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-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
-12873 DR
-13992 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
-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.
-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
-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
-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.
-800 DR
722 DR
-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.
-745 DR
-671 DR
-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
24 DR
15
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
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
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.
19
Rulers of Arnothoi
Ruler
Length of Reign
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
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
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.
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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.
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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.
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.
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.
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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
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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.
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).
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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
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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.
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.
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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
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