipients speech is emitted from it, but other sounds
around the recipient are not transmitted. The focal point does not change its appearance or exhibit a visible
eye or other spell manifestation. The material component is a glass, crystal, or amber ring (which must be
translucent, not .frosted.) of any shape or size, that bears the engraved or painted symbol of a human eye.
Lesser Shadow Storm (Evocation, Necromancy, Shadow)
Level: 5
Range: 10 yd/level
Duration: Special
Area of Effect: 20 or 40 ft. radius
Components: V,S,M
Casting Time: 5
Saving Throw: None/Death Magic
This spell can have one of two effects, at the casters option: Either Large shards of darkness rain down for one round in
a 20 radius area inflicting 1d8 points of damage per caster level (maximum 8d8) to any creature within the area of
effect, or a shroud of shadows descend upon a 40 radius area for one round per caster level. The shadow inflicts a
prickling sensation, as well as inflicting a 2 to all attacks within the shadow. Likewise, any victim within the shadow
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must save vs. Death Magic or temporarily be reduced to half their hit points and half their strength (loss persists 1d6
rounds).
Shadow Storm (Evocation, Necromancy, Shadow)
Level: 8
Range: 20 yd/level
Duration: Special
Area of Effect: 40 or 60 ft. radius
Components: V,S,M
Casting Time: 5
Saving Throw: None/Death Magic
This spell can have one of two effects, at the casters option: Either large shards of darkness rain down for one round in
a 40 radius area inflicting 1d8 points of damage per caster level (maximum 20d8) to any creature within the area of
effect, or a shroud of shadows descend upon a 60 radius area for one round per caster level. The shadow inflicts a
prickling sensation, as well as inflicting a 4 to all attacks within the shadow. Likewise, any victim within the shadow
must save vs. Death Magic or temporarily be reduced to half their hit points, struck blind and deaf, and lose half their
strength and dexterity (loss persists 2d12 hours).
Greater Shadow Storm (Evocation, Necromancy, Shadow)
Level: 10
Range: 50 yd/level
Duration: Special
Area of Effect: 80 or 120 ft. radius
Components: V,S,M
Casting Time: 5
Saving Throw: None/Death Magic
This spell can have one of two effects, at the casters option: Either large shards of darkness (50% cold & 50% negative
energy) rain down for one round in a 80 radius area inflicting 1d8+1 points of damage per caster level (maximum
30d8+30) to any creature within the area of effect, or a shroud of shadows descend upon a 60 radius area for one
round per caster level. The shadow inflicts a prickling sensation, as well as inflicting a 4 to all attacks within the
shadow. Likewise, any victim within the shadow must save vs. Death Magic at -4, or be reduced to half their hit points,
struck blind and deaf, and lose half their strength and dexterity (loss persists until healed or dispelled).
Translocation Shift
(Alteration, Evocation)
Level: 7 Components: V, S, M
Range: 0 CT: 1 turn
Duration: 10 days/lvl Save: Special
Area of Effect: 1./lvl diameter sphere
This spell creates an invisible field of protection that guards against beings arriving via dimension door, gate,
plane shift, teleport, teleport without error, or phase shifting (into or out of the Ethereal plane) within its
confines. All beings attempting to enter the area by such means (and other translocation spells, magical
items, and psionic powers) are redirected to a different destination on the same plane, chosen by the caster
of the translocation shift. The chosen site must be safe, but it may imprison the traveller or it may be
surrounded by waiting dangers. A translocation shift field is unaffected by dispel magic and all other priest
and wizard spells of less than seventh level sent against it. The shift has no effect on the caster, persons
speaking a verbal password chosen during casting, or beings bearing a pass-token (any inorganic item) chosen
and touched during casting.
A shift field need not be linked to a password or token, but never excludes its caster. The spells saving throw
begins with an Intelligence check for incoming magic- or psionic-using beings redirected by the shift field. If
the check fails, the spell has its normal effect. If the check succeeds, the being realizes that something is awry.
It may try to alter its destination, resulting in safe arrival (i.e. not teleporting into an area occupied by a solid
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object) in a random destination on the same plane, not the one the field was set up to direct them to, nor any
alternative spot do they choose in mid-travel! A successful saving throw vs. spell results in a final destination
close to the one the arriving being was trying to reach; failure indicates arrival in a spot near where the shift
field tried to send them. The material components are a handful of diamond dust (crushed diamonds worth
75,000 gp or more) and a bit of rubber or tree gum.
Song of the Sundered Crown (Elven High Magic)
ShilfhaorTelOrar
Transmutation
Spellcraft DC: 60
Components: V, S, XP, Ritual, Attunement
Casting Time: 10 hours 11 min
Range: 12000 ft
Target: one 750 ft cube + 10 ft. lvl
Duration: Instantaneous
Saving Throw: Fort Half
Spell Resistance: Yes
By wrapping all the High Mages of this casting in a near-solid ward, five High Mages can weather away an
entire city. The near-untamed forces of the ShilfhaorTelOrar ritual find any unnatural states for nonliving
matter and restores it to its most natural state. Living matter on the other hand is reduced to its most basic
elemental components in an eye-blink of the ritual starting. Stone buildings are reduced to the soil from
whence they came, wooden buildings are reduced to seedling trees, and so on.
This ritual effectively deconstructs and reduces all artificial constructs (including trees altered by High Magic)
to their natural states. All buildings vanish, reduced to component matter. This ritual is completely destructive
to all living matter such as plants and all forms of insect, bird and animal life. This ritual cleanses pollution by
civilization and restores the natural order of a place. All that remains of an entire city and its occupants is
enriched soil and loam.
Shilfhaortakal The Gift of the Twighlight Wyrm
(Elven High Magic)
Transmutation
Spellcraft DC: 67
Components: V, S, XP, attunement
Casting Time: 1 hour
Target: Personal
Duration: 3d6+10 days
Saving Throw: Fortitude Negates (harmless)
Spell Resistance: Yes (harmless)
The Elven high mage transforms into a shadow dragon with all its abilities and immunities equal to his age.
Thus an ancient Selutaar could transform himself into a Great Wyrm Shadow Drake and still use all of his or
her own spells and innate powers as well as those of the Wyrm. Hit points are re-rolled using a d12 plus the
mages constitution bonus.
This ritual is used only in the direst circumstances as the backlash from transforming back into an elf is
horrendous. Fully 25d6 back lash damage is taken when reverting to ones original form.
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Most mythals are custom made; however, this ritual represents a minor mythal that has limited scope and
power compared to the iconic mythals, such as the one protecting Myth Drannor. It is a relatively commonly
known ritual, and often serves as a platform when an Elven high mage wishes to design a custom made
mythal. This mythal has a radius of 3,000 feet, and creates an illusory effect which combines with a
compulsion effect to trick unwanted guests into departing an Elven realm without ever realizing they had
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entered it. The buildings within the mythal site are completely masked, and the terrain appears difficult to
pass and leads the unwanted guest away (or around) the site. The compulsion effect subtly reminds the
guest of myriad reasons to turn back or to the side, and may even seize upon surface thoughts to try to
compel them away. The saving throw DC to rebuff these compulsions and detect the illusions (if interacted
with) is made against the usual DC for the spell +10 (i.e. the saving throws against the prevalent spells are 20 +
the spell level + the central casters intelligence modifier). If the site is scryed the illusions perfectly mask it, no
saving throw is allowed in this case (as per the Screen spell).
This mythal has three prevalent spells, all of which are keyed to affect all that are not welcomed by one of the
community. This mythal has no capstone, and is neither corruptible nor anchored. Furthermore, it has no
arointed spells, vanguard spells, or prevalent powers. This ritual requires that the caster meditate to attune
his or herself to the weave for ten days before the ritual can be performed.
NMaernthor/Hidden Homeland: Greater Variant (Elven High Magic) The Mythal of Illitharear
Evocation
Spellcraft DC: 56
Components: V, S, XP, attunement
Casting Time: 1 day
Area: 3,000 ft. radius
Effect: Creates a magical ward that cloaks an area
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Code: Select all
The NMaernthor Mythal
Component
Cost
-----------------------------------------------------Prevalent Spells
Teleportation Circle (keyed, 9th-level, CL 17) 45,900
Screen (keyed, 8th-level, CL 15)
24,000
Hallucinatory Terrain (keyed, 4th-level, CL 7) 5,600
Suggestion (keyed, 3rd-level, CL 5)
3,000
th
Dimensional Shunt (10 level),
150,000
-----------------------------------------------------Total
228,500
-----------------------------------------------------78,500/1,000 = 78.5; which gives +79 DC
This spell has all of the effects of the lesser variant, but has one additional prevalent spell that causes
unwanted intruders to be teleported away from the Elven realm they are approaching. This means that if they
approach a city that is under the influence of this mythal they are immediately teleported to the other side of
the city. The illusion magics of this mythal cloak the teleportation, making the target unaware that they have
shifted position. In all other ways, including the attunement component, this spell is identical to the lesser
variant described above. The intruder may be teleported as often as once every ten minutes while they are
within the mythal. The protected area itself is shunted to the edge of the fey wild and there exists halfway
between the two realms allowing limited access to both.
