Вы находитесь на странице: 1из 46

ARNOTHOI

The Fey Realm of Flowers


Lost realms of Cormanthor Volume IIX
Compiled, edited & in parts written by
Snowblood

MAP OF THE ARNOTHOI


HISTORY OF THE KINGDOM
RULERS OF THE FEY LANDS
CITIES OF THE REALM
GEOGRAPHY OF ARNOTHOI
DEITIES OF ARNOTHOI
ARCANE MIGHT OF ARNOTHOI
ARCANE RITUALS OF A FEY REALM
RESOURCES USED

PAGE
PAGE
PAGE
PAGE
PAGE
PAGE
PAGE
PAGE
PAGE

3
4
20
21
27
33
38
40
46

The Green Elf realm of Arnothoi


3

The History of Arnothoi


-17,000 DR
Led by the Hierophant Druid Arnothaer
Galanodel, Green Elves emigrate from
Eiellr, Syorpiir, and Thearnytar to the
Inner Sea for the next seven millennia.
Many clans decide against living beneath
the waves and settle upon the northern
shores of the Inner Sea. One of the more
prominent settlements is established in
the coastal forests of the Vaalash
Peninsula, (almost directly across the
waters from the Three Leaf realms. For
much of the next seven millennia the
Green Elves spread out from this point
establishing themselves in most of the
coastal lands and inland as roving bands
throughout the lands of the Great Mother
Forest.
The indigenous Green Elves maintain
their worship of the Seelie & Unseelie
Courts with Titania & Oberon, along with
the Queen of Air & Darkness being the
patron deities of the people. The Green
Elves name the coastal forests Arnothoi in
honour of druidess who lead them here
and name her High Queen until the realm
is established.
-16500 DR
The Green Crescent Druids raise up the
first forest giants to house the ever
increasing numbers of Green Folk from
the west. The tree city of Arnoth is
established on the steep northern heights
overlooking the upper Aluivyn Valley. Set
amongst towering oaks, shadowtop, blood
ash and wierwood trees the bustling
community soon out grows its humble

beginnings and within a century is a tree


top metropolis of 50000 beings.

-16224 DR
Unseasonably heavy rains combining with
a spring thaw sees flooding along all the
major rivers of the realm. Hundreds are
drowned when their river side tree
villages are washed away. Part way
through the flooding and terrible
earthquake causes further destruction
altering the course of the Aluivyn River.
-15981 DR
Large numbers of forest goblins begin
appearing in the eastern reaches of the
Great Mother fleeing before them are
clans of forest gnomes who come seeking
shelter beneath the trees of the elves.
Warmly welcomed the gnomes alongside
the Green Elves and several clans of forest
giants manage to drive off the goblins by
setting fire to large tracts of forest
removing the heavy undergrowth that the
goblins had been using to hide their
movements. After a long and wise reign,
High Queen Arnoth enters hibernation for
the last time, eventually transforming into
an Elder Treant at the heart of Arnoth.
Her sacrifice marks the beginning of
communal rule by elders of all 27 clans of
the Great Mother Forest.
-15490 DR
A party of Aryvandaaran dragon riders
discover the hidden city of Arnoth in their
hunt for fugitives from their rule. Their
4

attacks cause great destruction before


they and their draconic mounts are slain
by a family of emerald dragons allied with
the elves. This clan of psionic wyrms
settles within the dark confines of the
forests around Lake Yeventha.
14006 DR

upon the shores of the Vaalash. These


mysterious raiders begin attacking villages
and settlements up and down the coast,
taking many hundreds as slaves for their
wars in the west. The Council of Elders
selects the Bladesinger, Zalaandra
Rathofaer to lead the remaining clans in
their fight against the Vyshaan raiders.

Deadly raids by bands of frost giants and


ogres begin alongside packs of
winterwolves and wargs all along the
northern frontiers. Dozens of villages and
scattered nomadic tribes are slain. In
response the Moot of Calaer sees the
Giant Slaying Druid-Ranger, Hmalaar
Aulgyr elected as the next High King and
war leader. He proceeds to untie the
clans in their war against the giants of the
Great Ice Sea.

-12873 DR

-13992 DR

High King Zalaandra is slain in the first


siege of Arnoth as an army of Sun and
Moon Elves reduce the outlying
settlements to ash and rubble. Leading a
final desperate charge from inside the
city, the Green Elves manage to drive off
the invaders after capturing of killing their
commander, Prince Sareael Vyshaan. The
new High King Qorann Rathofaer holds
the evil prince until his father negotiates a
peace and pays a mighty ransom for his
sons release.

An army of 20000 Green Elves, Voadkyn


Emerald Dragons and Forest Gnomes
destroys a horde of Frost & Hill Giants,
Ogres, wolves and goblins 10 times their
numbers in a titanic battle along the
fringes of the Great Ice Sea. When the 90
day running battle is over, not one giant in
10 is left to return home. Large groups of
goblin & orge-kin with their lupine
companions roam deeper into the forest
bringing death and destruction with them.

A gathered force of clan warriors are


routed at the battle of Kestrels Run by
raiding elven knights and raiders as they
sack the Arnothan city of Athyllaar. In all
20000 Green elves are either captured or
slain as the eastern half of the realm falls
to the tyrannical slavers from Sharlarion.
-12500 DR

-12400 DR
-13780 DR
With the death of the last winterwolf and
the slaughtering of the last Ice Sea Ogre
band High King Hmalaar renounces his
crown returning rule to the High Counciil
now that peace has been restored.
-12874 DR
Coastal villagers report great gallees filled
with scores of Sun & Moon Elves landing

After letting his disgraced son stew in


captivity for almost a century, the
Vyshaan prince is finally released as his
forces retreat from Athyllaar handing back
over to the forces of Arnoth. Within a
decade the peace breaks down and the
Vyshaan raiders are back up to their old
tricks, raiding a pillaging coastal and river
side communities all along the inner seas
coasts.

-12,000 DR
The Crown Wars Begin/Rise of the
Vyshaantar Empire: After centuries of
fruitless diplomacy, the impatient,
grasping rulers of Aryvandaar attack
Miyeritar and begins putting political
pressure on Shantel Othreier to join them
or suffer the same fate.

High Queen with them. There they


remain as a constant thorn in the
kingdoms side for the next 3 centuries.
The Sun & Moon Elves of Hollidaar
continue to use the citadel and its harbour
as a base from which to raid a pillage
across the inner seas, but never again do
they seek to challenge the rights of the
Green Elves to roam the Great Mother in
relative peace.

-11998 DR
-11404 DR
High King Qorann is assassinated by the
pro-Vyshaan chieftain, Ferellda Yhendorn
who after having rounded up and
imprisoned the clan elders has them elect
her the next High Queen of Arnoth.
Vyshaan cronies are soon appointed to
positions of power and influence within
the capital. The surviving clan leaders
abandon the Heartwoods heading north
to the wilderlands of the Great Mother.

-11784 DR
A small fleet of galleys head up river to
the Lake of Yeventha and the Moon Tor
lands in an effort to destroy the last
resistance to their rule. In a surprise
attack hundreds of wyvern and giant eagle
riding green elf wizards, druids and
spellblades descend upon the hapless
fleet as elementals and tree spirits attack
the invaders from all sides and destroy
every last elf within the fleet. From this
time on the Vyshaan are on the defensive
slowly losing ground until they themselves
are trapped within the besieged capital.
-11782 DR
After a lengthy and bloody siege the
forces of Aryvandaar finally crack the
prohibitions on the use of portal magic
and retreat to their harbour citadel on the
tip of the Vaalash Peninsula taking the

The last forces of Aryvandaar pullout of


Hollidaar, recalled back to the heart of the
empire to defend the capital from an
uprising in Illefarn. Before they leave the
last High mage implodes the citadel
leaving naught but the windswept
foundations and hastily abandoned tunnel
complex. Searchers amongst the ruins
find the skeletal remains of High Queen
Ferellda. With her death the High Council
decides to abandon the ravaged capital,
restoring clan rule with the court
establishing itself within the shadow of
Moon Rise Tor upon the shores of
Teualumen Lake.
-10357 DR
The Halls of the Nexus is established as a
clearing house for refugees from the
Crown Wars. The vast covered portal
nexus becomes a way for the distant
realm of Ilodhar to stay in touch with the
disapora of the shattered western realms.
Small numbers of immigrants begin
moving into the icy reaches of the western
Great Mother. Many settler groups clash
with the local Green Elves resulting in
dozens of unrecorded deaths on both
sides.
- 10082 DR

Fleeing the growing population of the


lands around Ilodhar, the first Green Elf
clans move into northern Arcorar. The
people rename it Rystallar in honour of
their leader Rystallnhar Audark who leads
the people out of slavery into freedom in
the east. Meeting their ancient kin for the
first time in millennia the people of
Arnothoi and Rystallar meet often to
celebrate and trade but their differing
religious and cultural practices prevent
closer ties from being established.
-10,000 DR
The Green Elves of Arnoth are ignored by
the Seldarine and are not invited to Elven
Court council.
In response to the
increasing presence of foreigners the
leaders of the various clans and
homelands gather at the Moot of Cafraer
at Glasorin and elect the Ranger
Heldalanin Phenthae as their first High
King and War Leader.
-9980 DR
High King Heldalanin establishes his court
north of the old barrows in the dense oak
and fir forest of the upper Aluivyn Valley
within the over grown ruins of old Arnoth.
He renames his renewed capital and
realm Arnothoi, in honour of the original
founder. Green Elf Druids and High Magi
begin restoring and regrowing the trees
defences and buildings of the city. Within
six months they have laid the first Green
Elf made mythal set down around a city in
more than 2000 years.
-9900 DR
Aryvandaars covert persecution of High
Mages and priests begins, as they attempt
to destroy or control any who might
somehow force their descent as they did
the drow. While not destroyed utterly,

Illefarn & its colony in the Llewyrrwood is


annexed by Aryvandaar as its nobility of
priests and High Mages died under the
persecution of the increasingly-crazed
Coronal Giilvas Vyshaan. Many elves of
both lands flee to the remnants of Shantel
Othreier and Ilodhar to the east. This
sudden influx of powerful magi and priests
sees the raising of a powerful mantle over
the city. The population swells to over
50000 elves of all races and creeds (except
Dark Elves). The city continues acting as a
clearing house for those seeking to flee far
from the grasping reach of the Vyshaan
devils. This continued influx of refugees
into the northern reaches of the Great
Mother sees increasingly violent clashes
between the interlopers and the
indigenous clans seeking to protect their
homelands and livelihoods.
-9200 DR
High King Heldalanin and another 300
Green Elf warriors and spell slingers are
massacred at the battle of Redmoon
Glade by a company of Sun Elf knights
and a trio of High magi led by the prince
Norastum Irithyl. This loss sees the last
Arnothan clans driven from the northwestern woodlands of the Great Mother.
The clan elders elect the Blade Singer
Druid, Yrstagon Phenthae as the next war
leader/high king of the realm.
-9000 DR
The Vyshaan are utterly defeated and
Aryvandaar is dissolved. Much of the High
Forest is abandoned for an age, leaving
the forest open so the gods might restore
its peace. The madness of the Vyshaan
clan compelled even their most fervent
followers to abandon them before all the
elves lay dead at their hands. Many elves
begin migrating back to Elven Court in its
eastern forest.
With the relentless
7

increase in the number of Sun, Moon and


Green Elves migrating from the ravaged
and war-torn west, the elves of Arnothoi
continue their resistance based guerrilla
war picking off the leaders and elves most
opposed to the aboriginal presence.
-8800 DR
After much consultation and guidance
from the matriarchs within Ilodhar Lady
Allyssa grants the charter for the founding
of a fresh colony resulting in the founding
of Rystall Wood and the crowning of its
first Coronal.
-8506 DR
King Yrstagon and his family are
kidnapped by Sun Elf troops from Ilodhar.
A message is sent back to the elders in
Arnoth that unless they discontinue their
raids the king and his family will be
executed. Their response is to elect the
blood thirsty crusader, Felserianna
Galanodel as the new high queen and to
begin slaughtering any sun elf they find
south of the Verire and Duathamper
Rivers. Before the month is out a silken
bag full of royal heads is dropped into the
market green of Arnoth signalling an
escalation in the war between Arnothoi,
Ilodhar (and her colonies).
-8502 DR
The battle of Moonrise Tor sees
thousands of Arnothan Green Elves
massacred and the survivors driven south
by the armies of Ilhodhar led by Prince
Norastum Irithyl. This rout of the
indigenous green elves end the first
Searing War, and clears the way for the
establishment of further colonies in the
central heartlands of the Great Mother.
The retreating green elves flee south into
the primordial forests below the Owl Bear

