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Illefarn

&

The Voices

of a

Lost Realm

Compiled, edited & in parts written by „snowblood‟

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Contents Page

Introduction page 3

Maps of the realm page 5

History of Illefarn page 7

Rysars of Illefarn page 45

Cities of Illefarn page 47

Aelinthaldaar page 57

Principalities & Places of the Empire page 73

Notables of Illefarn page 84

Magic of Illefarn page 89

Treasures of the lost realm page 97

the poem “Voices of the lost” page 99

Appendices:

1. Ships of illefarns skyfleet page 104

2. The portals of Illefarn page 109

3. Monsters of Illefarn page 132

4. Empire of Illefarn -9000 DR Page 134

Sources used page 136

Special dedication to ed greenwood for providing an awe

inspiring setting for us all to play in, and thanks for

answering so many of my obscure questions about

Illefarn. Also to matt James for what he is doing to

make the lives of service personnel that bit more

endurable whilst they are „over there‟.

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Introduction to the realm

(Abridged) by Roger E Moore

Thousands of years have passed since the fall of the great Elven kingdom of Illefarn which was located along the northern Sword Coast between the Western Heartlands and the North. Little is known today of this once-mighty realm, often called the Fallen Kingdom*. Learned ones generally believe that Illefarn at its height equalled the best that Myth Drannor would later offer. Now, farmsteads and fields dot the rolling countryside where Illefarn's forest realm once stood. The Misty Forest, Westwood, Ardeep Forest, and the like are remnants of the ancient coastal woodland that once stretched from the Kryptgarden Forest south to the Trollbark Forest. The populace of this Elven nation was a broad mix of sun, moon, and wood elves, with many shield dwarves besides. The nation's core lay roughly between the mouths of the Dessarin and Delimbiyr rivers, more the former than the latter. Illefarn carried on an extensive trade, by land and sea, with other Elven, dwarven, and human nations of its time.

Illefarn possessed numerous portals, but not to the extent that Myth Drannor later knew. This proved to be Illefarn's blessing, as it was not invaded (as was Myth Drannor) by extra dimensional monstrosities who turned the vast number of interplanar portals to their own advantage. In addition, Illefarn's portals were nearly all teleportation devices joined to other places on Toril, not true gate spells leading to other worlds or planes. The natural world and its endless cycles were Illefarn's focus, and the elves believed the living world would go on forever. Still, Illefarn's elves understood that their kingdom, grand as it was, would eventually fall and be forgotten. Their weighty consideration of history, time, and divination magic revealed no other outcome. This news provoked a melancholy that influenced much of Illefarn's art and literature, even touching the architecture of Illefarn's dwarves, who carved sombre visages on their statues. Militarism was never strong in philosophical Illefarn. Though its armies were excellent, Illefarn relied on diplomacy and astute political manoeuvring (aided by divination spells) to keep peace with its neighbours.

Illefarn fell in an uncharacteristic fashion for any kingdom of Faerûn: slowly. Its people left the realm steadily and secretly, under pressure from barbaric human tribes, vast floods of marauding orcs and goblins, and the aggressive, power-mad wizards of Netheril. Most ruinous to its people, resources, and spirit were the five Crown Wars between other Elven realms of the period. Neutral Illefarn remained out of the fighting until the last war, when its northern colony, Llewyr, was destroyed, and the kingdom itself suffered grave damage. Much territory that was once Illefarn's was occupied by another Elven kingdom for a time. Bowing to the inevitable, however, Illefarn was already in the process of being systematically abandoned, province by province, city by city, and had been shrinking for many centuries. Its fatalistic rulers continually moved their remaining subjects into ever-smaller national boundaries to improve the nation's defensive situation and make the most of their vanishing resources.

Illefarn's situation was dire. The elves knew they could not reproduce quickly enough to replace their losses from a major war. Their beloved forest suffered from magically induced blight during several of the Crown Wars, and humans cut their trees for timber and firewood, while orcs and goblins burned the woodland just for the thrill of destruction. Nonetheless, the elves could certainly control how they left the stage of history. Not wishing their command of magic be used against them, the Illefarn elves undid the magic wards, barriers, and preservation spells on their cities and monuments as they left, letting nature and other races erode what the elves themselves could not bear to destroy. The portal systems were always among the first magical effects to be removed. Wood elves were the last major group to hold the kingdom against its attackers, which is why some historians believe the realm was largely populated by this subrace when they were once just a sizable minority in the kingdom's earlier years.