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(http://www.astro.hr/~korado/art/06_korado_korlevic_tunguska_03m.jpg)
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Treasures
of
Shantel Othreier
Storm Scepter
These bronze and mithral inlaid scepters with their diamond, ruby, sapphire, emerald or amethyst tips were
used in times past by the gate wardens of the various Othreien cities. Each scepter carried up to 100 charges
when first created, but those found these days contain 0 100 depending on their use and condition. Each is
tipped by a fist sized, tear drop shaped gem. The magical blast from each differed according to the colour at
its tip:
Rubies spat heat that would set objects ablaze and heat metals.
Sapphires spat lightning that would shock, burn and stun.
Emeralds spat cold that would freeze, slow, stun and shatter
Amethyst spat sound that could kill, stun or shatter via resonance.
Diamond tipped scepters can do all of the above
Each scepter could issue forth either a narrow long range beam that travelled up to 200 yards towards a single
target (ranges attack), or a short range ring of energy 20 in diameter that travelled no more than 60 yards.
Command words known only to the creator or worked out by the wielder would operate the scepter which
can be recharged by allowing it to drain a wand/rod/staff attached to one end.
Ring of Raging Eyes
Each of these adamantine rings is shaped in the form of a serpent curling back upon itself the eyes set with
tiny diamonds the fanged mouth being the source of the rays and darts. Each ring could function in set ways
as commanded by the wearer.
Emerald fire: 150 long beam of green fire doing 15d8 hp dg that can pierce most spell barriers.
Sapphire darts: 2d4 magic missiles, each doing 1d6+1 hp dg, over a 150 yard range.
Ruby ray: unlocks bindings and fetters as per the spell ruby ray of reversal, with a 150 range.
Amethyst cone: Acts as a holding field that effects any being living or dead within a cone 150 x 40, as
per hold monster/undead spells.
In addition the ring wearer gains a +4 bonus to saving throws against heat/fire and enchantment charm magic,
is immune to all forms of magic missiles, gains free action.
Each function occurs twice per day, but no more than two functions can be called upon in any 30 minute
period. Anyone trying to do so finds the ring dormant radiating no magic what so ever.
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Guardian Staff
These staves were saved for the direst of occasions for once activated they could not always safely be
restored. In its normal appearance the Guardians Staff was made of wood/iron/adamantine/ivory or crystal.
Each radiated transformation/alteration magic and was marked by up to 5 separate segments. When first
created each staff could be wielded in battle as a normal +5 staff. But by issuing certain command words
segments could be detached from the staff and thrown down. They would then turn into multiple fighting
golems of the type appropriate to the staff. Each golem would be of the normal type and would stay in form
for up to 3 turns, after which, if it had not been destroyed, would return to the staff. If a golem was destroyed
then it was gone forever. If even a single golem remained after 30 minutes then the staff would reform. The
number of surviving golems would determine both the magical strength of the staff and the number of
segments it contained.
Arrow of Return
These arrows come in both sheaf and flight varieties, and typically number 1-6 when discovered. An arrow of
return usually gains +3 to attack and damage rolls (see below), but its true power is reflected in its name.
Each time an arrow of return is fired from a bow, it magically returns to the arrows quiver, whether or not it
hits the target. In the event that the arrow hits its intended target, the arrow loses one .plus. upon returning
to the quiver. Thus, its magical bonus diminishes to +2 after the first successful hit, +1 after the second, and
after hitting a third time, the arrow vanishes forever. An arrow of return does not lose any potency if the
target is missed, though it will return to the quiver nevertheless. In any case, if such a missile is broken, its
magic is lost. XP Value: 300 each
Cloak of the Unicorn
Creating a cloak of this sort requires a female Elven priest and a wizard (or a multi-classed wizard/priest). The
exact process, however, is unknown to all but the most powerful of such spell casters. In addition to this, only
good-aligned female elves, half-elves, or humans may use a cloak of the unicorn. It does not function for
males or those of other races. If donned by any being of evil alignment, a cloak of the unicorn acts as a cloak
of poisonousness in all ways (see the DMG for details). A unicorn cloak is cut from a yellowish-white
material woven from a unicorns mane. When worn by a woman of the appropriate race, the cloak produces
an aura of sympathy (as the eighth-level wizard spell), which applies only to unicorns. In addition, the wearer
can transform herself into a unicorn by act of will. The cloak-wearer may change into a unicorn as often as
desired and may remain in the new form as long as is necessary.
While in unicorn form, the wearer retains her own Hit Dice, hit points, saving throws, and Intelligence, but in
all other ways she is a unicorn, and she may use all of the powers and abilities inherent to such creatures.
Held or carried items are absorbed into the unicorn form, so all the wearers magical items become
temporarily inert (only the cloaks sympathy power remains in effect). If the wearer can wield spells or spelllike natural abilities in her true form, these abilities are rendered dormant for as long as the wearer remains in
unicorn form. Psionics are unaffected by the transformation, as are natural abilities that are not directly linked
to some spell or magical device (e.g. magic resistance, regeneration due to unusually high Constitution, spell
immunities, etc.). While in unicorn form, the wearer is immune to all polymorphing or shape-changing magic
and effects, regardless of the cloak-wearers wishes. This includes natural shape-shifting abilities such as those
possessed by druids and lycanthropes. The wearer can return to her own form with a mental command.
Transformation from one form to another takes an entire round, but no System Shock roll is required. XP
Value: 3,000
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Faerie stone
Also called Elven gems, jewels of elvenkind, and similar names, faerie stones are highly prized among all
creatures, not just sylvan ones. They are extremely difficult to manufacture and therefore are quite rare.
A faerie stone is always made from a large, precious gemstone (usually an emerald or sapphire), cut in an
ovoid shape that fits easily in the owners palm. The jewels are always utterly flawless, with a value of
no less than 5,000 gp.
A faerie stone has several powers, as follows:
When held in the hand (in contact with the holders flesh), the faerie stone conveys infravision to its
user, out to a distance of 30. If the holder already has infravision, its range is extended by a like
distance. This vision remains in effect as long as the user holds the faerie stone in his bare hand.
Three times per day, the user can communicate with any intelligent creature(s) within 30 yards. This
power does not allow the user to probe minds. This effect lasts for three turns per use.
Twice per day, the owner can command the faerie stone to release a volley of magic missiles as if cast
by a 9th-level wizard (5 missiles of 1d4 + 1 hp damage each at a range of up to 150 yards).
Once each day, the owner can invoke a cerulean sword, a shimmering blue blade of magical force
(treat this as a faerie sword from the Elves of Evermeet accessory, cast by a 12th-level wizard; if EoE is
unavailable, treat it as a Mordenkainens sword). To use the cerulean sword, the faerie stone and the
sword it projects must be held in the users bare hand.
XP Value: 5,000
Elven Hound & Elven Cat
A variation of the common onyx dog/golden lion variety of figurines of wondrous power; these small
statuettes take the form of a Cooshee or cathshee when activated (see the MM, page 241). The figurine
may be activated no more than once per week, for no longer than six hours. The Elven hound or cat always
has maximum hit points and an Intelligence of 8-10. It may speak to its owner in elvish. (If the owner
cannot speak elvish, no communication is possible.) In all other ways, the Elven hound functions as a normal
Cowheel/cathshee, (as per the MM). This device conforms to the advantages and limitations common to all
figurines of wondrous power. XP Value: 300
Rod of Sylvan Prowess
A relative of the famed rod of lordly might, this rod may be used only by characters of the warrior classes
(rangers and woodsmen find it particularly useful). Like a rod of lordly might, a rod of sylvan prowess is made
entirely of metal and thicker than other rods. A Strength of 16 is required to wield its 10 lb. weight properly
(-1 penalty to attack rolls for each point of Strength below 16). Unlike a rod of lordly might, a rod of sylvan
prowess does not possess spell-like functions or charges, though it does have the ability to transform itself
from one type of weapon into another, if the proper button is depressed. This power functions as follows:
In its normal form, it appears as a normal length of metal. Though it does not possess the flanged ball
common to a rod of lordly might, it is still equal to a mace +2 if used in combat.
If the first button is pressed, the rod warps and lengthens, becoming a long bow +1. The user must
provide the arrows.
If the second button is pushed, a piercing blade springs from one end and the handle lengthens,
creating a spear +3. The overall length of the weapon ranges from 6.-10., and if fully extended, it may
be used as a light lance.
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When the third button is depressed the rod flattens out and shrinks to a length of 3. to form a long
sword +4, Elven blade (see below).
In addition to its weapon functions, a rod of sylvan prowess has several mundane abilities.
If the rods fourth button is pressed, the tip of the rod assumes the form of a four-pronged grappling
hook.
If that button is pushed a second time, the grapple is launched from the rod, but remains attached via
a steel chain with a length of up to 50., which may be climbed. This function eliminates the need of the
usual rope and grapple combination.
When the rod is held perpendicular to the ground and its fifth button is pressed, a barbed spike
protrudes from its tip and two short, six-inch bars fold out from its base, one on either side.