Hills mourning the loss of their most


sacred and spiritually significant lands.
-8400 DR
After centuries of intermittent guerrilla
warfare against the hostile Green Elves of
Arnothoi, the immigrant Moon and Sun
Elves clear the western forests, driving the
last aboriginal elves south of Lake Sember.
The realm of Jhyrennstar is founded, the
Coronal is crowned and the First Rysar
starts.
-8210 DR
The population of Ilodhar continues to
grow as migrants pour in from the west.
The non-gold elf clans of Ilodhar abandon
that realm due to overcrowding and
constant harassment by orcs and ogres.
Several clans travel north to Rystall Wood,
while others led by the Blade Singer
Fallasar Taurntyrith, travel east to western
Arcorar eventually founding the city of
Braceldaur.
-8000 DR
With the destruction of the last Arnothan
villages on the northern shores of Lake
Lakes Sember the Coronal of Jhyrennstar
manages to negotiate a peace treaty with
the High Queen of the Arnothoi. With the
establishment of a shared border along
the south bank of the River Verire (Ashaba
River) founding of Semberholme is
announced.
7790 DR
The King Killer Star appears and the many
dragons of the region gather in several
flights rampaging about the lands near
Sea of Dragons. Included in this is a flight
of black dragons from the Thunderpeaks
who swoop down to lay waste to the sea
8

side villages of Gothmonai and Everessh.


The raging wyrms then clash head on with
an equally insane with the red dragons of
the Earthspurs and are slain in the skies
above the Sehanvael.
-7557 DR
Lady Paerisia of Ilodhar orders the people
to begin a full evacuation of the city. This
influx of the more xenophobic Sun Elves
see pressure placed upon the rulers of the
various Arcoran realms to open up new
lands for settlement south of the Verire
and Duathamper Rivers. In response the
Arnothans begin building watch towers
along their northern border each linked to
the next by portals that enable the elves
to maintain the integrity of their borders
with
patrols
patiently
reminding
trespassers of their transgressions with
blunt arrows and frightful illusions
designed to turn the intruders peacefully
around.
-7400 DR
The Third Rysar of Uvaeren begins after
the sudden death of the Coronal, after an
apparent hunting accident. Arnothan
assassins manage to retrieve the dead
coronals sword and scalp as evidence of
their success. High Queen Felserianna has
them executed and the stolen relics
returned as an act of good faith in an
effort to keep the peace between the
north and south.
-7210 DR
High Queen Felserianna is killed by a giant
owlbear whilst hunting the dangerous
beasts that have been menacing villagers
in the hills north of the capital. From the
many potential candidates the clan elders
elect the Arcane Archer Druid, Hathren

Yhendorn as the next High King of


Arnothoi.
-6299 DR
The Gilden Librarium of Tyrithtael is
completed, and quickly becomes the
largest library of Elven art, literature and
music within Arcorar.
Scholars and
artisans from Arnothoi are invited to
journey north and contribute their realms
history and lore to the growing collection.
High King Hathren travels north to visit
the library and gifts the lore keepers with
a complete history of the Arnothoi in 21
bound dragon leather volumes.
-6182 DR
The High king dies suddenly of natural
causes in his sleep after a long illness. His
nominated successor, Prince Gelaer
Yhendorn, the high priest of the Dark
Queen becomes the next ruler of the
kingdom. This attempt to establish a
dynasty imitating the rulers of Arcorar
causes much discussion amongst the
disgruntled elders, outraged that their
ceremonial prerogatives have been
usurped.
-5556 DR
The
unpopular
High
King
is
unceremoniously stripped of his crown
and executed for consorting with demons
by a triumphant High Council. Sensing an
opportunity land hungry Sun Elves
attempt to establish settlements south of
the border. In response the clan leaders
elect the Ranger-Sorceress, Tanthyll
Aulgyr who leads raids to drive the
interlopers back across the border. The
retreating Sun Elves are stripped of their
belongings which are then distributed to
the Green Elf families they displaced as
compensation for the losses.
9

-5000 DR
The Twelve Nights of Fire (Midsummer)
The red hot pieces of a shattered meteor
rain down upon the forests of the Great
Mother setting enormous swathes of
woodland alight. One piece gouges a long
path of destruction through the eastern
forest, whilst another flaming chunk sets
the coastal woodlands of the Gulf of
Selune ablaze, creating both the Vale of
Sehanine and the Plains of Samphire.

-4700 DR
An earthquake rocks the region damaging
many stately buildings and homes
throughout the region.
4400 DR
The Dark Court Slaughter: Given exact
details on the times and dates of the
Grand Moot between the Rulers of
Arcorar and Sarphil, by agents working for
the narcissistic megalomaniac, Lord
Geldanyth, Drow and Duergar attack and
destroy the Elven Court and Sarphil
beginning on Midwinter Night. Within
days, the Elven Court is in ruins and
Sarphil is occupied by the drow and
duergar. The Dark Court Slaughter claims
the lives of many clan leaders of the Elven
Court and the coronals of both Rystall
Wood and Jhyrennstar.
Roving bands of dark elves are picked off
by small troops or Arnothan arcane
archers and scouts who play a deadly
game of cate and mouse with the dark
elves as they sweep south to protect their
flanks. Their losses prove prohibitively
high and they quickly fall back north to
ther woods around the ruined court of

Cormanthyr. High Queen Tanthyll uses


the ensuing chaos to send her forces
north to reclaim lands lost around the
Wyrms Tooth (Haptooth), and along the
northern edge of the Owl Bear Hills
driving hundreds of Moon and Sun Elf
colonists back across the old borders.
-4195 DR
The Warrior Queen Tanthyll of the
Flaming Blades dies battling Sun Elven
knights in a running battle along the
Moonrise Vale. Forces from both sides
continue to battle each other for many
days resulting in hundreds of pointless
desths as the border remains static for the
next several hundred years.
The clan
elders disheartened by the lack of
progress in their war with Cormanthyr
elect the Crusader Scout Tanallthor Aulgyr
to prosecute a more vigourous push to
reclaim their old homelands around
Moonrise Tor and Lake.
-4000 DR
The Five realms north of Arnothoi unite
under the banner of Cormanthyr, the High
King warns the elves of the new empire to
stay out of his peoples lands upon pain of
death, or worse. There are many minor
skirmishes along the two kingdoms shared
border and the region becomes a wild and
violent region belonging to no one but
claiming many lives.
-3900 DR
The violent warrior king Tanalthor is slain
by Orcish shamans who summon several
demons to attack the king and his warriors
as they hunt the roving orcs through the
western Owl Bear Hills. In a rare instance
of co-operation troops from Arnothoi and
Cormanthyr combine to hunt down and
destroy the orcs and their demonic allies.
10

Forcing a rethink in their agreesive


policies a small group of influential priests
use their influnec toi have the Druidess
Tanalassra Aulgyr elected the new High
Queen and instruct her to open up a
dialogue with the rulers in Cormanthor to
try and find a peaceful solution
-3520 DR
Elves of the North begin aiding in the
escapes of gnomish slaves from their
Netherese captors, helping them move
south and east across the Realms. High
Queen Tanalassra and representatives
from the various Forest Gnome clans of
Arnothoi invite many of the refugees to
settle within the Yeven Vale under the
care and watchful silence of the archers of
Arnoth and Cormanthor.
-3333 DR
A sudden rise in the number of births
across the realms co-incides with bumper
crops of grains, seeds, nuts and berries as
favourable seasons continue for the next
decade as the climate slowly warms.
-3227 DR
The nature loving high queen dies whilst
attending a peace conference in
Semberholme, on the eve of signing a
treaty forever sealing a peace bond
between the two nations. Her sudden
unexplainable death throws the peace
talks into disarray as the Arnothan envoys
storm out of the meeting accusing the
Cormanthans of treachery and regicide.
The disgusted clan elders declare a state
of war once again between the two
realms and elect the Lythari archer,
Roarkan Fethrael as the next High king of
the realm. The armies of both realms
march to the border but neither of them

cross and an uneasy, tension filled peace


ensues.
-3001 DR
Arnothan high magi raise a new mythal
over the city of Arnoth, set amongst
dense, almost primordial forest the city
exists only in the middle and upper
canopy with no clear way to ascend.
Forbidden to outsiders, the Arnothans set
up the temple town of Glasorin as the
main trade and market place for goods
from all over the known worlds.
-2475 DR
The Great Glacier continues to expand as
a mini ice-age grips the northern lands
covering much the the northern forest in
ice a mile thick, the city of Braceldaur is
destroyed and its people migrate south.
Green Elves from the region are invited by
the rulers of Arnothoi to settle in the
lightly populated western hinterlands and
the coastal forests long left vacant after
the Slave Taker Wars. Many influential
families with long held grudges against
the northerners open up long hidden
gates and begin migrating west to the
Great Dale Forests and to warmer lands
far to the east.
-2344 DR
The aging high king orders the
establishment of a new colony far away
from their troubled homeland. Scouts
and magi combine to scout the planet for
a new home of virgin forests far away
from the growing troubles of the
Arnothan people. The high king dies of a
long illness on the eve of the first scouts
returning. He lasts long enough to learn
of the discovery of an archipelago on the
far southern side of the planet completely
devoid of humanoid life yet covered in
11

primordial forests.....The new high king,


Goathrynn Fethrael immediately sets
about recruiting families to migrate south
through a new portal nexus to the newly
located islands hidden by distance in the
great south seas.
-2208 DR
After centuries of cold dry winters, great
fires rage across much of the southern
and western forests. Despite the valiant
sacrifices made by ordinary elves of the
Great Mother, the druids and tree herders
actively encourage the fires attempting to
renew the forests and clear the of the
choking under growth. The green elves
clash frequently with their Sunn & Moon
Elf cousins as they attempt to continue a
practice patch burning of the forests on an
annual basis.

-982 DR
A nest of Green Dragons settle within the
forests north of the Emerald Tor, for
centuries they prey upon the people on
both sides of the River Verire. Several
lesser wyrms of the brood are brought
down by Green Elf dragon hunters but at
enormous cost in retaliatory raids by the
elder wyrms. High Queen, Ethelfaor leads
her eagle & griffon riding Green Knights
north to harass the wiyms driving them
north into the snow covered forests of the
northern lands. In a rare stroke of luck
she and her followers find and seize the
hoards of several dead dragons and spirit
the many rare and powerful Moon and
Sun Elven treasures they find to their
colonies far tho the south where they can
do no harm.
-980 DR

-1798 DR
The aging high king tired of the constant
bickering and petty wars of the noble
border lords & clans, resigns his throne
and migrates west to Shalhoond to be
with his kin in his twilight years, upon his
departure Lord Goathrynn hands the
sword and sceptre to his great niece, the
Druid, Ethelfaor Galloglar and leaves
without another word.
1535 DR
Ylraphon is established in the eastern
woods across the River Lis by exiled
families from Sharrven, seeking a new life
again away from the arrogance, stupidity
and greed of the Gold Elves ruling in
Cormanthor.
Arnothan Green Elves
already living within the forests here
welcome the new comers with cautious
optimism sharing as they do a common
view of the people of the west.