No grand, sudden battles signaled the kingdom's fall, though the realm was only a shadow of its former self after the Fifth Crown War and was entirely gone before Netheril collapsed. The remains of Illefarn's capital, the last great city of the realm, was taken over by barbarians less than a tenday after it was left empty, about 2,500 years ago. (The old capital is today the human metropolis of Waterdeep, though Waterdeep's origins are not widely known even to scholars.) Illefarn became

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legendary in large measure because its elves left so little written material or oral tradition behind, and because everything that was left behind was so effectively destroyed. Elven cities and manors were taken apart for building materials after being looted of the few valuables they possessed. Barbarians defaced carved words, burned artwork, and built crude castles from stones that were once the foundations of universities. Even some great works and relics that Illefarn's elves took with them as they left were often lost in later wars, disasters, or feuds that befell their scattered people. Today, a sage can struggle for decades to locate only one reliable source of information on the Fallen Kingdom.

A majority of Illefarn's sun and moon elves went by ship to Evermeet during the long Crown Wars, where they had a profound influence on that island's culture, religion, philosophy, and arts. Some elves even say that Illefarn founded all that Evermeet would later become. Some moon elves migrated to Evereska, where they had much the same effect. Most wood elves fled south during the height of the Fifth Crown War or west to the Moonshaes. The dwarves scattered, most heading north to found their own enclaves and join their brethren in battling the orc hordes that poured forth in an endless tide.

Some of Illefarn's wood elves courageously stayed on the mainland in the old forest, their descendants now populating the small woodlands that survived the coming of humans and orcs. Illefarn was sometimes used as the name of a modest wood Elven realm in the Ardeep Forest after the abandonment of Illefarn's capital, but in 342 DR the last of its people departed for Evermeet following a series of orc attacks*. In the last Council of Illefarn, the leaders of the remaining wild Elven tribes formally declared Illefarn was no more, though the abandonment of the capital, around -1100 DR, is generally taken by other historians (even Elven ones) as the nation's true end.

http://wizards.com/dnd/article.asp?x=fr/pg20010131b

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Maps of the realm

“the federation of illefarn -626 dr”

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The Empire of Illefarn at its greatest extent -8000 DR

“Illefarn of (this) era is wild forest, broken by swamps, burned-over areas, rock ridges, high

meadows, and the like WHERE NATURAL PROCESSES CAUSE THEM TO OCCUR (rather

than elves or anyone else "clearing the land" except the occasional dragon crash-landing),

that the elves hunt in, travel in, and "live lightly within, in harmony with the forest" (in other

words, it's NOT a human kingdom with roads, bridges, cities, any settlements with walls, and

so on; instead, it's largely "empty" at any one time, with Elven families clustered in some

spots and absent in others). Yes, there are some permanent settlements, but it's not

(physically, in terms of taming the landscape) an "organized" country the way humans would

recognize one.” Ed Greenwood, Interview at Loremaster.org (2009)

http://www.loremaster.org/vbinterviews.php?do=showinterview&id=6

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Illefarn timeline

–30000 DR

War of the Seldarine

Araushnee is cast down into the Demonweb Pits, where she becomes the demon-goddess Lolth. Araushnee’s major Domo and General of her celestial armies, the solar Malkizid is branded and thrown down into the Nine Hells. It is here that he forms his undying hatred for Corellon and his creations and begins his plans to bring them all down to make his former Lord suffer. Following him to exile are three Planetar Generals who become Nycaloths in his service. –27000 DR Continuing their work to undermine dragon rule, the Fey open new gates allowing the first elves to immigrate to Toril. These primitive green elves worship the Faerie gods (not the Seldarine, which were unknown at this time). Although most green elves are content to remain in small scattered tribes, one group known as the Ilythiiri negotiates with the dragons and begins to carve out a small kingdom in the south. The great Ilythiiri capital at Atorrnash remains a shining beacon of elf culture for millennia. –25400 DR Fleeing the destruction of the island kingdom of Tintageer on their home world of Faerie, a small circle of gold elves led by