If the button is pushed a second time, the spike is fired straight up, though it remains connected to the
remainder of the rod by a length of steel cable (this inflicts 2d4 hp damage if the wielder rolls a
successful attack roll against any target in the spikes way). The spike carries sufficient force to become
embedded in solid stone, and the barbs keep it solidly anchored. The cable that connects the spike
with the rod can reach a length of up to 50., but it immediately stops playing out length as soon as the
spike is embedded.
If a creature stands on the steel bars at the base of the rod and the fifth button is pressed a third time,
the cable reels itself in, drawing the rod and its cargo up to the spike. (If the surface the spike is
embedded in cannot support the creature standing on the crosspieces, the spike simply tears away
from the surface.) Obviously, an overhead surface must exist for the spike to secure itself.
The sixth and final button returns the rod to its normal form, whether the rod is in a weapon mode or
the grapple/spike applications.
The functions of the rod are negated by a dispel magic spell; this counter spell also restores the rod to its
normal form. XP Value: 4,000
Elven Blade
Forged only in long and short sword varieties, Elven blades are easily identifiable by the slight curve in their
blade and their single edge. An Elven blade is slender, roughly 1.-1 wide, thick along its spine, and
30.long (20. for short swords). Including quillons, hilt, and pommel, such a weapon is approximately 3 long
(2. Feet for a short sword). An Elven blade is not a scimitar or cutlass, nor should it be confused with one,
such blades have a much more pronounced curve to their length and are more cumbersome. An Elven blade
most resembles the katana of Japan, but with a western-style hilt and crosspiece. Despite its apparent
fragility, an
Elven blade is rigid, strong, and exceptionally balanced. Due to its unique design, an Elven blade inflicts 1d10
(long sword) or 1d8 (short sword) hp damage, regardless of the targets size. Its primary use is as a slashing
weapon, but it functions almost as well for thrusting and cleaving attacks. Elven blades are as rare and
potentially valuable as Elven chain mail, and as such they are not a common finds, even in Elven societies.
Likewise, they should not be placed in a randomly-selected treasure hoard.
Just as Elven chain mail cannot be constructed by non-elves, only the Elven races know the secrets of forging
an Elven blade. While Elven blades are often non-magical, magical blades do exist. Due to their exquisite
craftsmanship, the experience point value for making a magical Elven blade is 500 points more than the
usual amount for a magical sword, as detailed in the DMG. Thus, a long sword +1, Elven blade is worth 900 XP
to its maker, instead of the usual 400, while a frostbrand, Elven blade is worth 2,100 XP instead of the normal
1,600.
Tent of Elvenkind
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When collapsed for storage or transport, a tent of elvenkind is a drab, gray colour, very much like any other
disassembled tent. When erected, the tent assumes all of the qualities and characteristics of a cloak of
elvenkind (as per the DMG). Thus, the tent is nearly invisible in most terrain. A tent of elvenkind is large
enough (roughly 8-10 square feet of floor space) to hold five man-sized creatures in moderate comfort. It is
squarish in shape and has a raised centre (which allows rain water to run off). A 2 square area on three of its
four walls can be rolled up to provide windows, while a 3. 5. flap functions as a door on the fourth wall. It is
held up by four corner poles (each 5. tall) and a thicker centre pole (7. tall). The poles themselves may be
anything from tree branches to metal rods, as the fabric of the tent radiates all of its magic. As a result, lost or
broken poles can be replaced as desired. The tents fabric is entirely waterproof, but it is no more durable
than a normal tent (though bonuses to saving throws still apply due to its enchantment).
XP Value: 1,000
(Dragon 220 1995)
Ring of Assimilation
These rings always appear as a plain band of electrum with an empty setting. Alone, the ring radiates a weak
dweomer, detectable by the usual magical means. However, the rings true power is revealed when another
magical item is placed within the empty setting. Of course, such an item must be small enough to fit in the
setting. When so placed, the fitted magical item projects its powers through the ring of assimilation, as if the
magical device had been created as a magical ring instead of its actual form. As such, the ring-wearer can
utilize (or suffer from) the powers of the magical item, just as he would use any other form of ring. For
example, the wearer could place an ioun stone into the rings setting, and benefit from its powers without the
need to have it orbit his head.
Typical magical items that can fit in the empty setting of a ring of assimilation include ioun stones, pearls of
power, pearls of wisdom, and the like. Some judgement must be used on the part of both the DM and the
player (e.g., a bead of force or a bead from a necklace of missiles could fit the setting, but would be useless,
and possibly dangerous, if carried thus). In order for a ring of assimilation to hold a magical item in its setting,
it must be worn on a finger. If it is removed, or the owner attempts to place an item in the setting without
slipping on the ring, the magical object simply falls out. Also, only magical items can be placed in the setting;
non-magical items will fall out as above.
These rings were often used by Othreien Spell Filchers, and Spies, who would often carry around a variety of
stones enspelled with different functions. Thus gaining a much greater flexibility of magical ring functions
without the need to carry/wear a multitude of jewellery. The rings could be worn in the ear, on the toes or
even as a body piercing dependent on their design.
XP Value: 4,000
Ring of Life
These rings typically store 5d4 charges. When slipped on a finger, the wearer is rendered immune to all
effects that drain life levels, including spells, magical devices, undead, and so forth. Instead of affecting the
wearer, the level-draining absorbs charges from the ring at a rate of 1 charge per level drained. If the ring
does not have sufficient charges to prevent the loss of levels, the wearer is subject to the excess. For example,
if a ring of life has five charges remaining, and its wearer is touched by a vampire three times (each touch
draining two levels), the ring prevents the first five levels from being drained (by giving up its five charges),
but the wearer loses the sixth level normally. (Creatures who become more powerful by draining levels
continue to do so, as the energy taken from the ring is an adequate substitute.) When all of the rings charges
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are used, it crumbles to dust. A ring of life cannot be recharged. These rings are manufactured by the Priests
of Labelas and Sehanine and often given to Undead Hunters and Tomb Guardians as part of the gear they
receive when going hunting for rogue Elven undead.
XP Value: 2,000
Ring of Shields
Often used by scouts and diplomatic guards, when this ring is slipped on a finger and the proper command
word is uttered, a circular plane of force is created, which the ring-wearer may use to parry blows in combat,
just as if he were wielding an actual shield. As such, the Armor Class of the wearer is improved by 1. Some
rarer rings functions as shields +1 to +6, offering the appropriate AC bonus. The circle of force energy centers
on the ring itself, and has a diameter appropriate to the size of its user. Once invoked, the force-shield will
remain in existence indefinitely, but the wielder cannot use the shield-hand to perform other functions, as it is
necessary to .hold. the shield. A second command word causes the shield to disperse, as will removal of the
ring. A ring of shields conveys a second benefit to its wearer. If a disintegrate spell is cast on the wearer, and
the force-shield is active, the disintegrate spell automatically destroys the force shield (and the ring, unless a
successful save vs. Disintegration is rolled) instead of affecting the wearer. Most agree that the loss of the
rings is a small price to pay for ones life.
XP Value: 750 15000
Ring of Swords
Often carried by diplomats, merchants, spies and by those who should not or cannot carry obvious weapons,
these potent rings are typically constructed of unadorned platinum, though other materials are used on
occasion. Often they have a minor primary magical function, such as protection +1, or invisibility or levitation
and the like, but this is to disguise their true nature and purpose. When a command word is spoken, the ring
produces a sword in the wearers hand (the hand that wears the ring), which the wearer can wield as a
weapon, inflicting 3d4 points of damage with each successful hit. The type of sword created varies from ring
to ring, but most sword rings conjure one of the following examples:
Cold sword: This ring produces a sword of pure cold energy (not ice). The actual blade of the cold
sword does not have a physical form, though the airspace it occupies seems to ripple, and when
subjected to warm temperatures, it emits an icy vapor, which clearly outlines its length. The sword
conveys cold resistance (as fire resistance, but with regards to cold-based attacks) to its wielder.
Against fire- and heat-based creatures, a ring of cold swords inflicts 6d4 hp damage with each
successful hit, but is entirely harmless against cold creatures.
Fire sword: This ring produces a sword of crackling flame (color may vary), which produces light equal
to a torch. In damp conditions, the flame will sputter and hiss, but will not go out. The sword can be
used to ignite flammable materials (e.g., paper, oil, clothing, etc.), melt ice, and so forth. The sword
imparts fire resistance (as the ring) to its user. When used as a weapon against cold creatures, the ring
of fire swords inflicts 6d4 points of damage per blow, but cannot harm fire creatures at all.
Force sword: This ring produces a sword of invisible force energy Upon impact with a target, the force
sword becomes visible, but only for the brief moment that contact is made. It is entirely silent, and due
to its transparency, the wielder gains a +4 bonus to hit when first used against a particular opponent,
and a +2 bonus to hit for each attack thereafter, when used against the same opponent. The force
sword can pass through other force energy effects (e.g., wall of force, shield, etc.) without being
hindered, though no harm is brought upon the sword or the other effect. However, powers and effects
that can halt or destroy force energy (e.g., disintegrate, wand of force, etc.) are effective against a ring
of force swords.