Geomancers raise the first towers of the


Palace Beyond Time in Aavenglas. High
Magi loyal to the Reithel clan raise a
mantle over the palace that effectively
slows aging to a crawl within the palace
grounds. The Principality of Orva is
officially proclaimed.
High Queen
Ethelfaor cautions the new comers against
crossing the Shadowsil and establishes a
series of beacon towers linking the
western forces set to watch Orva, to the
capital Arnoth.
-853 DR
Major floods pour down the Shadowsil
and Aluivynn valleys inundating vast
tracks of forest, whilst at the same time a
king-tide forces a storm surge up river
flooding the lowlands. Many low lying
communities of gnomes and elves arte
washed out and many survivors flee north
into the Owl Bear Hills seeking lands
where floods are not a factor. High Queen
12

Ethelfaor grants several hundred elves


and gnomes the right to migrate south.

Cormanthor or east through the portals to


Shalhoond.

-800 DR

722 DR

Queen Ethelfaor resigns her crown, taking


up the mantle as Chief Hierophant of the
Southern Forests. In her place, the High
Mage Druid, Felless Galloglar becomes
the new high king of the realm. His first
order of business is to deal with an
increasing number of refugees fleeing
from religious and ethnic violence in Orva.
There are several clashes with extremists
from Orva attempting to extend their
religious influence into the coastal
communities of western Arnothoi.

Elves of Ylraphon suffer attacks by drow


forces from Tel Verinal in winter, and the
orc hordes of summer overwhelm them,
causing the fall of the city.

-766 DR
Suffering from increasingly vivid and
debilitating visions, Prince Ashalwyth
leaves the day to day running of the realm
to his trusted lieutenant, The Mage Royal.
The mad, petty, power-hungry Laranlors
fractured mind is filled with delusions of
empire. Acting upon the the advice of his
chief retainer Lord Ashalwyth orders his
high-magi who reside within Orvaskyte to
devise a means of expanding Orvas
borders with minimal effort.

Fleeing refugees bring stories of violence


and horror. Several border Arnothan
border communities are over run by devils
before the beacons are lit and help
arrives. High King Felless leads Arnothan
spellblades and archers as they battle
hundreds of devils and their undead
servitors on the bloody banks of the
Shadowsil. After a battles lasting many
days, Cormanthan High Magi arrive and
combine with their Arnothan counterparts
to put an end to the Hellish invasion and
the Orvan heresy that spawned it all.

-745 DR

-671 DR

Disgusted at the increasingly violent and


paranoid actions of their lord, several
noble and pious families attempt to
overthrow their tyrannical prince. After a
brief and bloody civil war the surviving
rebellious nobles and their many followers
are sacrificed one and all, young and old,
upon the alters dedicated to Chronos the
Destroyer in Orvaskyte. Thousand of
commoners flee east seeking refuge
within the borders of Arnothoi. Seeing
them as a direct threat to his realms high
king Felless allows them to pass north to

The first great hordes form as Orcs grow


so numerous as to gather into raiding
hordes every dozen summers or so. These
great, undisciplined hosts of warriors build
or seize ships and sail away south to
plunder and slay.
Many coastal
communities come under increasing
attack by the Orcish reavers. In response
travelling bands of Arnothan archers and
spellblades, accompanied by portal magic
using magi, set up a series of coatal watch
towers linked via portals to protect their
lands. After several false starts they

-701 DR
In a single, horrifying night of blood and
slime, the tiny kingdom of Orva is
annihilated and the Vast Swamp doubles
in size, to more or less its present
dimensions.

13

manage to destroy several dozen Orcish


flotillas over the next 30 years, as they
attempt to raid elvish communities
further inland.
-255 DR
Jhaamdath is destroyed by a tidal wave
created by high elven magic. Percussive
waves rebound throughout the inner sea
causing great destruction to many
communities hundreds of miles away
from the source of the wave. Amongst
the dead are thousands of sea elves and
hundreds of Arnothan fisher folk caught
on the coasts of their much ravaged
coastal homes. Fearin a resurgence of
the abusive, nature dsstroying former
uses of high magic, High King Felless
suggests to the clan elders that a retreat
to their southern colonies might be in
order to prevent further losses.
-246 DR
Human
refugees
from
shattered
Jhamdaath begin arriving on Arnothois
southern coasts. Alarmed at this sudden
arrival of what are regarded as viscious
pests no better than orcs, High King
Felless orders the immediate slaughter of
all humans encountered upon Arothan
shores. In this way thousands of humans
looking for a new home, find nothing but
death beneath the forested shores of a
hostile realm.
-225 DR
Horrified at this continued slaughter of
hapless refugees, the priests of Arnoth
unite against ther high king and mange to
persuade the elders to overrule Lord
Felless policy of persecutiuon against the
humans.
-205 DR

Lord of Scepters Iliphar Nelnueve of


House Amaratharr is granted rule of the
Wolf Woods of Old Orva upon his besting
of Thauglorimorgorus the Black Doom in a
dragons duel of honor. High King Felless
sends envoys west to negotiate with the
new Laranlor a mutual co-operation
treaty, but Lord Iliphar dismisses them as
backwards bumpkin not worthy of his
time. In response High King Felless closes
the Shadowsil crossings and strengthens
his forces presence upon Arnoths western
border.
-200 DR
Chondathan
emigrants,
fleeing
persecution in their homelands, cross the
seas becoming the first humans to settle
the southern reaches of Cormanthor. At
first they are treated with caution by the
elves of Arnothoi, but soon the diseases
they bring with them ravage many of the
coastal fishing communities and the elves
then use arrows and fire to drive the
humans east and north to the wild
Moonfire lands of the Sehanvael.
-64 DR
Green Elves from fallen Rystal Wood
migrate south to join their distant kin,
they are permitted by High King Felless to
settle in Raphtlor, beneath the looming
shadow of the Thunder Peaks. They soon
establish the thriving community of
Raphllon which becomes a steadfast
bulwark against orcish invasions from the
western mountains.
-26 DR
Blacklung, a previously unknown disease,
sweeps through Arnothoi, reducing Green
Elf populations by nearly 50% in many
communities. Amongst the thousands of
14

dead is the aging Lord Felless. Many elves


flee west to Shalhoon or through the
secret portal nexus to their southern
colonies. The few surviving elders elect,
the High Priest of Sehanine, Fethren
Galloglar as the next High King of the
rapidly shrinking realm.
1 DR
The Standing Stone is raised by the elves
of Cormanthyr and the Dalesmen,
ratifying the Dales Compact between
them and starting the Dalereckoning
calendar. In the south High King Fethren
grudgingly cedes lands to the human
settlers, along Arnothois northern border
to act as a buffer zone between his realm
and the usurpers of the northern forests.
6 DR
Humans fleeing plague and tyranny and
lead by Ondeth Obarskyr settle a tract of
land on the outskirts of the Wolf Woods
west of Slivermoon Bay. The scouts of
Lythtlorn quickly send word to the Royal
Courts in Eveningstar and Arnoth alerting
them to this growing threat.
16 DR
In retaliation for the killing of several
Elven families who had sought to
peacefully trade with the encroaching
humans and who objected to the clear
felling of so many trees, Green Elven
troops from Lythtlorn and Arnothoi
attack the Bleth farmstead and other
more remote wood cutter and mining
settlements outside Suzail, killing all
occupants. Baerauble Etharr (a human
mage from Netheril living at the royal
court in Eveningstar) counsels Ondeth
against further expansion into Lythtlorn.

High King Fethren is killed in an ambush


by human warriors at the mouth of the
Aluivyn whilst he and his escort are
inspecting the burning ruins of an isolated
village. Other elves hunt down and kill the
reavers slaughter them as they arrive back
at their ships pulled into the mangrove
flats of Greensun Bay. The new high king,
Faorantyr Yhendorn orders all coastal
dwellers to abandon their holdings
offering river side homes along the
Aluivyn Valley as compensation. Before
the decade is out every coastal village and
hamlet is raised and their former
occupants relocated inland or down
south.
26 DR
The humans of House Obaskyr, seek and
are granted permission by Lord of
Scepters Iliphar Nelnueve, to establish a
realm upon the coastal plains of Lythtlon.
High King Faorantyr forbids them to
expand beyond the boundaries of Old
Orva.
200 DR
The armies of Cormyr led by King Moriann
defeat the goblinkin of Hlundadim north
of Suzail and drive them out of the
kingdom and into the Stonelands.
Companies of elven archers from
Lythtlorn and Arnothoi protect the flanks
of the human army and prevent the
goblinoids from using their vastly superior
numbers from outflanking and over
running the heavily armed by not very
mobile human troops. This battle marks
the beginning of the first full time alliance
between the south western human and
elven realms.
220 DR

24 DR
15

The Coronal of Cormanthyr opens the


forest of Cormanthor to non-elves, this is
the cause for much consternation
amongst the more conservative families
of the realm, some of whom move south
or east. In Arnoth the High King Faorantyr
allows select humans to travel through his
lands but refuses permission for any to
live anywhere but within the border dale
lands of the north.
261 DR
The elves of Cormanthyr lay a mythal over
the city of Cormanthor and open the city
up to all non-elves. Horrified at this many
conservative families leave the city, with
many minor nobles and their followers
finding a warm welcome within Arnothoi.
High King Faorantyr gladly welcomes
these new comers seeing them as a boost
to his realms flagging population and
defences.
274 DR
High King Faoantyr is summoned to the
Council of Elders and unceremoniously
stripped of his throne charged with
consorting with Cormanthan nobles to the
detriment of the realm. The council
immediately elects the hauntingly
beautiful and staunchly patriotic, Ciyradyl
Phenthae as the next High Queen of
Arnothoi.
380-6 DR:
Humans from Chondath seeking new
markets and trade opportunities help
establish the trade forts of Chondathan
and Chancelgaunt.
They are quickly
followed by timber fellers looking for new
forests to cut. This brings them into direct
conflict with the elves of Arnothoi who
are quick to punish any perceived hmna
transgressions.