the young prince Durothil cast a divination to find their new home—on the world of Toril—and then create a portal leading there. The refugees name their new home Faerûn, the One Land. Integrating into the native green elf communities, the descendants of the gold elves of Tintageer become known as sun elves, while the descendants of the sole silver elf refugee, Sharlario Moonflower, become known as moon elves. These new arrivals immediately begin intermingling with the established Green Elves. Before too long the prejudices that dominated their old world are brought to the fore with the emergence of the same cast based society the Durothils had led before Tintageer’s fall. –25100 DR Sharlario Moonflower and his son Cornaith visit the dark elf city of Atorrnash in the south. Durothil takes a silver dragon mount and becomes the first dragonrider. Durothil is later slain in battle with the red wyrm Mahatnartorian, known to the Green Elves as Master of the Mountains. –25000 DR

First Rage of Dragons

In a newly built citadel in the northernmost reaches of Toril, the elves create the Dracorage mythal. Tied to the appearance of the King-Killer Star, the Dracorage mythal incites the Rage of

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Dragons, a madness driving all dragonkind into mindless destruction as well as turning them against their own offspring. –24500 DR Both sun and moon elf communities build great cities that rival the magnificence of ancient Atorrnash. The sun elf city of Occidian is heralded as the center of Elven music and dance, while the moon elf city of Sharlarion is unrivaled as the crossroads of trade and commerce. –24400 DR Lolth’s attention is drawn to Toril for the first time as the moon elf Kethryllia battles her minions in the Abyss before returning home to Faerûn. The elf city of Occidian is sacked by a horde of orcs led by the abyssal fiend Haeshkarr, which then attacks Sharlarion. The horde and Haeshkarr are defeated by the elves at great cost. –23900 DR Establishment of the first gold elf settlements of Aryvandaar (present-day High Forest). –23600 DR Establishment of the first moon elf settlements of Ardeep (present-day Green Fields). –23200 DR Ilythiir settlements spread south and east (present-day Shaar and Forest of Amtar).

–23100 DR Establishment of the first gold and moon elf settlements of Syòrpiir (present-day Ankhwood and Chondalwood). –22900 DR

The age of founding

The elf settlement of Illefarn (present-day Ardeep and Kryptgarden Forests and parts of Dessarin Valley) is founded by Laranlor Savrael Moonglaemer and his clan after rejecting the social order as set down by the hardline Durothil rulers of Sharlarion. His people are joined by several Green, Moon and dark Elf clans seeking a life of peace and harmony away from the racial tensions building within Sharalrion. The emigre’s move first to Ardeep before heading north across the Dessarin to establish the first settlement of Illefarn, Sarthandor. (Present day sight of Sar Crag). -22800 DR At the first Conclave of Lords Savrael Moonglaemer is elected the first Iylitar of the newly independent realm of Illefarn, that at this stage is just a loose collection of villages and clan holdings around the newly established city of Sarthandor (Sword Mountains to north bank of Dessarin River) -22650 DR The Green Elf community of Everanshee,

(Westwood) is founded as the population

of Sarthandor begins to swell with newly

arrived Green, Dark, Star, Ghost and

Moon migrants from Aryvandaar. It

becomes the seat of Illefarn’s Armathors

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and Duskblades. The principality of

Rilithar is proclaimed.

-22590 DR

Green and Dark Elves establish the tree

city of Aluvindaar (Uluvin), which becomes

a place of learning and high art.

–22500 DR Establishment of the moon elf settlements of Orishaar (present-day Duskwood and the Shaar). -22300 DR Green, Moon and Ghost Elf Selu’taar establish a High Magic circle north of Illefarns border, joining a Dark and Green Elf community already living there, they

lay down a mythal renaming the place in

honour of the Dark Elven Laranlas who

established the colony, Illyanna Melarn,

Myth Iliyannar (Longsaddle) is born. The

principality of Iliyanbruen is created.