Lightning sword: This ring produces a sword of lightning, which emits a menacing hum and sheds a
glow equal to a light spell. The sword conveys electricity resistance (as fire resistance, but with regards
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to electricity-based attack forms) upon its wielder. When used as a weapon, the wielder receives a +4
bonus to hit creatures composed of metal, or who are wearing metal armor. Similarly, the sword
inflicts 6d4 points of damage to creatures who have a high susceptibility to electrical attacks, but is
otherwise harmless to creatures of an electrical nature. In no case can the damage inflicted by a
lightning sword be conducted to creatures other than the target creature.
(Note that the powers and effects conveyed by sword rings apply only if the ring is active.) When found, a ring
of swords contains 5d10 charges, each sufficient to activate the ring for 1 turn. The wearer may attack with
the sword in the same round that it is conjured, though the activation time increases the ring-wearers
initiative dice by 1. Other types of sword rings certainly exist, though DMs must develop such devices
themselves. Similarly, it is quite possible that certain rings of swords can produce more than one type of
sword (but they could not be active at the same time), though such specimens should be extremely rare
indeed.
XP Value: 2,000 (+1,000/additional sword-type produced)
Wierdstones
These innocuous looking, fist sized pieces of faceted glass, are placed at the center of a mythal casting to add
their power to the key stones that anchor a citys mythal in place. When consumed by the, Create Mythal
ritual they block out all of the following within the mythal on a permanent basis.
All astral and ethereal travel.
All divination & scrying spells.
All conjuration/teleportation/ plane shifting/gating/portal spells.
Any supernatural, spell like, or extraordinary abilities, psionic powers, or the like that mimic those
effects.
The wierdstone hampers on effects that manifest within its area. Spells or abilities activated within the
wierdstones area that target an area outside the mythal are unaffected. For example, a wizard standing right
next to a wierdstone could cast a scrying spell to spy on a creature more than 100 miles away, but she could
not teleport across the room because the wierdstone blocks teleportation within the mythal.
Ynloeths Bracer
A single silver bracer (actually burnished mithral), made to fit the left arm, decorated with roiling leaf work
and vines. It functions as a Bracer AC 2 (+8), and makes the wearer immune to the disintegration effects of
Ynloeths Shattering Swords. When worn in combination with Ynloeths Crown it allows the wearer to track
the location/s of the Shattering Swords regardless of distance, planar location or time.
The Elven Blade of Ynloeth (Shartelkerym)
+3 Elvenlongsword of Slicing, AL NG Int 15 Wis 15 Ch 17, Telepathy 240,
Lesser Powers: Detect Good/Evil 240 at will, Shield 3/day, Spell Blade Dispel magic
Greater Powers: Disruption: +5 and double damage vs evil outsiders and undead, 50% chance of disruption.
Special Purpose: Defeat the servants of Wendonai and Malkizid.
Dedicated Power: +3 to all saving throws and ability checks whilst wiedling the sword.
The wielder of the blade is required to go through a bonding ritual, if the elf servives they may claim the
Coronals Crown and the throne of Shantel Othreier. The wielder may summon the blade from any distance
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across infinite planes, where it will appear in their hand at will. If the wielder ever betrays the realm and its
people then the blade become dormant at the next critical moment or life and death for the wielder.
heavens and devastated the Lorelands. While it is unknown if the temple in any way survived this destruction, the
remaining ruins were in the hands of the increasingly present Drow within 100 years, and they held them until at last
forced out in the year -1,354 DR; roughly 2,600 years after the birth of the city of Cormanthor (-3983 DR). Little mention
is ever again made of the Green Orb, save one...
In the year -982 DR a green dragon of great power named Venominhandar began to rampage in the southeastern
woods. Such was the potency and endurance of this wyrm that the elves of Cormanthyr quickly called for a quest, to the
ruins of Corellon's temple in old Uvaeren; there to find and retrieve the Orb. The questing elves however, never
returned, and the might of Venom, as he came to be called, continued to wax. For over 700 years Venom plagued the
elves, destroying their communities, driving them out, and using his fell magic to twist and tangle the woods of the great
domain he had claimed in the southeast. His personal power was unrivalled amongst dragon kind, and he commanded a
veritable army of wyverns, black dragons and green dragons. Nevertheless, it was in the year -206 DR. that the elfin
hero Jassin Aunglor, armed with a fabled moonblade, at last challenged Venom himself. This took place in the wyrm's
lair beneath Haptooth Hill, and it was here that both Venom and Jassin met their ends; as the cavern complex the wyrm
inhabited collapsed in upon them. Of Venom's offspring, only the terrible wyrm known as "Green Magic" is known to
have outlived her father. Her lair is thought to have been located somewhere south of her sire's, but she was last seen
bathing in a river in the year 0 DR, and both her fate and the location of her lair are unknown.
Some scholars believe that Venom's initial rampages were strategically aimed at forcing the elves to reveal the location
of the Green Orb. They believe that the band of elves sent to locate and retrieve the orb were somehow followed by
agents of the wyrm, and eventually slaughtered by them. With their murder, or so the theories go, these agents brought
the orb back to Venom, who then used it's power to raise and command his draconic army. Other scholars have
denounced such theories as overly speculative, and say that Venom was more likely a mere throw back to the fearsome
dragons of the elder age. As for the Orb, the more conservative scholars believe that it was destroyed when the meteor
hit. Others still argue that it was borne off into the Underdark during the 4,000 years that the Drow controlled the ruins.
Unbeknownst to history, the Orb was indeed stolen away by agents of Venominhandur, who used it's power in
combination with his charisma to control all lesser wyrms.
When the terrible wyrm at last began to feel old age and weakness beginning to creep into his bones, he placed the Orb
in the safe keeping of his mightiest offspring ... the green wyrm known as Green Magic. It was not long after that Venom
and the elfin champion slew each other in the wyrm's lair beneath Haptooth Hill. For a long time Manastorm held the
Orb as a part of her horde, fearful of the curse it was said to carry. In the end, she was persuaded to bring the Orb to a
meeting with an old companion and potential mate, the green wyrm Shan'thantros, where she was ambushed by a
number of black and green dragons. The fight was ferocious, with Green Magic destroying three wyrms in her fury,
Shan'thantros amongst them, but in the end the daughter of Venom was slain.
Each of the surviving dragons thence claimed the Orb as its own, offering various reasons to back their claims, but in
the end reason failed and a general melee erupted. When all was said and done, all were slain save for the wiley young
black dragon known as Zarlandris. The black wyrm had shrunk from the initial onslaught of the battle, emerging only
with the finale to steal the victory. Thus, was the Orb carried to Zarlandris' lair in Glaun Bog. In centuries to come
Dretchroyaster, the descendent of Venom would rampage across the southeastern Dalelands, engaging in brutal battles
with a number of black dragons, in search of both vengeance and the Orb. The latter however, forever evaded him.
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+5 Elven Longsword Vorpal/Dragonslayer: Detect dragons, kind and number within 20 miles, double
damage vs dragon kin, triple damage vs true dragons. Special purpose slay red dragons, each successful hit a
red dragon must save vs death of be disintegrated. This extends to undead versions as well. The wielder is
immune to dragon fear and red dragon breath and gains a +4 bonus to saves vs dragon magic and psionics.
Lastly the swords wielder can fly for up to 2 hours per day at a speed of 36 MC B. It was with this sword,
supplied to him by his cousin the great Moon Elf Blade Singer & Dragon Slayer Keltor The Just, that Tethir
skew the mighty Red Wyrms, Xaxathart, "The Retributer" and Caldarbarabaraxxa, above Keltors Wall. The
sword now lies with Tethir somewhere within the Tomb City of Myth Rhynn.
Silent Arrows (Candle Keep)
These arrows made by the wild elves don't produce any sound when fired even when they touch something.
Besides, they make a silent spell in 10ft. radius during one round after what they vanish in a little fog.
Staff of Rust
This wand made by Druids of Eldath and Rillifane, is a potent weapon against armored foes. The weapon is
only usable by those not wearing great amounts of ferrous metals. Anyone wearing more than 10 pounds of
iron, adamantine and the like is unable to operate the staff, or more likely to have their beam boomerang
back and strike them. Every time a charge is expended, a pencil-thin ray of a rusty red color streaks out. Any
ferrous metal object hit acts as though a metal to rust spell had been cast on it. Note: Because the beam is
so thin, a save vs. wands means that the beam has missed, and could thus strike something else. The beam
will travel 100. As with the spell, the wand may also transform rust to metal. If one charge is expended while
the wand is swirled around in a pile of rust (here the rust may be due to any cause), the affected item is
restored as per the spell. If less than 90% of the items rust is in that spot, the spell will not work, but the one
charge will still be expended. The wand may be recharged.
Orbs of Arboreal Splendor
These magically-treated, giant fresh water pearls carry a special blessing of the Green Gods, the Seelie Court
and all the Seldarine. Said to be 20 in number each 2i diameter orb always glows with a brilliant emerald
green light so penetrating that it can light up every room in even the largest castle. When placed in the heart
of a woodland or forest, the orbs act as a periapt of health for all plants and plant like creatures within a 20
mile radius. In addition, it can increase or decrease the severity of local weather conditions like a control
weather spell. People and animals grow fatter and healthier, plants, fruits, seeds and nuts grow larger and
more plentiful fires do not burn so fiercely, and game animals increase in size. If buried, the pearl reveals its
presence by the fact that the grass over it is always green and healthy, even in winter or in times of drought.