398 DR
Seven Dragons attack Myth Drannor and
are driven off three of the wyrms head
south to continue their attacks upon the
hapless elves and humans of Sehanvael. A
red wyrm Gatorexashaar is slain by the
human crusader Botharan Ironside in an
epic one on one struggle. Spells and
arrows of a combined human and elven
army manage to slay the other two after
they have slain hundreds and caused
untold damage. This is the first time that
the humans of the dales and the Green
Elves of Arnothoi have co-operated on
mutual defence.
400-15 DR
Invaders from the human logging
fortresses
of
Chondathan
and
Chauncelgaunt come under increasingly
savage attacks by orc and goblin raiders as
these bands are forced south by
Arnothan efforts to rid the eastern
Thunder Peaks of the goblinoid threat.
The elves drive the goblinoids deep into
the human lands in hopes that each will
destroy the other. Defenders of future
Sembia battle the nonhuman hordes for
the next fifteen years.
Even as the Goblin Smasher Wars
continue, Chondath continues to send
more troops and colonists into their ever
expanding colonies.
So despite the
increasingly militant stance of the elves,
their efforts only stiffens the humans
resolve to establish themselves on the
north side of the Sea of Fallen Stars.
429 DR
Pushed west by an Arnothan offensive
deep into the Thunder Peaks the humans
16

of Cormyr battle & defeat an Orcish army


in central Lythtlorn. Meanwhile pirates
and slavers lead by Magrath the Minotaur
begin raiding elven coastal villages located
along the edge of Slivermoon Bay.
430 DR
In petulant defiance of the Council of
Elders High Queen Ciyradyl marries her
lover, the human bard, Auros of Elmere in
a secret ceremony within the Grand
Gardens of Glasorin. Their union forces
the stiff necked elders to accept Lord
Auros as a member of the royal family and
their 17 children become active defenders
of the realm.

catacombs beneath shadow of the newly


named Queens Tears Tor.
523 DR
Younger moon elven members of the
Starym clan return from Eaerlann, Illefarn,
and elsewhere to Myth Drannor. A sub
branch of the house seeks and gains
permission to establish a residence and
arcane academy within the royal capital
Arnoth. This marks a shift in political
attitudes as the High Queen looks
northwards for the defence of her rapidly
shrinking forests in the face of continuing
human aggression.
600 DR

432 DR
King Duar of Cormyr seizes Dheolur and
defeats Magrath the Minotaur, whilst this
is happening a combined force of human
sailors and elven warriors from Arnoth
track down, attack and destroy the
pirates hidden base within the fens of the
Shadowsils mangrove filled estuary.
512 DR
Orc hordes rampage out of Vastar and
other strongholds, engulfing many lands
in war. Many roving bands sweep across
the Dragon reach and into the eastern
lands along the Wyverns Claw Rift,
pouring into the the Arnothan lowlands
they slaughter hundreds before being
stopped at Oldalyrs Ford, amongst the
many dead is the aged minstrel Lord
Auros, killed along with his youngest
daughter and her family in the village of
Moonbriar Way. High Queen Ciyradyl
insists that her husband be buried
amongst the nobles. At first the elders
refuse but after a long and protracted
negotiations they agree to allow Lord
Auros to be buried at tyhe entrance of the

High Queen Ciyradyl is slain battling


human mercenaries as they attempt to
push their way north into the upland
forests of old Arnothoi. This incident
triggers a war that see eleven volunteers
answering the call to arms from all across
the Great Mother abd beyond. The new
High Queen Tlathra Phenthae places a
bounty on the heads of any Chondathan
human caught beneath the boughs of the
rapidly vanishing woodlands.
619 DR
An orc horde pours into western
Cormanthyr and the Dales, threatening to
overrun Semberholme and the southern
Dales. The ballad Battlestars at Tilvers
Gap tells the tale of the destruction of
the orcs from Thunder Peaks by the
combined Dalesmen militias and elven
armies from Cormanthyr, Lythtlorn and
Arnothoi.
649 DR
Orcish numbers again reach plague
numbers and all too soon, they rise again,
17

and the surface dwarven kingdom of


Rolidar vanishes like an elephant swarmed
by a million ants.
654 DR
Druid enclaves, made up of both human
and elf followers of Rillifane, are
established in the woods north of
Glasorin, within Moondale and inside a
deep, wooded dell in the northern Owl
Bear Hills.
667 DR
A Council of Twelve now rules over Myth
Drannor, much to the delight of the High
Queen who bore no great love for Lord
Eltagrim. Agreeing to a new treaty, Queen
Tlathra negotiates a new military alliance
with Cormanthyr in the face of the
growing military threat from the human
realm of Sembia.
684 DR
Dwarves of the Clan Tarynstone are found
digging deep tunnels under Myth Drannor
despite the long-held prohibition against
such actions. Clan Tarynstones three
hundred fifty dwarves are exiled from
Myth Drannor and Cormanthyr. Invited by
High Queen Tlathra the clan emigrates
west into the Thunder Peaks. Settling
within the hidden valley south of Queens
Tears Tor the dwarves establish their new
citadel
Thunderholme.
Allying
themselves with the beleaguered elves of
Arnothoi, they start supplying arms and
armour to the increasingly war like elves
helping them in their war with the forest
hating humans of Chondathaar.
695 DR
The druids of Arnothoi, in co-operation
with the tree-herders of the southern

forests begin moving the remnant old


growth forests surrounding Sehanvael
north and west to the dense primordial
forests of Arnoth and the southern
districts around Lake Yeventha.
700 DR
After five years the forests of Moondale
are completely cleared by this date even
though no living tree is ever felled by its
people. High Queen Tlathra redraws
Arnothois borders establishing watch
towers along the eastern and southern
edges of the rapidly shrinking forests of
Arnothoi.
711 DR 715 DR
The Weeping War: Absorbed by its own
war against the humans of Chondathaar,
the elves of Arnothoi are unable to send
help north to help the people within
besieged Myth Drannor. Instead they
open up their northern borders to
refugees from the war and High Queen
Allysara sends spearmen, archers and
spellblades to protect the refugees
gathered in camps around Lake Yeventha
and in southern Semberholme.
716 DR
A remnant horde of goblinoids and
daemons is chased out of the eastern
tangled Vale and onto the Moon Dale
plain. There they are met by a combined
force of humans and elves from Arnothoi
and Semberholme. The battle rages for 4
days before the last daemon is banished
and the final orc is slain. Amongst the
hundreds of elven & human dead are
many Arnothan nobles including the High
Queen and most of her Green Knights.
With these deaths the final martial
strength of the once proud Arnothoi is
broken and the new High Queen, the
18

Hierophant
Druidess,
Anastrianna
Galanodel calls all the remaining clans and
families together of a Grand Moot to
discuss and decide their realms and their
own futures.
884 DR
The Battle of Singing Arrows: The elves
destroy a large mercenary force in the
Dragon Reach north of the Wyverns Claw
Rift. In attempting to force a coastal trade
route north to the Moon Sea the humans
are crushed by the combined forces of
Cormanthor and an increasingly savage
and desperate Arnothoi. The resultant
devastation and series off battles across
the region leads to the creation of a
blasted moorland known to most as the
Cold Fields (named as such for the
summoned blizzards used by Sembian
wizards to try to defeat the elves...these
unseasonal elements remain even at the
height of the short northern summer).
913 DR
The Dragon Sea's mineral wealth is
discovered by humankind at about this
time, and pressure begins to grow for a
trade road through the elven woods to
make Sembia the world's gateway to all
these riches. The merchant "prince"
called Rauthauvyr the Raven (leader of
the merchants council) travels alone as an
envoy to the Elven Court and asks the
elders of their Council to approve a road
open to humans linking Sembia to the
shores of the Dragon Sea (an earlier road
had been destroyed during the conflict
and was now overgrown). Raven proposes
that the elves choose the route and retain
control of it and the woods around it, so
that no woodcutting or human settlement
can occur.

The elves have similar arrangements with


the Dalesmen and have no difficulty with
the concept of such an agreement.
However, the inhabitants of Velarsdale
(now Harrowdale) refuse the proposal,
not wanting or needing such a road as one
already exists along-side the River Lis. The
elves, not wishing to offend long-time
allies, refuse Raven's request. Rebuffed,
the Raven then threatens to exterminate
the isolated elves in Amothoi, the last
embattled remnant of the elves in
Sembia, if the Elven Court does not
cooperate.
The elves agree under this pressure, and
Sembia's financial future is secured. The
route the elves choose runs past the base
of the Standing Stone as a reminder of
earlier, less-hostile dealings between
humans and elves. Over the years the
elves of Amothoi come north to join their
brethren or slip away to seek Evermeet,
leaving their wood to gradually disappear
with only the primordial heart known as
the Archwood left behind.
921 DR
High Queen Anastrianna officially
dissolves the kingdom of Arnothoi,
retreating to the southern colonies with
the royal seals and regalia, finally
abandoning the last remnant of the old
forest and leaving the old capital Arnoth
in the care of a circle of elven and human
druids to care for what becomes known as
the Great Arched Wood. With the queens
departure, the portal nexus is deactivated
and the key stone destroyed, thus ending
once and for all the oldest Elven kingdom
in the heartlands of Faern.

19

Rulers of Arnothoi
Ruler

Length of Reign

Race & Gender

Arnothaer Galanodel
Council of Clan Elders
Hmalaar Aulgyr
Council of Elders
Zalaandra Rathofaer
Qorann Rathofaer
Ferellda Yhendorn
Council of Elders
Heldalanin Phenthae
Yrstagon Phenthae
Felserianna Galanodel
Hathren Yhendorn
Gelaer Yhendorn
Tanthyll Aulgyr
Tanallthor Aulgyr
Tanalassra Aulgyr
Roarkan Fethrael
Goathrynn Fethrael
Ethelfaor Galloglar
Felless Galloglar
Fethren Galloglar
Faorantyr Yhendorn
Ciyradyl Phenthae
Tlathra Phenthae
Allysara Galanodel
Anastrianna Galanodel

-17000 DR to -15981 DR
-15981 DR to -14006 DR
140001 DR to -13780 DR
-13780 DR to -12874 DR
-12874 DR to -12500 DR
-12500 DR to -11998 DR
-11998 DR to -11404 DR
-11404 DR to -10000 DR
-10000 DR to -9200 DR
-9200 DR to -8506 DR
-8506 DR to -7210 DR
-7210 DR to -6182 DR
-6182 DR to -5556 DR
-5556 DR to -4195 DR
-4195 DR to -3900 DR
-3900 DR to -3227 DR
-3227 DR to -2344 DR
-2344 DR to -1798 DR
-1798 DR to -800 DR
-800 DR to -26 DR
-26 DR to 24 DR
24 DR to 274 DR
274 DR to 600 DR
600 DR to 709 DR
709 DR to 716 DR
716 DR to 921 DR

Green Elf Female


Green Elf Elders
Green Elf Male
Green Elf Elders
Green Elf Female
Green Elf Male
Green Elf Female
Green Elf Elders
Green Elf Male
Green Elf Male
Green Elf Female
Green Elf Male
Green Elf Male
Green Elf Female
Green Elf Male
Green Elf Female
Green Elf Male
Green Elf Male
Green Elf Female
Green Elf Male
Green Elf Male
Green Elf Male
Green Elf Female
Green Elf Female
Green Elf Female
Green Elf Female

20

Cities

of Arnothoi

Arnoth
Population: 59800 (Green Elf 80%, Lythari 5%, Forest Gnome 5%, Voadkyn 5%, Other 5%)
Products: Leather goods, timber products, herbs, fruits & vegetables, magic items, lore
storage devices, education, music & instruments, weapons & armour, furs, kites, rare plants
& pets, alluvial gold, gems.
Who Rules: The High Queen or King with a council of advisors.
Who Really Rules: The High Council of Clan Elders
Armed Forces: The Green Knights, The Gaernthor Star Archers, Ssreeshan Spellblades,
Spears of Hollow Oak.
Temples: Seelie Court, Unseelie Court, Eachthigern, Emmantiensien, Verenestra, Segojan
Earthcaller, Baervan Wildwanderer, Iallanis
Magi of Note: Gaernthor High Mage Circle, Azure Leaves Tree & Plant Shapers, Sisters of
Twilights Tears Shadowmancers.
Organisations of Note: The Borderers Hunters & Scouts of the border regions, The
Firebirds Eagle Riders, Elmanaer Arms & Armourers, The Fluted Lyres spellsingers &
minstrels, Romaeas Butterflies Sorcerers & Witches Coven.
Locations of Note: Moonleaf Springs & Piccannas Pond, The Chitonmath Stone Circle, The
Great Grand Mother Tree, The Skyarch Atrium, The High Council Aerie, The Gates of the
Shadosilth, Golden Hives Beekeepers Grove, Dwyynt Historical Society.
Local Lore: Located on the high northern slopes of the upper Aluivyn Valley, Arnoth is a
sprawling tree city set high amongst the branches of the oldest trees within the southern
Great Mother. The magically enhanced trees stand over 200 feet in height, with the central
trees being much, much higher. There are no ladders leading from the forest floor to the
many tree homes and flets (open platforms), but several trees have winding spiral stair
cases set deep within their ossified trunks. The forest floor is filled with winding paths
guarded by sentient plants such as blood vines & chiming moonroses. Small streams &
creeks criss-cross the forest floor with small islets and clear grassy dells found frequently
hidden amongst dense thickets. The trees and underbrush are all fire & rot proof (part of
the mythal that reinforces and permeates the very fabric of the forest.
The very forest surrounding the city radiates primordial power that fairly bristles with
venom and loathing for those seeking to bring harm to the elves and the trees in which they
live. Many beasts of the forest dwell amongst the ferns and thorny thickets. Many
intelligent and carnivorous plants that have taste for human and goblinoid flesh are
cunningly tended and dwell along all the main paths through the forest, paths that
constantly shift and change like an ever changing maze. The use of fire is strictly controlled
and the weather within the forest is strangely dry and dusty. There is little light in much of
the forest surrounding the city and only creatures with low light vision have any chance of
avoiding the many subtler natural hazards of the citys many layered defences.