-22245 DR Iyilitar Savrael Moonglaemer passes peacefully onto Arvanaith whilst out riding with his family through the Starmorn meadows, later after much deliberation the Conclave chooses his fourth daughter Sheaern Moonglaemer to become the new Iyilitar. -21763 DR Iyilitar Sheaern Moonglaemer dies suddenly of an unknown illness that devastates many families within the city. After isolating the cause (a noxious species rat of Feywild), Sheaern’s niece, Tell’aran Moonglaemer becomes Iyilitar upon the death of her aunt.

-21698 DR Iyilitar Tell’aran Moonglaemer opens negotiations with the southern realms of Orishaar and Ilythiir by sailing south to talk with their rulers over trade in timbers, metals, gems, manufactured goods, horses and most importantly, spices. -21548 DR A horde of orcs and gnolls lead by a fiendish frost giant named Hrothgar Ullaefson pours out of the Sword Mountains and lays siege to Aluvindaar, Tell’aran Moonglaemer leads the forces of Illefarn, along with Moon Elf knights of Ardeep led by Laranlor Arytha Taurntyrith. The climactic battle at Aluv’s Ford sees the horde of nearly 90000 beings driven into the raging waters of the Dessarin River, and drowned by the druid summoned water elementals. -21156 DR Shyraeia Kilvarin Ghost/Green Elf leads Green, Ghost and Moon Elf clans migrating from Aryvandaar north of the Sword Mountains, establishing the settlement of Sharandar (Conyberry). Amongst the first acts of the Clan Selu’taar is to raise a theur-crystal and granite, many spired fortress to protect the fledgling settlement against the roving bands of orcs, goblins, gnolls and trolls. -21137 DR Leading her forces against a band of raiding trolls Iyilitar Tell’aran is slain and eaten by the mountain troll king Kargulstuth. After a period of mourning lasting several months, the Lords Conclave elects Tell’aran’s eldest son, Ullthyrr to the Iyilitar of Illefarn.

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-21003 DR A born warrior, Ulthyrr Moonglaemer begins a crusade to clean out the trolls of the northern Sword Mountains. After all but eradicating the mountain trolls of the region Ulthyyr is killed in single combat with the troll king Kargulstuth on the slopes of Mount Gaelgard, (Mount Ardabad). In turn the troll king is immolated in the fire magic of Corselutaar Aghera Moonglaemer, who then claims the Coronet and title of Iyilitar of Illefarn. The few objecting voices are quickly silenced by the mysterious disappearances of Aghera’s detractors.

–21000 DR Establishment of the green elf settlements of Eiellûr (present-day Winterwood).

The age of empires

-20762 DR Whilst investigating the roots of her ancestors, Iyilitar & Corselutaar Aghera Moonglaemer stumbles across a reference to a mystical city of fey named Karador. Opening a gate to the world of her ancestors, Aghera discovers the true peril her people face and why they fled in the first place when she gains an audience with fey Queen Kilaeaflaess. Confronted with the truth for the first time Aghera is killed whilst attempting to flee. Lost to the fey realm Ahgera Moonglaemer becomes and Faernshee, a Banshee Rider, hunting down and slaying any Leshay she sees. Back in Sarthandor chaos ensues as an army of Leshay descend upon the city, determined to wipe out those who may know the truth of the fey perfidy. After a

battle lasting many days in which much of the city is laid waste, the Leshay are driven back to their home world, and a new Coronal is selected from amongst the surviving nobles. Armathor Vaeldath Le’Quella is elected Iyilitar of Illefarn. -20561 DR A trade delegation from Ilythiir arrives in Sarthandor, attempting to establish a monopoly in the Spice and rare timbers trade with the merchants of Illefarn and Aryvandaar. A scuffle breaks out between them and the trade representatives of Orishaar and several Ilythiiri are killed. Seeking to avoid a diplomatic disaster Illefarn promises to honour equal trade terms with both realms, but the ambassador from Ilythiir Korliytil Do’urden, leaves swearing revenge for the insults his people have suffered. -20285 DR Whilst at a trade conference in Qunetallis on Orlumbor, Iyilitar Vaeldath is slain along with ambassadors from Ilythiir and Orishaar in a magical explosion that rips apart the Laranlor’s palace that is being used for the negotiations. The Iyithiiri blame dissidents from Orishaar but the reality is much darker as the assassins sponsored by a little known Gold Elf house in Sharlarion, get clean away. Vaeldath’s elder sister, Essaeril Le’Quella becomes the next Iyilitar in an attempt to bring the feuding parties back to the negotiation table. –20000 DR Orishaar and the southern dark elf nation of Ilythiir begin skirmishes over spice rights and trade concessions that continue on and off for the next seven millennia.