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described these warriors as frightening blurs of magic and metal, shining in the fading orange sun like vengeful, fallen
angels.
Following the massacre, the duskblades came to be thought of as "steel dancers," or H'ei'Yal Drathinmale. Those that
cleaved through their brethren with sword and spell became ignominious symbols of Aryvandaaran treachery. The
dissenters were forgotten, a footnote in most Elven lore tomes. When the Vyshaanti, and later the Dlardrageth,
descended into the evil of infernal lore, the duskblades became symbols for the corruption of the ancient bladesinging
tradition.
The dissenters at the battle for Northern Shantel Othreier may have been forgotten, but the tradition did not end there.
Valorous duskblades remained, helping Shantel Othreier until the end, as well as other invaded kingdoms. They
constantly proved their valor in these battles, but eventually, their tradition all but died out when the Vyshaanti
succeeded in conquering the rest of the Elven realms. When the Vyshaan reign came to an end, many of the duskblades
died with it. Later, some were sealed in Nar Kerymhoarth with the rest of the Fey'ri legion. They were recently seen
among the Fey'ri army led by Sarya Dlardrageth.
A few of the duskblade dissenters remained after the Crown Wars, passing down the tradition through the generations.
Eventually, this art became mostly lost, something that was practiced only secretly for fear of association with the
Vyshaanti. Future duskblades hid their abilities, mimicking the more fluid styles of the bladesingers by wearing mithral
armor and studying music and dance. They knew that if their true abilities were revealed, they would be associated with
the treachery of the crown wars.
BLADESONG DUSKBLADE
Elves take to the duskblade class like a hawk to the sky. The class seamlessly combines their inclination for
swordplay with magicmuch like Corellon Larethian himself. In ages past, many elves took up the heavy
armor and often more brutal style of the Naelkerym. More, however, pursued the duskblade class to master
the Elven martial art of the bladesong. The bladesong emphasizes beauty and economy of movement over
destruction and sheer power. (Most bladesong duskblades take the Combat Expertise feat early in their
careers.) The movement of these elves makes them appear as if they are dancing when the fight.
Nevertheless, the Elven bladesong is deceptively dangerous, for all its apparent grace. The bladesong is so
named for the whistling of the blade as it slices through the air and the haunting, wordless tune many of its
practitioners appear to sing as they fight (when in truth, they are reciting the arcane syllables of the magic
they so seamlessly weave into their swordplay). The most elite duskblades, those who have made their study
of the bladesong their lifes focus, are often known as bladesingers. While they often work alone discovering
new forms within the bladesong, they will sometimes take another under their wing to train for a time. The
concept of anything as formalized as a bladesinger school is an absurd notion to these masters of the
bladesong. Nevertheless, many bladesingers do belong to loosely-organized fraternal societies known as
guilds. (Note: This represents an alternate path to the role of bladesinger. It is perfectly acceptable for elves
to come from many different class backgrounds, whether as single-classed duskblades or multi-classed
adherents of the bladesinger prestige class presented in Complete Warrior.)
Hit Die: d8
Requirements To take a bladesong duskblade substitution level, a character must be an elf about to take his
1st, 4th, or 7th level of duskblade.
Class Skills Bladesong duskblades are often capable of working their way through the battlefield with ease, but
spend less time in study than their fellow duskblades. Bladesong duskblade substitution levels have the class
skills of the standard duskblade class, minus Craft, Decipher Script, and all Knowledge skills except Knowledge
(arcana), plus Balance (Dex), Bluff (Cha), Perform (dance) (Cha), Perform (sing) (Cha), and Tumble (Dex). Once
an elf takes a bladesong duskblade substitution level, these changes apply to each subsequent
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duskblade level.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a 1st-level character).
Class Features All the following are class features of the bladesong duskblade racial substitution levels.
Bladesinger Spells: A blade song duskblades adds the following spells to his duskblades spell list (see page 24
of Players Handbook II): 0electric jolt, resistance; 1stmage armor, shield; 2ndbladesongSp:B (see
below), blur, burning sword, heroism, mirror image, protection from arrows, swift haste; 3rdblink,
displacement, greater mage armor; 4thhaste, improved invisibility, stone skin; 5th greater blink. A
bladesong duskblades removes all necromancy and fear spells from his duskblades spell list, including: 0
disrupt undead, touch of fatigue; 1stblade of blood, cause fear, chill touch, ray of enfeeblement; 2ghoul
touch; 3doom scarabs, ray of exhaustion, vampiric touch; 4enervation, phantasmal killer; 5waves of
fatigue.
Blade song Style (Ex): When wielding a longsword, rapier, Elven light blade, or Elven thin blade in one hand
(and nothing in the other), a blade song duskblades gains a dodge bonus to Armor class equal to his class
level, up to a maximum of his Intelligence bonus. If the elf wears medium or heavy armor, he loses all benefits
of the bladesong style. This substitution feature replaces the standard duskblades proficiency with medium
armor, heavy armor, and shields (as well as armored mage benefits with light shields).
Reflexive Grace (Ex): A bladesong duskblade uses the good base save bonus progression for Reflex save and
poor base save bonus progression for Fortitude save. This change applies to every duskblade level the elf
takes thereafter. (In effect, switch the Fortitude Save and Reflex Save bonuses listed at any and all duskblade
levels the character takes.)
Improved Bladesong Style (Ex): When wielding a longsword, rapier, Elven lightblade, or Elven thinblade in one
hand (and nothing in the other), a bladesong duskblade can take 10 when making a Concentration check to
cast defensively. This substitution feature replaces the standard duskblades armored mage (medium) class
feature.
Bladesong Flurry (Ex): When a bladesong duskblade makes a full attack with a longsword, rapier, Elven
lightblade, or Elven thin blade in one hand (and nothing in the other), he can make one extra attack a round at
his highest base attack bonus, but this attack and each other attack made that round take a -2 penalty. This
penalty applies for 1 round, so it also affects attacks of opportunity the duskblade might make before his next
action. This substitution feature replaces the standard swashbucklers armored mage (heavy shield) class
feature.
Level Fort Ref Special
1 +0 +2 Armored attunement, bladesinger spells, bladesong style, armored mage (light), reflexive grace
4 +1 +4 Improved bladesong style
7 +2 +5 Bladesong flurry
Scouts
(Players Handbook II Pg 58 59 , 3rd Edition, or Path Finder Kit CBoR 2nd Edition)
Scouts are the first line of defense in any standing army. With their ability to move quickly, superlative stealth and
survival skills, and their pension for sniping at enemies while staying out of harm's way, scouts are the best defense
against getting surprised, surrounded, and outnumbered. While rogues and rangers can be effective in these endeavors,
rogues lack the wilderness abilities and toughness of the scout, and rangers lack the skill and speed. These abilities,
along with the scouts' ability to find traps, make scouts a great asset to most parties. Among the elves of ancient
Faern, the largest contingents of scouts resided in Miyeritar and in southern Shantel Othreier. The elite group of scouts
were known as Kel'min'hara (fleet defenders of the blessed), and were based in the Cloudrown Mountains. Throughout
Shantel Othreier and Miyeritar, scouts served in armies, acted as bounty hunters, worked as guides, and travelled with
noble hunting parties.
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LG
AC
Class Fighter/High Mage
Level 19
22
HP 191
Kit High Mage
MR%
Gods: Corellon & Sehanine
Con 16
Dex 19
Chr 21
+5 Frostbrand/Flame Tongue, special power to slay evil extra planar beings (Triple damage vs devils/demons/yugoloth
etc), detect these beings within 500, wielder immune to all powers used by these beings, heal 2/day, Abjure 10radius
(at level of wielder) 1/day for 3 turns, spell turning, alter self 2/day, discern location 1/day, gate 1/day, +5 Silver Dragon
Scale Mail, (AC-5), +3 elf cloak (dimension door 3/day), elf boots of flight (21/B/1 turn per level of wearer), helm of
brilliance (21 chg), Ynloeths Bracers, Greater Belt of Battle (Greater Mantle Anti Magic Shell Stored Spells: finger of
death, power word kill, disjunction, prismatic beam), Ynloeths Crown, Rings: Ring of Arch Wizardry (extra 2 spells at
each level/+1 to caster level) , Free Action, Invisibility, Amulet of Non-Detection, +4 Shortsword of wounding/slicing,
various beluths,
Lore
Ynloeth Othreier was chosen as the new Coronal of Shantel Othreier in the year -11050 DR. His first act was to
repudiate all Vyshaan claims to the thrones of both Shantel Othreier and Miyeritar. In the annals of Elven
history he became known as Ynloeth the Indomitable and Ynloeth the Great. Very soon after he took the
throne the smiths and Selutaar of Miyeritar and Shantel Othreier gathered together to forge to arms and
armour for the new Coronal. In the 50 years they took to complete their works, they forged some of the
mightiest items known. Forged were Ynloeth's Crown, Ynloeths Cuirass, The Shattering Swords of Ynloeth,
Ynloeths Bracer, The Axe of The Autumn Moon and the mightiest of them all, the Elven Longsword
Moondark.