21

Raphllon
Population: 12000 (Green Elf 60%, Moon Elf 20%, Lythari 7%, Hill Dwarf, 3%, Voadkyn 5%,
Forest Gnome 3%, Other 2%)
Products: Furs & leather goods, precious metals & jewellery, weapons, armour & metallic
magical items, scrolls & books, fruits & vegetables, food stuffs, cloth, bows & staves.
Who Rules: Local Laranlas/Laranlor & Council of Advisors
Who Really Rules: Local Lady/Lord & The Shadowhood of Air & Darkness
Armed Forces: The Green Runners Ranger Scouts of Eachthigern, Watchers in the
Darkness Wilderness Assassins (worshippers of Shar), The Tiger Knights of Ghendrin.
Temples: Seelie Court, Unseelie Court, Eachthigern, Emmantiensien, Verenestra, Segojan
Earthcaller, Baervan Wildwanderer, Iallanis
Magi of Note: Galadorn Ervaes, Celedonia Phaeral, Armatnai Gerghaer The Bright Leaf
Master High Magi, Silkswift Sisters Shadowmancers.
Organisations of Note: New Moon Runners Smugglers & Traders (Lythari), Seven Pearls of
Wisdom & The Nine Opals of Creation nature magic academy & druids college.
The Solarium Temple of the Moon, Sun & Stars (portal nexus), Lake Nevermind, High
Grove Hall, The Abraxius Temple to the Unseelie Deities.
Local Lore: Settled late within Arnothois long history, Raphllon is the city with its eyes
firmly settled on a future very different from its overlords. Settled by refugees from various
wars the city is a clearing house for those seeking a life away from the hustle and bustle of
the larger more cosmopolitan cities to the north. Holding the largest population of Moon
Elves within the kingdom, the city is the centre of worship for the Queen of Air & Darkness
and the Unseelie Court. In later times, agents from Netheril would smuggle Elven and
Netherese magical items through the city via the New Moon Runners and the Abraxius. One
of the early students of the Silkswift Sisters was an ambitious young mage named
Telamont of House Tanthul who excelled under the sisters tutelage. Many Netherese
arcanists were welcomed here in the early days and even more so when the humans warred
against the elves. Many a covert operation against Cormanthyr utilising Netherese agents
was begun here within the halls and bowers of wild Raphllon.

22

Athyllaar
Population: 6500 (Green Elf 85%, Voadkyn 5%, Forest Gnome 5%, Lythari 3%, Other 2%)
Products: rare wooden & soap stone sculptures, wooden coins & enamel currency ware,
silks & linens, ropes, leather goods, musical instruments, herbal medicines, giant sized
weapons & armour, unusual pets, portal construction, grave goods & mausoleums.
Who Rules: The Local Laranlas/Laranlor
Who Really Rules: Clan Elders who advise the local lord/lady.
Armed Forces: The Ladies in the Starlight Knights, Brotherhood of the Wolf Lythari
Scouts, Lords of Scarlet Thunder Voadkyn Rangers & Warriors.
Temples: Seelie Court, Unseelie Court, Eachthigern, Emmantiensien, Verenestra, Segojan
Earthcaller, Baervan Wildwanderer, Iallanis
Magi of Note: Derqet Aluthail, Sephrania Aulgyr, The Saffron Rose Sisterhood,
The Lightbringers in the Darkness.
Organisations of Note: Athrillias Portal Builders, Gravesend Guardians Tomb builders &
guards, Amber Wraiths messengers & guides, Trillibuim trading coster,
Locations of Note: Zurealias Palace & Archery Greens, Thunderliteholme Voadkyn Kraal,
Lake Peppermyst, Porfarth Silverways, The Adromaaeda Sculptres, The Anatheru
Theatre, Verqtyre markets.
Local Lore: Settled amongst the rolling foothills of the northern Owlbears, this sprawling
community of artisans, farmers, herders and traders is famous for the quality of its lifelike
soapstone sculptures that adorn many monuments and buildings throughout the kingdom
and beyond. Besides the statues the ladies in the Starlight are famous as champions of the
weak and down trodden, even in defiance of the edicts of the elders and the king. Set upon
the steep banks of the Othrentyne Stream (a tributary of the Aluivyn), the town is a mixture
of styles and archetuctures taking in elements of auld elven designs mixed with styles
straight out of the Seelie Court, and the more rustic Voadkyn designs.
The city propers is centred around Zurealias Palace & Archery Greens, home of the local
ruler and meeting hall of the local clan elders. Once a twenty day, a great market is held
within the sweeping glenn of the Verqtyre. Here gather merchants, farmers, crafters,
traders and small stall holders from across the kingdom for the purposes of socialising and
trade. One unusual trade item keenly sought after by the major domos of the many noble
leaders and clan elders are the services of the tomb builders of the Gravesend. The many
wards and curses laid upon the many hundreds of barrows that litter the kingdom are the
work of the priests and magi that make up this organisation that is charged with protecting
the dead of Arnothoi and their many treasures.

23

Sehanvael
Population: 18500 (Green Elf 80%, Voadkyn 10%, Forest Gnome 5%, Lythari 3%, Other 2%)
Products: horses, elk, deer, tack & harness, leather goods, stock feed, grains & legumes,
fruits & vegetables, timber & wood products, silks & linens, weapons & armours, herbs &
spices, jewellery, enchanted timber currency, flowers & rare plants.
Who Rules: The local Laranlas/laranlor
Who Really Rules: The Council of Trees (the local lord/lady along with elder druids/high
magi/rangers/treants)
Armed Forces: Keepers of the Silent Green, Sisters of the Moons Tears, The Guardians of
Titayaer tree herders and their warriors guards, Sehandaal Lancers Light Cavalry.
Temples: Seelie Court, Unseelie Court, Eachthigern, Emmantiensien, Verenestra, Segojan
Earthcaller, Baervan Wildwanderer, Iallanis
Magi of Note: Graera High Magic Circle, Fetherstan Academy of Animal Husbandry,
Bluebriar Brotherhood, Edlarwood Treant Sorcerers Circle.
Organisations of Note: Delfenyr Horse Breeders & Stud Master, Tree Lords Tree Herders &
Rangers, Bathfanthtlar Timber Growers & Traders, Merrydell Silk Growers & Weavers.
Locations of Note: Crescent Moon Deep, Sellendfar Green market common, Blue Briar
Hall home of the rulers family, Gethernvofs Amphitheatre, Vaelsehan Bardic College &
Concert Green, Moondog Manor, The Apfwerth Circle of Menhirs dedicated to the Moon.
Local Lore: Created when a falling star ploughed into the forest leaving a deep and wide
furrow of blasted heat riven forest that forever more refused to grow anything larger than a
Gorrigal Berry Bush (bright blue edible fruits the size of large plums). The valley left in the
meteorites wake became known as the Valley of Sehanine, a place of two meter tall Sallar
Grass, and rolling meadows of wildflowers. Several small streams formed upon the pushed
up slopes and over time a small lake formed at the eastern end. The still, deep blue waters
contained little aquatic life except at the edges where many startling varieties of rainbow
fish and small crustaceans found nowhere else did dwell. A mile west of the lake known as
the Tears of the Moon Maiden, was the city of Sehanvael, a sprawling collection of wood
and stone buildings linked by hedgerows and copses of carefully tended timber lots. Many
horse and elk breeding kraals dotted the valley floor surrounded by carefully maintained
pastures where herds are rotated on and off on a seasonal basis to guarantee a continual
supply of fresh sweet grasses all year round (even in the depths of winter).
The elves here were perhaps the most forward looking and closest to nature working
closely with the many hundreds of treants and druids who dwell in the pristine forests that
surrounded the vale. When humans first appeared and were granted living room within
Arnothois borders, they were granted lands within the previously cleared valley and told
they could not clear any more lands. The early Moondalesmen, honoured this pact utilising
the open coastal plains to feed their growing needs for pastures and lands for farming whilst
the more urban population dwelt within the heart of the valley. When the humans came
inm greater number than the elves could handle, they rulers of the vale and the treants and
druids combined to move the entire firest west to the shores of Lake Yeventha and the
northern woods of the Aluivyn Hills. Cedeing the valley to the humans the greatest
achievement of the treants and the elves was to remove the entire surrounding woodlands
24

without ever losing a single tree to the axes of the invaders. In modern times the Yeven &
Arkhen Woods are the sentient remainder of this once vibrant and fey woodland realm. The
forest has a long memory and never forgets a slight or axe wielded against it.

Saerphon
Population: 3600 (Green Elf 50%, Moon Elf 20%, Forest Gnome 15%, Other 15%)
Products: fish, gold, jewellery, leather goods, bows, arrows, forest herbs & medecines, fruits
& vegetables,
Who Rules: The Greenways Council of clan elders with input from various guild & druid
circle leaders.
Who Really Rules: The Lady of the Falls Hierophant Druidess/Treant Spirit of the Land &
former High Mage.
Armed Forces: Order of the Black Mirror Archers & Spellblades, The Silvermoon Militia.
Temples: Seelie Court, Verenestra, Sehanine Moonbow, Rillifane, Baervan Wildwanderer,
Iallanis
Magi of Note: Alderlath Tree Shapers, Hessfaer Diviners Circle, Falangoth Shadowslayers.
Organisations of Note: Black Hart Runners scouts & trailblazers, Helleborants Raiders
local beast hunters & game keepers (smugglers/spies/asassins), The Amberrose Forest
keepers.
Locations of Note: Blackfeather Ford, Archers Green, Tellathyr Hall, Icerins Dell & Cavern
Complex, The Wardens Watch Tower, Ynraphors Rest - Open Air Market & Caravnserai.
Local Lore: A scattered collection of hamlets, tree homes, burrows, flets & kraals that sit
either side of the River Verire (Ashaba), in a disputed border area that both Cormanthyr and
Arnothoi claimed as their own. The independent border dwellers have no time for the
politics of rulers, but the bridge across the steep and narrow gorge is quite firmly controlled
by the Green Wardens who guard the crossings and the sacred falls. Despite numerous
25

battles to gain control of the bridge and the various hidden fords Cormanthyr only gained
control when the Arnothans retreated and the elves of the Tangle Trees took control. The
Blackfeather Falls gained their name from fletchings used by the local Arnothan elves,
gained from the wing feathers of the giant black tailed cockatoos that inhabited the valley.
The black feathered arrows appearing in an intruders chest were often the first and last sign
that Arnothan archers were present. In time the forests receded but the name of the
Blackfeather Ford remained in turn giving its name to the bridge and town in later years.