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–19999 DR A plague of incurable case of black-lung disease sweeps through the forests striking down the very young, and the very old without discrimination. Iyilitar Essaeril loses a son and twin daughters to the plague before it runs its course. -19674 DR The port city of Ardmantor is founded at the mouth of the Dessarin River, 5 miles west south west of where Waterdeep now stands. -19902 DR Still grieving over the loss of her children, Essaeril Le’Quella walks into the sea one day and disappears forever. Her eldest niece, daughter of the late Vaeldath, Vaela Le’Quella becomes Iyilitar in her aunties stead. -19782 DR A group of pacifist, some would say heretical Green, Ghost, Moon and Dark Elves who worship Erewan (Chauntea) move north-west from Myth Iliyannar, establishing the colony of Llewyrrvael in the newly named principality of LLewyrrwood, north of Mount Hotenow. -19464 DR An adventurous group of Green, Moon and Dark Elf clans migrate to the far northern woods and begin the colony of Khalarvael (head waters of the Shining Creek in Lurkwood). Within a decade the city and principality of the same name is proclaimed, making Khalarvael the northern most province of the Empire.

-19116 DR After a long and relatively peaceful reign, Illefarn’s tranquillity is shattered by a massive orc horde that lumbers down from the Spine of the World. Khalarvael is over run and Llewyrrvael threatened, but in the end is saved by the timely arrival of the Dragons of Sarthandor and their riders. In the calamitous battle which follows Iyilitar Vaela sacrifices herself and her Bronze Dragon Sylphwoodstar destroying a balor summoned by a circle of Grummsh priests on the battle field. Her daughter, the Ghost/Green Elf maiden, Synnoria Le’Quella is chosen as the new Iyilitar of the realm. -18860 DR Relations between Ilythiir and Orishaar continue to deteriorate. Things are not helped by covert interference from Aryvandaar. Iyilitar Synnoria attempts to bring both parties to the peace table without much success. Tensions increase within Aryvandaar as well as civil unrest amongst the ‘low-caste’ Green and Dark Elven populations leads to a general exodus from the empire to Illefarn, Ardeep, Shantel Othreier and Keltormir. –18800 DR Establishment of the first elf settlements of due to political differences with the gold elves of Aryvandaar. The Dark Elf clan of Olriith, led by lady Halang’dara, and accompanied by 20 other Dark, Green, Ghost, Star and Moon Elf clans, settle on the shores of the Evendim (Highstar Lake). -18753 DR Synnoria Le’Quella and her husband, Lord Sirigoth Nighthawk and their attendants

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are drowned on the Evendim whilst out sailing for pleasure on the lake. Her nephew the High Mage, Leumynn Le’Quella is immediately on hand to take over the reins of power. His almost unanimous election by the Conclave raises many eyebrows amongst the lesser noble houses of the realm. -18750 DR Despite protests from Iyilitar Leumynn and the rulers of Aryvandaar, High Magi from Miyeritar (The Great Sapphire Forest), Illefarn, Shantel Othreier and Ardeep use high magic the raise the city of Myth Aullryth on the eastern shores of the Evendim. They go further establishing a series of watch towers and the Grand Fortress of Durnever at the head of the Highstar Falls. -18700 DR Celebrations are held in the capital Sarthandor as Iyilitar Leumynn marries the gold elf Kylara Durothil, (Grand Daughter of Clovis Vyshaan of Sharlarion). The Ilyilitar and his new bride immediately go on a royal tour of the realm, stopping for a time in Khalarvael to oversee its rebuilding. -18653 DR High Magi of the empire erect a mythal over the rebuilt city of Khalarvael, Myth Coronthaar is the result. A beautiful, theur-crystal and granite city of reaching towers and glittering spires in the heart of the cold northern forest. The mythal makes the city impervious to goblin-kin, giant-kin, gnolls, dragons and giants. Other powers that safe gurad the city and make it comfortable for its inhabitants are also placed within the mythal.