The Third Crown War erupted in -10900 DR as accords finally failed between Shantel Othreier and Aryvandaar.
Agents of Ynloeth learnt of the Vyshaan perfidy in the Sable Wars and their role in the defeats of Thearnytaar
and Eiellr. Border skirmishes began between small patrols, and then full scale war erupted with Ynloeths
sacking of the fortress city of Nikerym on Aryvandaars southern border.
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The Gods' Theater on eastern Shantel Othreiers border was the site of one of the largest and costliest of all
the Crown Wars' battles. In an effort to finally bring an end to the war with Shantel Othreier, the Commander
of the armies of Aryvandaar decided to outflank her enemies by taking her forces through a valley known
simply as The Slot. (Tunlands). Learning of this move via spies of his own Ynloeth rushed his own army north
to meet the Vyshaanti at the southern entrance of the Valley in a natural pound called The Gods Theatre.
Here he made his stand with 60000 Moon and Gold Elf warriors, priests and mages at his back. In turn the
host of Aryvandaar numbered nearly 120000, but despite outnumbering their enemy two to one, they found
themselves trapped in a natural killing field the size of a large city. Nearly 70,000 elves died at the hands of
Elven and orcish enemies, as an orc horde 100,000 strong fell upon the already-embattled elves. Aryvandaar
won the day, and occupied the northern half of Shantel Othreier. Ynloeth with his few remaining forces fled
south back to the capital, ceding all the lands north of the Chionthar to its conquerors, the Vyshaanti.
After decades of fighting an indecisive guerrilla war, the Coronal of Aryvandaar, Merhandesh Vyshaan, sued
for peace to decide the issue diplomatically. Coronal Ynloeth Othreier and his counsellors were invited to
attend peace talks at a little known place called Trollclaw Ford. Ynloeth agreed, but suspecting a trap he took
what he considered appropriate precautions. Leaving the capital in a grand procession the Coronals party
heade north whilst Ynloeth and his body guard awaited their arrival before teleporting into the location of the
meeting. The Coronal and his party never arrived. Just before they are ready to leave Ynloeth and his wife
were ambushed in their private chambers by three Nycaloths who butchered the Coronal and his family
before taking their bodies back to the Nine Hells, leaving the mangled bodies of magically altered dark elves in
their place. Ynloeths death shook the realm to it core. Now leaderless and unprepared for this sudden
reversal the counselors of Shantel Othreier dithered whilst the armies of Aryvandaar poured over the
Chionthar and into the central forests. Before the month was out the Othreien forces were in full retreat and
the conquest of Shantel Othreier was assured.
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Sharn have joined symbiotically with a variety of different races, including elves, dwarves, humans, and centaurs, of
fallen civilizations that willingly underwent magical transformations to turn themselves into Sharn that they may better
preserve their civilizations lore. The Eldar Sharn also prevent abuses of magic and fight against corruptions of the
Weave, as this threatens the very bonds that keep Tharixdun from entering the mortal realms. Sharn Elders are also
accomplished priests, druids and psionicists of truly epic, godlike power.
Sharn can meld and flow together, forming black pools of liquid. There are black pools of Sharnstuff in caverns in the
upper reaches of the Underdark, particularly the Northdark, where the Sharn make their homes. The Sharn split off from
these pools of themselves, and when they complete their missions, they meld back into them. The point of entry for of
the original Eldar Sharn lies in the caverns deep beneath the Cloaking Woods, home of the most ancient and powerful
trees in all of Faerun.
The Sharn can create small portals through the ethereal and broach nearly any protections or barriers. Each portal is a
small translucent hexagonal window of purple light three feet in diameter that coalesces out of a swirl of purple motes,
and the Sharn can maintain up to three of them at once within about twenty feet (6.1 m) of their bodies. Although the
Sharn cannot move completely through these portals, they can use them to see through, cast spells through, and extend
limbs through to claw or bite at their opponents. Sharn also frequently cast spells upon themselves which greatly
increase their speed and agility. They do not need material components or focuses for their spells, whether arcane or
divine. The Eldar Sharn elders are not very numerous, with their ability to assume any form they wish for as long as they
like, they often move amongst the mortal populations of the societies they guard. An Eldar Sharn is intensely curious
and many have taken up rather mundane pursuits such as baking and carpentry simply to learn new skills and to better
appreciate the world in which they live. Their society houses much political argument and social intrigue, and they
constantly have power struggles which are typically based on ideological conflicts. Each Eldar Sharn leads a particular
clan and group of Sharn who follow it.
Combat
Sharn create miniature portals up to 400 away from their bodies. The Eldar Sharn can create and maintain up to 12
portals at once, using any or all to attack from a variety of angels and distances. A Sharn can extend 3 heads with
fanged maws and three tri-hand arms to attack opponents at a distance. Each of these appendages is studded with tiny
eyes which have infra-vision of 120, and each appendage has its own independent portal each appendage has an AC of
2.
A portal appears as a nimbus of winking points of multi coloured radiance and is Mv 12. When opening or closing,
portals look like tiny whirling images or rainbow light. Consider a portal to be AC -2; damage from attacks which hit the
portal is transmitted o the central body.
The tri-hand arms are snake-like, flexible trunks that end in and elbow where three humanoid forearms split apart from
each other. Each arm ends in a humanoid hand which can punch or rake for 1d6+6 points of damage, snatch items, or
wield weapons and wands etc. Consider both arms and snake-heads to have the same armour class as the central body.
Attacks on a particular hand need to hit an AC of -1 because of the close proximity of the other two forearms in a trihand. Attacks against a specific hand can shatter a held item, disarm the hand or sever a finger wearing a magical ring.
Sharn have unique minds, they are immune to all enchantment charm magic and illusions and like psionics. An Eldar
Sharn can psionically dominate a mind in contact with it, reaching through the mental link as a special, additional attack.
This is in addition to its normal psionic abilities, of which they have many. The victim must make an intelligence check
with a +3 penalty or come under the control of the Eldar Sharn until released. Sharn regenerate 1 hit point per turn as
long as they have access to hear or sunlight and water, whether in liquid form, or in snow, plants, ice or blood.
Physical Description
Eldar Sharn have large bodies shaped like teardrops with amorphous, hairless, and oily black flesh surrounded by a
nimbus of purple light. Their massive three thousand-pound (1,360 kg) black and silver bodies are lit by continual
magical flares, and they are between twelve and fifteen feet (366457 cm) tall. They each have three huge, eyeless
heads which each only consist of two nostrils and a large mouth with sharp fangs dripping saliva. All three heads are
connected to a single trunk.
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Sharn have three large arm-trunks that each end in three hands. Two arm-trunks are located at the sides of their bodies,
and another is attached to their backs. Each hand has three clawed digits. Sharn do not have legs or feet, just a thick
tail, and they prefer to float or fly in the air rather than slither on the ground. Each of their nine hands has multiple eyes
that each see normally and with darkvision, each hand has a single eye in the center of its palm. Their skin can move and
shift, with small eyes, fingers, and mouths forming and disappearing at will anywhere on their bodies. They are able to
regenerate lost limbs within seconds. The Sharn track by scent and by magic.
In their natural state, Sharn exist as amorphous pools of oily black ooze. This semifluid Sharnstuff is slimy and cold to
the touch. Through a minor act of conscious thought, a Sharn can alter its composition and viscosity to adopt a physical
form. The resultant form has no fine definition and maintains its signature oily black appearance. Lacking a pulmonary
system, Sharn have no need to breathe. If submerged, they can remain underwater indefinitely. In fact, the Sharn have
no internal organs to speak of whatsoever. Flesh, nerves, and blood are alien to their aberrant composition. Unable to
reproduce naturally, Eldar Sharn require hosts to join with symbiotes. Such assimilated creatures shed their individuality
to join with the greater Sharn community. Once an individual merges with the Sharn, the process is irreversible except
under extremely rare and specific conditions. Typically, the host is a willing participant, but Sharn do not shy from
forcibly assimilating an enemy if the threat is dire. Effectively immortal in their natural state, Eldar Sharn have been
known to while away the years without ever stirring from their dark pools.
History
Somewhere at the dawn of the cosmos, the elder god Tharizdun stretched forth his hand to clutch a shard of utter evil.
This simple act exposed creation to the perverse remains of another universe that evil had destroyed. The powerhungry god was doomed to an eternity of madness, his mind shattered and scattered into other realities. In one
realitythe true universe known to mortals todayTharizdun carried the crystalline fragment into the heart of the
primordial vastness and planted it there, giving birth to the Abyss. This act awakened the elder primordials to the
burgeoning power of the gods, and soon war raged across all creation. Tharizdun was ultimately imprisoned for his
effrontery, and the gods gained the upper hand against the primordials. Since that time, the universe has enjoyed at
least the seeming of an uneasy peace.