26

Geographical Features Arnothoi


At its height the kingdom of Arnothoi stretched from the northern shores of the inner sea,
all the way north to the feet of the great ice wall. With the coming of the refugees from the
Crown Wars, and after much bloodshed the borders were redrawn such that the new much
reduced kingdom was all rolling forest and grassy meadows defined as a large plain cut in
half by the river Aluivyun. In the northern part of the eastern side appeared a few small hills,
hills and mountains scattered. Due to relief and the great extent of coastline, most of the
kingdom had the same temperate climate, well defined seasons, with pleasant summers
and winters that were very poor. Its boundaries were defined by geographical features: The
western border was marked by the Thunder Peaks and the Shadowsil River. In the north,
Owl Bear Hills and the River Ashaba and its canyon Ashaba marked the nations northern
reaches (those these areas were often in dispute). The southern and eastern boundaries
were marked by the ever changing coasts of the Inner Sea, and gradually gave way to the
advancing humans from the south.

Raphtlor
This great forest once stretched from the coast all the way to the Thunder Peaks and was
part of the mighty coastal forests stretching all the way around the northern shores of the
Inner Sea. This forest contained the mightiest coastal beech and bloodwood trees and was
heavily logged by early human and Aryvandaran raiders. The native forests of the region
were home to many wandering tribes of Green Elves who sought a life away from the civil
strife that gripped much of the kingdom and it was these remnants from the earliest days of
the kingdom that moved south the kingdoms southern colonies to re-establish their ideal
world. It is said that the gates to these island remain, hidden in isolated stands of ancient
trees dotted about the plains.

Aluivyn Valley
This valley has been described as the most beautiful landscape east of Evereska. It takes
the form of a long narrow valley surrounding a deep, steep sided gorge cut through by the
Aluivyn River. The gorge begins where the river cascades down out of the mountains at The
Whispering Falls and proceeds along the rivers south-easterly run between the eastern
Thunder Peaks and Arnothtlor, a thick wall of shadowtop, duskwood, ash, oak, and elm
trees that fill the hills that flank the gorge and spread out in all directions. The heartland of
the Arnothoi Forests is a beautiful valley of ferns, lilies, mosses, and clear pools. The valley
and its surrounding area is warm through most of the year, and covered with heavy, wet
snow in the winter. Dotted all along the valley are the homes of thousands of elves who live
within magnificent tree homes, or in palatial cliff side villas set deep into the face of the
gorge. Whilst there is no one central settlement the valley is like one long narrow suburb
within the forested valley with not one dwelling to be found at ground level.

27

Ravens Tor
This quiet and lonely barrow sits upon the southern shore of the Aluivyn River at the southeastern end of the gorge. A ring of mighty oaks surrounds this forlorn grassy covered hill,
where no trees will grow. It is the sight of one of the darkest moments in ancient Arnothan
history. In the early days of the settlement of the Great Mother by Moon and Sun Elves,
bitter rivalries still existed between families as a legacy of the Crown Wars. A now forgotten
Moon Elf clan had recently settled upon the southern end of the Aluivyn Gorge with the
blessing of the High King. They came with the intent of returning to a simpler life devoid of
the trappings of their former city based lives. The unfortunate elves were pursued by their
bitter rivals, a Sun Elf clan from Sharlarion, and betrayed by one of their own who hoped to
seize their powerful magics. The betrayal came at a celebration of the High Summer
Harvest feast when the clan priests were assassinated and the clan members poisoned
young and old through subtle poisons placed in the water they drank and the air they
breathed. By sunrise of the next morning, over 300 elves were dead or dying. Any survivors
were quickly rounded up, put to the sword and their bodies thrown into the raging waters
of the gorge. However before the Sun Elves could loot the bodies, the High King and a force
of arcane archers arrived and massacred the offending interlopers, burning their bodies
whilst leaving the fallen Moon Elves where they lay.
They were laid to rest with their belongings by gnomes who feared that keeping any magic
or garb of the dead would bring misfortune, so a lot of ancient elven magic must await
anyone who can break into the barrow. Many have tried to break in and failed. At least four
Baelnorn (undead elven mages) sit unsleeping in the bone-filled darkness inside the hill.
They are able to use all the magical items of their people, and at least two spells of
awesome power: The first creates the flying phantoms, who soar up out of the earth to
swoop and moan, chilling beings who dig, burn, or use any magic to scry or penetrate into
the hill. The second instantly enacts a powerful curse on all who persist in trying to pry loose
the hills secrets after a phantom has visited them. The curse is a year-long iron-guard effect
that cannot be dispelled. The cursed person cannot touch any metal, from coins to armor,
all such things just fall through them!

Glasorin
The sacred grove and stone circle of Glasorin occupies the site of an faerie cross roads that
was ancient when the first Batrachi rose up out of the primordial swamps. In the times of
the first migrations the refugees from across the seas were welcomed here by fey spirits and
allowed to settle with the forests surrounding the site. This was in part because they
worshipped the same sylvan deities but also because the arrival of the Green Elves spelled
and end to the rule of the green wyrms who had previously dominated the forests. In time
a large arboreal community came into being in the dense forests surrounding the site as
druids dedicated the sacred ground to their gods Titania & Oberon. Glasorin in tunr
became a market town where telquessir, dwarves and even a few trustworthy humans
could come and trade with the Arnothan elves. It was here that one of the last great
atrocities of the Screaming Arrows War took place. Human reavers riding north along the
Aluivyn Valley, pillage and burn every elven village and manor they come across.

28

Eventually their murderous rampage takes them to the temple & market town of Glasorin
where they ride down many hundreds of elves caught within the market grove. Amongst
the dead is the high queen, ridden down by heavily armed Chondathan Knights and raped
before being slaughtered alongside 700 men women and children. In retaliation Arnothan
archers and spellblades wipe out the human army leaving not one survivor. Later in the
year the new high queen, Allysara Galanodel and her Green Knights obliterate outlying
communities around Chondathan before attacking the main citadel within the city from
dragon back, razing much of the town to the ground. The dwarven block houses to which
the dead queen was vainly fleeing to were among very few stone buildings known to have
been used by elves and harboured much magic. Treasures, often exquisitely beautiful
filigree-and-gems Elven jewellery, but sometimes magical items were housed here for trade
and sale to those from outside the realm.

Queens Tears Tor


The location of the Tor is a dell overlooking the midpoint of the Aluivyn Vale where a spring
rises at the top of a rock pinnacle, The Queens Tears Tor, to create a lovely bathing pool
before cascading down out of the mountains to join the River Aluivyn. A rampart of natural
rock walls in the dell hides it from the valley and it is often used by Elven scouts and
lookouts who use mirrors and signal arrows to communicate with look outs in the valley and
hills beyond. Rare plants can be found in the dell that are highly prized by mages,
alchemists, and perfumers alike and b exotically coloured birds and game animals are
plentiful. A curse lies up on the Bell of Auros, a bell-shaped rock next to the bathing pool
that stands as tall as two human males and has an archway carved in one of its sides. The
inscription over the arch reads: Auros of Elmere, Bard Beyond Peer.
Would-be grave robbers do find something, though: an identical curse to the one found in
Ravens Tor. The curse is said to have been put in place by elves who grieved for the loss of
Auros, a man who loved the Fair Folk and their forests and stubbornly fought against the
tree-clearing that took Archen dale from the elves who dwelt along the Aluivyn and gave it
to the humans, axe blow by axe blow, in the early days of settlement in the Dales. The
Howling Harp that Auros played for most of his life was a gift from the Elven queen Ciyradyl
Phenthae, who gained it from a dying archmage of Shantel Othreier .
The Howling Harp has the powers of a philosophers stone, a robe of eyes, a rod of lordly
might, the ability to evoke continual light and to make all magical auras within 90 feet glow
brightly with a white light, and the powers of pipes of haunting. Each ability is evoked by
different played tunes. The tomb itself is a portal that leads to the real tomb hidden deep
within the mountain. The Bard Auros lies in state within a glass steel sarcophagi, alongside
his wife and lover, the High Queen Ciyradil who had her remains placed here upon her
death. Laying upon the remarkably well preserved remains of the bard is his infamous harp,
a harp crafted by the wife of Coronal Oacenth at the height of the Crown Wars. The tomb is
guarded and heavily warded, and the harp is not the only Arnothan treasure housed here
within the royal tombs.

29

Samphire Plains
These rollings plains of Samphire Grass dotted with isolated pockets of woodland are the
skeletal remnant of stands of huge, high-quality Iliyr-wood timber so prized in shipbuilding.
The grasslands are frequently beset by huge wild fires that sweep through the dry lands at
the end of each summer. The Green Elves would often use a system of mosaic-patch
burning of the grasslands and remnant woodlands to control these crown fires and
encourage the new grasses and the breeding of deer, elk and bison that the elves herded
and hunted in great numbers. The many rivulets lined with Goldslips, that cross these plains
are home to many species of fish that once fed numerous Green Elf fishing communities
that vanished almost overnight with the coming of the humans.

Plains of Avenor
Like the Plains of Samphire these wild, copse dotted grasslands are home to sprawling
meadows of Avenorani Flowers, derived from the family name (Avenoran) of the Arnothoi
arcanist/botanist who first bred them and infused them with magic. Shallow vales filled
with violet flowers, the avenorani flower,has deep violet petals surrounding the black core
of the stigma. The fading light turns the vast fields into iridescent violet seas. Any breeze
causes the flowers to sway as one. They undulate like waves and cast a cloud of sparkling
pollen into the twilight air. The silver motes tinkle like faint bells as they rain down. The
meadows look otherworldly, a fey land of silver rain, tinkling bells, The elves say that if you
inhale enough pollen while standing in a field of avenorani, your wishes will come true. The
blooms flourish even in winter, change colour with the seasons and chime in the rain.

The Owl Bears


This rolling range of fold hills was once a high mountain range but over countless millennia
has been worn down to their current state of gently rolling slopes and small hidden valleys
and dales. The heavily forested hills take their name from the preponderance of giant
intelligent owl bears who are the apex predators of the region. With the owlbears in control
goblinoid and troll numbers are never very high. The local druids tend to leave the owlbears
alone, only authorising a hunt if one becomes a hazard or goes rogue and develops a taste
for Elven flesh. Great stands of blueleaf, featherleaf, blue fir, blood ash, ironbark, chime oak
and slipper elm cover the meandering heights and countless rills and streams emerge from
amongst the rocky outcroppings making this area the most well watered region of the
realm. Few Arnothans live within the hills but there are dozens of forest gnome steadings
and voadkyn kraals to be found within their heights.

Wyverns Claw Rift


The Rift as this steep granite gorge is known, is home to countless wyverns of unusual size
and ferocity. The elves generally leave them alone unless their numbers grow to the point
where they being moving south to prey upon the deer and hippogriff herds of the Sehanvael
elves. There are several societies that actively seek the wyverns as mounts or trophies as
part of their initiation ceremonies. The gorge itself is ancient and its multicoloured walls
reveal layers of granite and sedimentary rock revealing the areas ancient history. The start
30

of the gorge is marked by the Tears of the Moon, a series of foaming, spray filled cataracts
that on moonlit nights glow with their own inner light. An ancient series of caverns behind
the largest falls is dedicated to the ancient primordial powers who gave life to the world and
their primal power rests their still.
Plain of Singing Arrows
The Plain of Singing Arrows is a dweomer blasted treeless plain that stretches from The
Wyverns Claw Rift to an ancient valley through once flowed the Elvenflow. The former ash,
shadowtop and oak forest is a place of the dead. Ancient battlefield of the Singing Arrow
War between Cormanthyr, Arnothoi and Sembia lie scattered over the grassy downs, and by
night many of the restless spirits of the fallen human end elven warriors walk the moors.
The Cold Field is particularly inhospitable in wintertime this is particularly so at the ancient
battle sights as Sembian conjured ice elementals continue to torment any living beings they
find. Flat and shelterless, it is swept by bitter northern winds. Most travellers try to avoid
the open fields, choosing more sheltered paths. One night each year that the dead of the
Cold Field walk seeking to finish the battles they died in. It comes in the deepest, darkest
night of winter. Ghostly legions mass to fight again the great battles that ravaged this land
hundreds of years ago. During this night the dead claim any living soul unfortunate enough
to be out on the Field when they rise.