The End of all Things
How different might the world be today if the primordials had won the Dawn War instead of the gods? In such a world,
would Tharizdun have avoided imprisonment to carry out his mad scheme to unmake the universe? Such a universe
does exist. On the surface, it seems little different from our own, but peer a little more closely, and it quickly becomes
apparent that something has gone horribly wrong. All that was remains as a devastated world drifting within a decaying
corpse of a universe. Skeletons of buildings, cities, and whole civilizations dot this world of dust and twilight. Jagged
bolts of lightning illuminate the gray vault of the sky, born from ink-black clouds that circle the decaying world like
stalking predators. Above the world hangs a feeble, collapsing sun, ringed by a halo of utter darkness. Here Tharizduns
will is manifest in a world whose fate is dust and death. Between the booming thunder, the roar of unquenchable fire,
and the violent cracking of the brittle earth, ethereal whispers echo from the void. These haunting wails emanate from
the Sharn, the last beings to bear witness to the end of all things in their version of creation.
Birthed of Doom
The Eldar Sharn alone stand sentinel over this world of bones and ruins. Having achieved his ends, Tharizdun abandoned
this universe eons ago. So mighty had the mad god become that he shed his divinity in a grand apotheosis, becoming
something beyond a godsomething perverse and outside the known. The Sharn remained as the sentient remnant of
all Tharizdun had destroyed and abandoneda collective of merged consciousnesses. For a time, forsaken and alone on
a dying world, this chaotic amalgam watched and waited. Its unclear whether curiosity or boredom drove it to act, but
soon the roiling amorphous form of pitch-black Sharnstuff began to move across the brittle landscape. Something
within drove it to explore and catalog the dying world. To speed its study, the Sharnstuff formed manifestations in the
likeness of the tripartite Juna, extinct eel-like beings whose ruined metropolises dotted the otherwise lifeless world.
Knowing their time to be short, these Eldar Sharn gorged themselves on all the knowledge they could consume. Within a
few short years, the Eldar Sharn had acquired thousands of magic implements unearthed around the globe. With the
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eldritch artifacts and the latent divine energy infused in their skin, the Sharn attempted a ritual to escape their doomed
universe. They succeeded and arrived deep in the Underdark of Faerun beneath what is now the Cloaking Wood There
they set the seals preventing Tharizdun from following them into their new home. As the Eldar Sharn moved into the
known world, transmuted rock sent a blizzard of black sand billowing forth from a tear in reality. From within that
nimbus of purple light, out poured pools of ebony goo containing, here and there, bizarre creatures that were black with
three eyeless heads and odd tri-clawed arms.
Eldritch reactions created towering crystals, luminous and mysterious. In time the surviving Eldar Sharn settled within
the ancient forests of Faern before even the rise of the Sarrukh. There they adopted forms that allowed them to blend
in with their surrounds, and they waited and watched, forever vigilant against intrusion by the followers and servants of
the Lost Mad God, He who shall not be named! In times past they noted the emergence of a race of Sorcerers equal
almost in power to their own. The Phaerimm emerged as a direct threat as each one spawned created a tangible link to
the Mad Gods power. The growing conflict came to a head when the Phaerimm attempted to destroy the Sharn in their
forest home. In the earliest days, when only the deities and the Eldest Races walked or flew above the oceans and lands
of Toril, the Eldar Sharn and the Phaerimm fought a great war in the mountains of what would become the west coast
of Faern. As the Phaerimm's magic cascaded off the Eldar Sharn's shields, the land beneath the battle warped and
shrank. Mountains that had formerly soared to scrape the foundations of the homes of the divine powers collapsed in
upon themselves until they turned into low hills. The great western mountain range of Faern disappeared, seen only in
garbled visions of the cataclysmic past, by seers who misstep while viewing the future.
Amongst the first Sharn native to Faerun were the surviving citizens of the ancient dark elf and wood elf realm known as
Miyeritar. In the year 10,500 DR, during the Third Crown War, Vyshaan high mages produced a horrid magical storm
called the Dark Disaster, or the Killing Storms, that hung over Miyeritar for months and laid waste to it, turning it into an
infertile wasteland that became known as the High Moor. The fell magic proceeded unopposed because of a Vyshantaar
assassination campaign that had killed many Miyeritaari high mages in the months before.
Three grand mages of MiyeritarTkaron, Hamra, and Alunorwho would become known as the Three Watchers
working with several Eldar Sharn, devised the means to become Sharn and transformed themselves and some willing
citizens of Miyeritar into Sharn in order to preserve their civilization in the hopes that it would one day rise again. The
Sharn from Miyeritar were the three grand mages, ninety Dark Elf Selutaar, and a host of citizens, which included elves,
dwarves, humans, and the guards and scouts of Miyeritar, the centaurs. The many elves of Uvaeren also later became
Sharn after a visit from an Eldar Sharn Seer convinced them that their realm was doomed. In Mirtul 611 DR, the Year of
the Normiir, the members of the Pentad Retreat also became Sharn after the traitorous precept, the vampire wizard
Palron Kaeth, used the orcs of the Everhorde to attack the hidden enclave. Survivors of other fallen civilizations have
also become Sharn, probably from such places as Ammarindar, Ascalhorn, Eaerlann, and Netheril. The Eldar Sharn
continue to gathers those of martial, spiritual and magical might for the struggle they know is coming very soon.
(Adapted from Ecology of the Sharn, by Brian R James, Dragon # 373)
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"Light must be snuffed, perfection decayed, order dissolved, and minds fragmented."
Tharizdun is locked away in a plane from which he cannot escape, his connection to his followers is not as
strong as that of most other gods. His clerics can cast divine spells, but only if they are in contact with an
object or site imbued with some of Tharizdun's power. Portions of destroyed artifacts that were crafted in his
name before his imprisonment are frequently worked into magic items to fulfill this requirement. The cult
goes to great lengths to recover any remaining portions of these items by devoting months, if not years,
scouring moldering texts to learn the history of their god's lost items of power. Remnants of once-mighty
magic still possess an ember of their former power, and many consider them the most important direct link
between followers and deity.
The cult of Tharizdun has committed itself to the destruction of all things, but they welcome potential cultists
with open arms, pretending to care about the injustices that they have been victimized by, and promising that
when Tharizdun reduces the world to smoking ruins, his followers will be rewarded with all the things they
cannot possess in the world as it currently exists. They are also treated to excesses of food, flesh, and wealth
previously denied to them.
Hidden deep within the bowels of the Twilight Citadel are Seals of Binding. A series of spells and
enchantments that keep Him from entering into this world. Since Tharizdun works always to bring ruin, the
gods set aside their differences and sealed the dreadful power away; holding him in stasis so his malign will
and countless servants could no longer threaten the balance of the cosmos. They then set his children, the
Eldar Sharn to watch over his eternal slumber, and to gather together those with compassion, might and
wisdom to join them in dark immortality in preparation for the battle to come. A time known to many as
The Seals of Binding interfere with most conjuration spells and many divination spells. By closing off the
avenues enabling mortals to interact with the planes, clerics find their connections with the divine severed,
summoned creatures remain trapped, and the most expedient means of travel cease to function. The divine
seals may contain him, but Tharizdun can extend his malign will beyond them, caressing the minds of his
servants and impelling them to do his bidding. Assuming the guise of the Elder Elemental Eye, he has
accumulated numerous disturbing cults that swear their allegiance to the multifaceted nature of their insane
master, fighting each other as much as they move toward their unholy mission of releasing a power whose
fullness and wickedness they only dimly realize.
(extracted from http://www.wizards.com/default.asp?x=dnd/drfe/20080318a and
http://www.wizards.com/default.asp?x=dnd/re/20040510x )
Black Cysts (The Dreams of Tharizdun)
A great black ball of impenetrable darkness hangs in the air. From the blackness spills a knot of writhing
tentacles.
BLACK CYST CR 18
hp 346 (33 HD); regeneration 10; DR 15/lawful and silver
Always CE Large outsider (chaos, evil, extra-planar)
Init +7; Senses blind sight 120 ft., darkvision 60 ft.; Listen +39, Spot +39
Aura warping (60 ft., DC 33)
Languages A black cyst cannot speak but understands telepathic instructions from the essence of Tharizdun
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A black cyst is a monstrous creation of Tharizdun, an idiotic servant that exists only to spread the ill-will of the
Dark God and destroy all living things.
Strategies and Tactics
A black cyst is aggressive in combat, flying into the thickest group of combatants and exposing them to its
warping aura. Once positioned, it uses its first action to deliver its entropic touch to weaken whichever
opponent is closest, uncaring or unable to distinguish between the types of foes.
Once it has begun its attack, the black cyst prefers to make full attacks, dividing its tentacle attacks between
each opponent it threatens. Depending on the success of its attacks, it may use Power Attack to deal
additional damage, but only if it successfully hits its opponents from the start. Through it all, it works to
exhaust its quickened confusion by casting this spell each round for the first three rounds in the hopes of
driving mad all creatures it faces.
The black cyst reserves its attack options and spell-like abilities for when it takes significant damage, usually
50 points or more. It responds first with waves of exhaustion followed on the next round with a power word
stun against the target that dealt it the most damage. Alternatively, if faced with extensive weapon damage, it
may train its focus on the attacker using Improved Sunder and insanity.
Ecology
The black cyst is an entirely unnatural creature -- an abomination conjured up from the madness that defines
Tharizdun's mind. Believed to ooze from the Dark God's demiplane prison, black cysts slip free and congregate
around the shackled color pool marking the entrance to this place, awaiting the time when their hideous
master is freed. Occasionally, black cysts escape the Ethereal Plane to visit horrors on the Material, usually,
but not always, on behalf of Tharizdun's mortal servants.
Having no need for sustenance doesn't stop these dim creatures from hunting. Black cysts seem to take
special delight from dissolving the flesh of their victims, and when they kill a mortal, they set to work
liquefying the victim with their unspeakable essences in a process that can take hours. As the tentacles caress
the flesh, the fundamental nature seems to unravel, leaving behind a sticky mess of blood, liquid flesh, and
softened bones. Queerly, this act does not actually affect living creatures or creatures animated by negative
energy; it only works on the inanimate dead.
Environment: Black cysts are native to the nameless demiplane holding Tharizdun. The divine power that
contains the Dark God seems not to affect the black cysts, who can come and go freely if they choose.
Typical Physical Characteristics: A black cyst looks like a massive black ball of darkness. Nothing mars its
surface and when light falls upon it, it leaves no reflection. From its depths, it forms long ropy tentacles that
flail about when angered. Outside of combat, the tentacles soften and retract, oozing back into the perfect
orb of its body.
Society
Black cysts are the nightmares of Tharizdun given form, and, as such, they are capricious beings, capable of
unprovoked and appalling acts of violence. They seem to delight in spreading suffering and insanity wherever
they go, and some even torment other creatures that bend their knee to the Dark God. Their dim intellect
prevents them from forming any sort of lasting community, and their lack of need for sustenance gives them
little impetus to set aside their wanton wickedness to work together overlong. This said, black cysts are
famous for combining their efforts against greater enemies. It's unlikely they do so out of their own tactical
sense. Likely, it is because of some missive from their master.
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Alignment: As creatures of Tharizdun's creation, black cysts are always chaotic evil. They recognize no pacts,
no alliances, and are as quick to destroy their allies, as they are their enemies.
Typical Treasure
Black cysts have no use for treasure and therefore never keep it. What valuables may be found with a black
cyst are undoubtedly the treasures of the cult that summoned it.
Advanced Black Cysts
Black cysts are incapable of growing larger on their own. A servant of Tharizdun can cause the black cyst to
swell, however, by performing ritual sacrifice. Every 10 Hit Dice of sacrificed victims causes the black cyst to
gain 1 Hit Die. Once it has acquired 44 Hit Dice, it suddenly bloats, expanding with terrifying speed until it
finally settles on Huge size.
http://www.wizards.com/dnd/images/elderevils2.jpg
Telorhathygg
A sister sword to Druniazth, Telorhathygg is +5 Shadow Longsword of Wounding& Madness,(Int 22 Wis 21 Chr 20 AL NE:
Domination of Wielder only) that was created by the Doom Dreamers when the world of Tharizdun was still lush and
green. Brought by the Eldar Sharn from there old for safe keeping. The leaf shaped blade appears to hold a smokey
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black, non reflective surface. All light shone upon it is absorbed. On closer inspection the gazer sees a roiling smoke
filled realm of chaotic nightmares and death.
Any being struck by the blade automatically continues to lose 5 hp per round for 10 rounds, only power spells like heal
and miracle can stop this, or a periapt of wound closure. In addition, any living struck must save vs spells (wisdom
bonus applies) or be struck down by a Greater Slumber spell filled with nightmares. The effect lasts until removed, the
individual dying in a number of days equal to their constitution divided by 3, from the horror of their nightmares. Even
is they are safely awoken they must save again this time vs death or be rendered mad (as if confused and feebleminded)
until Heal, Dispel Evil and Remove Curse are cast upon them. If the person survives the madness they are then
considered a Thrall of Tharizdun. This effect takes time to manifest, and may only appear obvious after many months of
slow and subtle personality and alignment changes.
The sword itself holds a tiny portion of the Dark God, it attempts to take possession of its wielder who then works
towards freeing the Dark One whilst spreading the worship of Tharizdun to increase the numbers working to free the
imprisoned god. The swords wielder gathers a following of Thralls who will follow their every command as if from the
god itself. The method of removing the Thralls curse is long and difficult, its exact method lost to the mists of time.
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The Grand Speaker for a collection of Realms where there exists already
lesser Coronals The Elven equivalent of an Emperor. Only ever used by the rulers of Aryvandaar and Ilythiir.
Coronal (COr-onal): The Great Speaker, a uni-gender term for the leader of a large Elven realm or independent
city. The human equivalent of a High King.
Iyilitar, (ILL-i-tar): A uni-gender equivalent to Coronal in elder days, but is nigh-forgotten today. A term
used by the early Coronals of Sharlarion and Occidian, and later the first rulers of Shantel Othreier, Miyeritar
and Illefarn.
Armathor : Knight of the realm, the same as a human knight but often with the added responsibilities of a
force commander and Knight Commander or Baron of the realm.
Aradoness:
Great Peace Keeper, usually the Knight Marshall of all the forces of a city or realm in Peace
Time.
Araegisess: Great Protector, the elected Knight Marshall in War Time, responsible for commanding in the
field, the armies of the realm.
ArSeluTaar: Court High Mage in any one of the cities of Shantel Othreier, Miyeritar, Keltormir, Illefarn
and Aryvandaar.
Faernsuor:
Holy Practitioner of the Art. In the case of Shantel Othreier, a priest of the Churches of
Corellon and Angharad.
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CorPenaal: The Grand Bard, Lore Keeper, Chief Historian and Chief Herald of the Realm.
Quessir/Quessaar: An Honorable Elven Male/Female. One who deports themselves with a certain
joie de vivre and who treats all she/he meets with courtesy/dignity and respect whilst maintaining their own
noble yet self sacrificing sense of honour and self.
ArQuessir High Born Noble Lord, the equivalent of a human baron or marquis.
Alantar, (Al-LAN-tar): A far-traveled, experienced elf who knows or remembers a lot, and can
impart it (humans might use the term sage, but that often implies book-learning and deduction, whereas the
elves mean someone whos seen with their own eyes, and only augments their own experience with what
theyve learned from others) is often, regardless of gender.
(adapted from a Candlekeep post by Ed Greenwood- 2005, a Candlekeep post by AJA, via the Sage, 2009,
and the Elven dictionary posted on Candlekeeps website.)
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Sources Used
Every Volos Guide I could get my hands on. Thanks Ed
Everything by Steven E Schend, (surely Corellon in disguise).
More Eric L Boyd stuff than can be counted.
Volos Guides to; The Dalelands, The North, The Sword Coast, Balders Gate II, Guide to all things Magical,
Cormyr. Cormanthor: Empire of the Elves, The Fall of Myth Drannor, The Ruins of Myth Drannor, Elves
of Evermeet, Complete Book of Elves, Mintipers Chapbook, Twilight Tomb, FR Adventures, The North
Boxed Set, Champions of Ruin, Champions of Valour, Races of the Wild, Mysteries of the Moonsea, FR Atlas,
Silver Marches, Races of Faerun, Lost Empires of Faerun, Leaves of Learning, FR Players Guides 3.5 & 4,
FRCG 1, 2, 3.5 & 4, Players Handbooks 2, 3.5 (I&II) & 4, DMG 2, 3.5 & 4, FGCG 1, 2, 3.5 & 4, Sceptre
Tower of Spellgard, College of Wizardry, Bastions of Faith, City of Ravens Bluff, Code of the Harpers, A
Grand History of the Realms (all three version...), Epic Level Handbook, Demi-Human Deities, Hellgate Keep,
Blackstaff, Forsaken House, Farthest Reach, Final Gate, Elves of Evermeet online Web Source, City of the
Spider Queen, Elminsterss Ecologies, Faiths and Avatars, Hall of Heroes, Lands of Intrigue, Magic of Faerun,
Netheril: Empire of Magic, Ecology of the Sharn Dragon # 373, The Serpent Kingdoms, Cloak and Dagger,
Magic of Incarnum, Giant Craft, Draconomicon 2E & 3E, Environs of Waterdeep Web Enhancement,
Elder Evils, Complete Arcane, Races of Faerun, Dragon Magazine 1-360 something....., FR Adventures 2E,
Unearthed Arcana 1,2,3 E, Manual of the Planes 1,2,3 E, Fiend Folio, Spell Compendium 3E,
Internet Resources
Various Articles by the Scribes of Candle Keep
Various Forgotten Realms Wiki articles
Various Wkikpedia articles
The Cult of Tharizdun - http://www.wizards.com/default.asp?x=dnd/re/20040510x
Ecology of the Sharn Dragon #373
Elder Evils: Shothragot Dragon #362 http://www.wizards.com/default.asp?x=dnd/drfe/20080318a
GHoR - Moonshaes BR James - http://www.wizards.com/default.asp?x=dnd/drfe/20080110
Special Thanks goes to Matt James and The Sage for providing valuable resources for the more obscure aspects of this project.
Gentlemen, your help was and always will be invaluable. Ta muchly!!!!!
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