Moonrise Tor
Moonrise Tor is a great bald knob of rock that marks the northern most border of Arnothoi
prior to the second Searing War of -659 DR. On the west, it rises from the trees as a ferny
meadow that gives way to lichen and broken rocks and thence to a bare, windswept rock
shoulder that sweeps to a jagged face pointing east. Below this hooked rock face is the old,
thickly grown stand of ash, duskwood, and oak trees where the Arnothan elves dwelt prior
to the second Searing War. Moonrise Tor is very porous, and on the exposed, broken east
face it has dried out almost to powder. When strong winds blow, the rock crumbles away
and blows east into the forest as a gray powder. Sometimes small, but very high-quality
rubies hitherto trapped in the rock are blown with it. Drift gems blow most thickly during
and after lightning storms and have included rubies as large as the first joint of a human
womans thumb.

Black Arrow Ridge - Hunters Down


This stark ridge is named for the horrible battles between the armies of Cormanthyr and
Arnothoi led by the rival Princes, Gaeronn Hlaarr of Semberholme and Affalael Yhendorn of
Arnoth. Black Arrow Ridge is a tranquil ridge cloaked in soaring shadowtop trees. A deep
pool rests midway along it, reputed by legend to have magical powers. The hill is an ancient
elven barrow tomb of the dead from a great battle in the Searing, the first bitter war
between rival elven races in the region. The Searing weakened the Fair Folk so much that
they could not hurl back the humans who later invaded the Dragon Reach lands. The dead
of both sides, the armies of House Hlarr and the followers of Prince Yhendorn, lie buried
here together, watched over by a dozen Baelnorn who sit unsleeping in the dark passages
arguing over what the elves should have done. These undying ones are desperate for news
of what has befallen since the Searing. They often freely give minor magical items to folk
31

who find a way into the heart of the hill and try to answer their questions or recount events
in Toril without offering any violence. They can also provide healing for the diseased and
wounded and recharge most magical items.
Everyone who has met the Baelnorn has reached them by diving into the depths of the pool.
A great hole in its limestone walls that swimmers can readily find opens into the tomb. A
magical barrier holds back the waters from flooding the tomb passages, but living things can
freely pass through in both directions. The baelnorn can use their spells and the magical
items stored in the tomb. The tomb contains many magical staffs and rods. The spell the
baelnorn most often employ is cast whenever non-elves dig, burn, or use magic to scry or
penetrate into the hill. It is a specialized summoning that instantly brings a crimson death
mist from the nearby Glaun Bog to Black Arrow Ridge to attack the offenders. The baelnorn
can also enact a curse on all who defeat the mist and persist in disturbing the barrow: a
year-long iron-guard effect that cannot be dispelled.

The Watchers Eye


This is the site of an elven watchtower, one in a series of towers the elves of Arnothoi
erected to protect their shrinking kingdom from firstly the encroaching usurpers from the
north and later they extended the next work to guard against the increasingly violent raids
by humans from the south and east. The tower guards can access a hidden dimensional
cache that sits within the top chamber of the tower. This safe hold is crammed with
preserved foods, water containers, weapons and magic. On the far side of each multi
roomed safe-hold is a portal arch that leads to either the next tower in the row or to a
central gathering point just south of Arnoth in a place known as the Sword Arms Meadow.

32

The Deities of Arnothoi


Long before the coming of the Telquessir from Tintageer, the Green Elves who inhabited
the shores and forests of the Shining Sea had worshipped the Fey Gods of the Seelie Court.
Chief amongst these deities were the warring sisters Titania and Cailleach. To the
Arnothans they represented to twin sides of life, the light and the darkness each balancing
the other. Besides these twin deities, other lesser gods found equal reverence amongst the
nature loving elves. Lord Oberron (Titanias consort and chief deity of war and defense),
Verenestra (The Goddess of Beauty), Damh the God of Mischiouf, Sqeulaiche the God of
tricksters and hidden troves, Eachthigern (Lurue), Emmantiensien (the Lord of Trees),
Segojan Earthcaller (patron of hidden places), Baervan Wild Wanderer (patron of the Forest
Gnomes), and Lallanis (the goddess of love & mercy). Many shrines and temples dedicated
to the various deities can be found in most cities, towns, villages and settlements, where
ever the people gathered. Places of great natural beauty each had their patron deity who
worked alongside the resident nature spirits and guardian druids (who worshipped Titania
and Cailleach in equal measure) to maintain a careful balance within the kingdoms many
unique environments.

Queen Titania
The Faerie Queen who cares for all the Fey Folk, even the evil ones, seeks to bring peace to
all her people. Her creed is that of mercy and goodness. Her patience is as infinite as her
power and she is rarely driven to anger unless the offence given is truly evil. Despite the
continued animosity between Titania and her sister, the real enemy of the Seelie court is the
33

Being at the End of Creation, the Nameless Dread, the Great Enemy, Chaos Extremis. The
eons old battle between Titania and this evil goes back even before time itself.

Lord Consort Oberron

The taciturn and intelligent Lord of Beasts and Titanias husband was worshipped by the
Arnothans as their Lord of War and Protector of the Innocent. Never the politician, he was
the patron of the scouts and hunters who prowled the wilds of Arnothoi to keep the land
and its inhabitants safe. Many a knightly order was founded upon the tenets of Oberrons
teachings and they combined well with the more subtle ways of the worshippers of Titania
and her many servants.

Eachthighern

The Lord of Unicorns and Pegasi, he represents bravery, strength, faith and loyalty. He is
chief deity amongst those who ride the many hundreds of unicorns and pegasi found
throughout Arnothoi. Many hidden temples and glades dedicated his worship were
devoted to the protection and healing of the sick, helpless and innocent and moist houses of
healing within the kingdom were staffed by priests worshipping Eachthighern and they
turned no one away (ever).

34

Emmantiensien

Emmantiensien is the god of time, wisdom, secrets, mysteries, sagacity, philosophy, treants,
trees, and deep and hidden magic. His name is a contraction of a far, far longer Treant word
meaning "one who is slow to rouse but is great in might when stirred to action." He was
worshipped by all within Arnothoi as the Father of all living beings, especially his warring
daughters and the ultimate nemesis of the Great Enemy. Druid circles in every district of
the kingdom acted as librarians, lore lords, judges, and teachers. Even the clan elders had to
bend to the will and dictates of the druid councils and judgements. None who lived within
the kingdoms was above the laws of the kingdom. To be ostracized by the druids of the
Tree Father was considered a fate worse than death.

Verenestra

Verenestra, the fickle and vain daughter of Titania is the goddess of love, romance, poetry,
song, music, beauty, serene places of grandeur, dryads, hamadryads, nymphs sylphs,
fertility, motherhood and women. Her favourite places of worship are deep pools and
springs alongside stands of birch, larch, sycamore and willows. She is the patron of lovers
and crafters of fine clothes, wines, and jewellery. She is placated by all young women at
their wedding ceremonies and at the births of children. Many bardic and minstrel colleges
and academies donate temples dedicated to her in the larger cities and settlements of the
kingdom.

35

Cailleach - The Queen of Air & Darkness

The bitter and angst filled fey deity, and daughter of the Great Treant, Caileach is seen by
many Arnothans as the harbinger of winter, of war, death and change. She is the destroyer
and the being behind the end of all things. Her priests and druids officiate at all major
funerals, are appeased at births and are consulted before major decisions are made. It is
said that unless she is placated or distracted with votive offerings her wither gaze is
misfortunes blessings. Her worship is wide spread throughout the realm but is not seen as
an evil act. Cailleach is seen as the balance in life. As Titania is light, energy heat and
beginnings, her sister is dark, cold, death and endings. One cannot exist without the other.

Segojan Earthcaller
Venerated by Arnothan Rock Gnomes and farmers who till the soil to feed the people, this
nature deity is popular amongst most Arnothans and is seen as the god of the harvest,
growing things, plant crops and harmony in the forest. The many Rock Gnome burrows
were seats of worship and it is said that an avatar of Segojan lived continuously amongst the
gnomes in the roots of the trees deep beneath the canopy of Arnothois capital.

36

Baervan Wildwanderer

The god of the Forest Gnomes, the outdoors, wild places, harmony between species,
balance within the wild places, and of utilising the forest and its bounty in a sustainable and
low impact manner. The patron of the Forest Gnomes is fond of pranks and of taking those
overbearing and proud, down a notch or two.

Iallanis

The patron deity of the Voadky, peace loving woods giants with an outlook even more
nature oriented than the Arnothan Green Elves. The original inhabitants of the Great
Mother Forest, the Voadkyn worshipped and venerated Iallanis as the deity who saved them
from the ferocious wars between the dragons and giants eons before. She is seen by most
ASrnothans as the goddess of peace, forgiveness, mercy, love beauty, tolerance, majesty,
diplomacy, understanding, harmony between races, justice and wisdom in judgements.

37

Magic of Arnothoi
Singing Bow of Shalloaann

An ornately decorated recurved bow of heart yew, and tempered ivory. The size and weight
of a short bow, with the range of a long bow and the stopping power of an arbalest. The
Singing bow requires a strength of at least 17 to draw, and adds +4 to all damage rolls. Such
is the power and enchantment of the bow that it is accurate up to 900 m and can unseat a
knight of kill a warhorse at such a distance. This however is not its main claim to fame.
Whenever an arrow is loosed from the bow, it literally sings with a high pitched hum that
temporarily negates all sound based attacks directed at the bow bearer and all within 5.
Likewise the string can be plucked to achieve the same effect and lasts for 1-2 rounds unless
the string is plucked again. The sound is quite audible thus making the bow the last choice
for assassins.
In addition to these mundane powers the bow has a number of specialist abilities each
usable 3 times per day.
The bow bearer can upon command cause the bow to wail and hum for up to one
turn this sound negates all sound based attacks and prevents spells and magical
effects with auditory components from functioning within 30 of the bow.
An arrow released from the bow hit upon hitting its target unleashes a shatter spell
at 16th level of ability.
The bow can be commanded to hang in the air and sing when anything larger than a
door mouse comes within 50. The bow emits either s barely audible buzzing that
alerts just the bows wielder, or a high pitched scream that can be heard for at least 1
mile.
Lastly the bow can emit a sonic boom 50 long x 20 wide at its open end that does
16d6 sonic damage and forces solid objects to save vs disintegration of be destroyed,
reduced to piles of dust. This power drains the bow of all magic, and the bow then
disappears only to reappear 5 years later in another realm, plane or place randomly
determined.
Loss of the bow forces the loser to save verses spell and make a wisdom check. The first is to
avoid going permanently deaf and mute, and the second is to avoid a curse that forces the
subject to become manically obsessed with reacquiring the bow at any cost.

38

Koralonian Light Spear


Created by those Arnothans opposed to the followers of the Unseelie Court. The shaft is
tempered yew heartwood stained a deep ochre red, then decorated with intricate arcane
runes of a language lost to all but the most learned of Arnothan druids. To those
unschooled in their use, the spear appears as nothing more than an ornate, mundane staff.
When activated the staff sprouts a blade at one or both ends of pure blue-white light about
7-10 inches in length. The blades are razor sharp and capable of carving through most
materials with ease. Against normal armours and protections the blades will cut through
them as if they are two levels less in their protective ability. Thus chainmail giving an AC of
5 (or the 3rd & 4th edit equivalents)
will only provide an AC of 7 against a lightspear.
Magical bonuses are unaffected, though armours piecred and slashed by these spears must
save vs acid to avoid permanent damage. The lightspears true power comes about against
armours and protective devices created using shadow magic. Whenever a shadowmagic
device comes into contact with a lightspears blade it must saves vs spells or be destroyed in
a blinding flash of light and colour to which the wielder is immune. This applies to both
permanent and temporary magic items, fields and spells. Against creatures from the
shadow realms the spear adds a +5 bonus to hit and causes double damage.
In addition to its set powers the spear can be hurled to a distance of 300 yards before
returning to the hand of the wielder. It can give off radiance bright enough to light up a 30
radius, and vibrates when shadow items, magic or creatures come within a mile of the
spear. The vibrations increase in urgency the closer the spear is to the shadow based device
or being.

Astral Eagles
Simple soap stone carvings of eagles rampant that once per 10 day are transformed into
giant eagles large enough for two elf sized beings to ride. The eagle summoned is native to
the astral plane, and can exist outside of its home for 12 hours maximum. Any damage
taken adds a day for each hit point taken before it can be summoned again. The eagle is
loyal to the one it chooses not necessarily the being who summons it or holds the figurine.
The eagle has true sight always active as well as vastly superior vision even in total darkness.
It is telepathic to anywhere within the same plane (or crystal sphere). It is immune to miknd
affecting powers as well as cold and electricity. Magical weapons of +3 or better
enchantment to damage it, and any physical damage taken on the prime is healed
completely in the astral even if reduced to zero hit points.
AC 0 HD 8d10 14d10+32 to 56 Atc Beak & Claws 1d8+8 (x2)/2d10 dg. Mv 96.

39

Arcane Rituals of a Fey Realm


Level: 1
Spell Name: Fireflies
School: Conjuration
Components: vsm
Casting Time: 1
Range: 10 yards + 10 yards/level
Effect: 1-10 fireflies
Duration: 1 trun + 1 round/level
Saving Throw:
Spell Resistance: yes
A simple spell that conjures 1 magical firefly per 2 levels to a maximum of 10 at 20 th level.
Each fly can be directed to fly independently and each gives of enough light to fill a 3 globe,
with enough light to read by. The flys can also be directed to attack targets inflicting 1d2+1
hp of heat damage per fly, save for damage. The flys can set flammable liquids and tinder
dry items alight.

Level: 2
Spell Name: Hummingbirds Wings
School: Conjuration/Alteration
Components: vsm
Casting Time: 3
Range: self or 5/level
Effect: 1 set of wings
Duration: 1 turn + 2 rds/level
Saving Throw: none
Spell Resistance: yes
This spell creates a pair of rapidly beating humming bird wings on the back of the spells
recipient. Whilst they cannot support more than the wearer + 50 pounds they are mainly
used for hovering, short jaunts, slowing falls, ascending narrow vertical passages etc. The
wings are great for flying amongst tightly woven branches of a forests canopy, the move is
only 12, but with a manoeuvre class of A. If combined with a haste spell the caster must
check against their constitution each round to avoid dying of sudden exhaustion.

40

Level: 3
Spell Name: Screaming Darts of the Web
School: Invocation
Components: vsm
Casting Time: 1
Range: 1 bowshots length
Effect: 1x 40 diameter sphere of silk web at point of impact
Duration: 1 turn/level
Saving Throw: to avoid
Spell Resistance: yes
Specially prepared arrows with blunt heads bound with spider silk unleash a huge entangling
ball of web trapping anything within its 40 diameter. Creatures & items hit by the arrow
receive no save to avoid being enmeshed in the iron strong bands of sticky silk. Others
caught in the area of effect get to save vs spells to avoid being entangled, provided there is
enough room for them to escape. The bonds are the equivalent to that of viscid glob glue
and are dissolvable by at least 40 gallons of alcohol. Acid will destroy them in a single
round, but flames will take 1d10+10 rounds to burn away causing 1d6 hp damage per round
whilst burning. The webbing in highly conductive and electricity pushed through the web
will conduct through whatever is attached to it at the time.
Level: 4
Spell Name: Lightning Spray
School: invocation/conjuration
Components: vsm
Casting Time: 1
Range: 30 hemisphere
Effect: fan of electrical energy in 30 wide semicircle.
Duration: instantaneous
Saving Throw:
Spell Resistance: yes
Like burning hands this spell produces a 30 wide arc of waves of electrical energy from the
casters outspread hands. The energy released does 1d6+1 hp dg up to 15d6+15 hp damage.
Creatures affected by the spell need to save vs spells twice; once to reduce the damage,
twice to avoid being stunned for 1d4+1 rounds as a result of electrocution.

Level: 5
Spell Name: Tree Pocket
School: Alteration/Conjuration
Components: vsm
Casting Time: 5
41

Range: 100 yards + 10 yards/level


Effect: 1 tree
Duration: 1 day + 1 hour per level
Saving Throw: no
Spell Resistance: no
This spell creates and extra dimensional pocket within the heart of a living tree at least 3
across at the base. The dimensions are up to the caster but cannot exceed 10 cubic feet per
caster level. Entry to the space is limited to those the caster nominates during the casting
and those to whom she teaches the pass word and symbol. The space lasts as long as the
caster wishes or up to the spells limit. If the tree is damaged severely enough the space it
contains is ruined and the contents dumped into the astral plain. The space can be made
permanent with the trees permission, and many Arnothan magi used such spaces as hidden
redoubts and caches. Many were well known and used by scouts, couriers messengers,
merchants and guides as way stops hidden within the forest.

Level: 6
Spell Name: Wood Bind
School: alteration
Components: vsm
Casting Time: 9
Range: 30+10/level
Effect: bind wooden and non-wooden items
Duration: permanent
Saving Throw: no/yes
Spell Resistance: yes
This spell is used by Arnothan magi to bind wooden and non-wooden objects together
seamlessly. The caster can combined 2 cubic feet of wood to another solid substance per
caster level. In this way groups of spear shafts & sheafs of arrows can be welded to metal
heads. Hinges to doors, windows to frames, artificial limbs to bone etc. The uses of this
spell are limited only by the casters imagination. If used to combine wood to a creature
against its will a saving throw applies. In this case the spell has a duration of 1 turn per level
unless made permanent. So treants stuck to boulders will only stay that way for a short
time. The spell is reversible so that repairs can be initiated or changes made. Dispel magic
will not work, only the reversed version of this spell cast y an equal or higher level spell
caster. Weapon smiths and those artisans making house hold goods and furniture find this
spell most useful.

42

Level: 7
Spell Name: Organic Tempering
School: alteration
Components: vsm
Casting Time: 9
Range: 50 yards + 20 yards per level
Effect: makes organic substances as strong and as hard as the finest steel.
Duration: permanent
Saving Throw: none
Spell Resistance: no
Organic tempering is used by Arnothan magi to make non-living organic substances, bone,
ivory, timber as strong as the hardest steel. The caster is able to temper 10 pounds + 2
pounds per level with this spell. Arnothans used this spell to harden their tree homes and
fortifications, weapons, armours, magical items, coins, utensils, sculptures, musical
instruments etc into hardened objects. The weight and general physical make up does not
change but hardened wooden swords could be given a honed edge as sharp as any metal
weapon. Once tempered the organic material is permanently hardened and generally as
durable as steel without the problem of rust. Wood rot and wood worms can still destroy
an item but it takes 10 times as long.
Level: 8
Spell Name: Call of the Wild
School: conjuration
Components: vsm
Casting Time: 10
Range: 1000 yards
Effect: summon 1 greater nature spirit
Duration: 1 hour or until the spirit decides otherwise
Saving Throw: no
Spell Resistance: no
Arnothan magi and druids use this spell to request an audience with the living spirit of a
major natural feature. The spirits so long as it has not been destroyed will always appears.
But it wont always be friendly, but for up to one hour it will listen to the pleas of the
supplicant so long as what they want is in service to the lands around them. Such spirits
appear as giant elemental beings of tremendous power. Most are ancient druids or other
beings dedicated to the preservation of the natural world. At a minimum each nature spirit
is a druid or high magi of at least 21st level who instead of passing to Arvandor, petitioned
the Seelie Court to help them become one with the land they served in life and in death.
Such spirits have all the powers of a greater elemental lord combined with whatever
abilities they had in their formers lives. Frivolous or unworthy requests are ignored and the
supplicant usually geased or quested to perform some service for the spirit. Worthy
requests for help or knowledge are met with benevolent patience. Direct threats to the
43

lands and its people invoke great wrath or the elements themselves. At most this spell can
be performed but once a year per spirit. Any more attempts will simply fail as will an
attempt to summon a spirit from a natural feature that has been destroyed.

Level: 9
Spell Name: Sow the Wind
School: elemental/conjuration
Components: vsm
Casting Time: 12
Range: 1 mile + mile / level
Effect: 1 tornado
Duration: 10d4 rounds + 1 round per level
Saving Throw: yes
Spell Resistance: yes & no
Used with great caution by Arnothan magi because of its shear raw power, the spell brings
into being a tornado of awesome destructive power. At its base the funnel is 2 feet wide per
level of the caster and 5 feet wide per level at the top. Winds start out at 80 mph and add 5
mph per level of the caster. Each 5 mph add 1d6 to the damage above 50 mph due to
debris picked up. Trees are uprooted and loose objects including living beings are picked up
whirled around and hurled 5 per level of the caster in a random direction possibly taking
more damage upon landing. Structures take 1d100 + 1 per points caster level of structural
damage per round that the tornado is upon them. Stone buildings take half this except their
roofs when they are timber or tiles. Beings caught within the tornado (even giants and
dragons must save vs death or be torn apart if they try to resist the winds. A save means
that they have been hurled clear. The spell caster must save vs spells each round or lose
control of the tornado which will continue to run amok for the duration of the spell unless
dismissed earlier by a disjunction or a control weather spell cast by a being of a higher level
than the spells original creator. They themselves can dismiss the storm in 1d4 rounds so
longs as they are in control of it at the time of their attempt to end the storm.

Level: 10 (High Magic)


Spell Name: Song of the Green
School: summoning
Components: vsm
Casting Time: 1 hour
Range: 10 miles per level
Effect: summons all sentient and ambulatory plants to the caster
Duration: 1 day per level
Saving Throw: yes
Spell Resistance: yes
This ritual of compliment us used by High Magi to summon all trees within a given radius to
44

a focal point. It allows the caster to converse directly with all who answer the summons.
Whole woodlands have been moved in this way, when once summoned the combined
efforts of tree herders, druids, priests, treants, nature spirits and can be pooled to animate
and entire forest. Another name for this spell is the Greenwar Saga. The casters
concentrate to keep all the beings and plants co-ordinated for the duration of the move and
direct the greater movements and actions of all the plants and beings involved. Whole
armies of orcs have been destroyed through the use of this spell when high magi have
awakened whole forests to annihilate the troublesome goblinoids. This spell was used to
great effect to clear away the forests of Sehanvael and create the primordial woodlands of
the Yeven and Arkhen Forests.

45

Resources Used
Grand History of the Realms
Monster Mythology
Demi-Human Deities
Forgotten Realms Campaign Settings 1st -4th Editions
Lost Empires
Volos Guide to All Things Magical
Cormanthyr: Empire of the Elves
The Fall of Myth Drannor
The Ruins of Myth Drannor
Elves of Evermeet
Complete Book of Elves
Forgotten Realms Adventures
Grand History of the Realms
Volos Guide to the Dalelands
The Dalelands
Realms of War (Continuum Paul Kemp)
Shadow Bred Paul Kemp

46

Вам также может понравиться