-18550 DR Noble unrest grows against the Iyilitar as he continues to spend more and more time in Sharlarion, becoming a ruler in name only. Upon his return he begins to issue increasingly paranoid and outrageous decrees against those he perceives as his enemies. His irrational fears focus upon the Ghost Elf clans whom he accuses of being the cause of much of the trouble Illefarn has been having. The persecution of the Ghost Elves begins in earnest in the heart of the Empire. -18521 DR Whilst touring around his realm with his wife and entourage Iyilitar Leumynn stops in a Ghost Elf village near Everanshee, to oversee its destruction. Having rounded up all of the adults, Leumynn is about to order their executions when confronted by a child of about 8 who accuses him of being a tyrant and butcher. Just as the royal guards are about to grab the young girl, she and all about her are consumed as she releases a Dark Sphere hidden within the folds of the dress. Even before his ashes are cold, Leumynn’s daughter Aestar Le’Quella seizes power, ordering the extermination of all Ghost Elves within the empire. Whilst here decrees are carried out there is little enthusiasm for the task.Aestar hires in mercenaries from Aryvandaar as her personal guard and security force. -18499 DR Civil war breaks out amongst the different principalities of Illefarn. Mercinaries frim Aryvandaar pour into the capital, Sarthandor to protect the Iyilitar and her family. The pacifists of Llewyyrvael declare their neutrality whilst Iliyanbruen

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and Khalarvael gather their forces preparing to march upon the capital. Volunteers from Ardeep, Aryvandaar and Miyeritar flock to both banners preparing for war. The remaining Ghost Elf communities flee east into the wilds of the Evermoors, and south into Miyeritar and Shantel Othreier to escape the persecutions being carried out by the royal forces of Illefarn. -18498 DR

the battle of illefarn‟s

Shame

After a short a brief yet bitter campaign 150000 rebels lead by the Moon Elf General Kelytha Amarillis finally confront Iyilitar Aestar and 75000 royalists and their Aryvandaaran mercenaries in the lightly wooded Larch Hills north of Sarthandor. By day’s end Aestra Le’Quella and another 45000 elves lie dead or dying giving the name Red Larch to the hills in which the battle is fought. Kelytha Amarillis is chosen by acclamation of the gathered troops as the first Moon Elf Coronal (they do away with the title Iyilitar) of Illefarn. His first act is to make a vow that never again would Elvish blood be spilled by the people of Illefarn “Remember my People, that here today;

we stand witness to our race’s greatest

folly, Hubris! Once before we allowed

ourselves to be lead by those who thought

themselves better than the rest. I say NO

MORE!. All Elves are created equal; let

none stand above the rest. Only by

working as one, as equals can we

Tel’Quessir be truly free of the past. So I

say to you on this our bloodiest day.

Never again will an Elf in the realm of

Illefarn raise a blade or use magic in

anger against another Elf. All people are

free within the borders of this realm, and

to those who would take this freedom from

us. Try and you will fail. The price of

freedom is vigilance, and ever watchful

will we be. This I vow!” -18249 DR The port city of Ursyllashyr is founded at the mouth of the current Neverwinter River to bring people and goods to and from the northern provinces of the empire. -17920 DR After a long and relatively peaceful rule Coronal Kelytha Amarillis, still trouble by wounds by physical and spiritual, obtained in the war, abdicates in favour of his grandson the Blade Singer, Teukiira Amarillis. Kelytha and his wife Amelya retire to the northern city of Llewyrrvael to live out their lives in peace. –17800 DR Establishment of the great elf settlements of Keltormir, (present-day Forest of Tethyr that spanned all of Tethyr, Amn, Erlkazar, and Calimshan) by moon and green elves, seeking peace and simple lives away from the strife of the other elf realms. –17600 DR

The Sundering

Hundreds of High Mages assemble in the heartland of Faerûn at the Gathering Place on the edge of the Miyeritar Plateau. Ignoring the lesson learned from the destruction of Tintageer centuries earlier, they cast a spell of elven High Magic designed to create a glorious elf homeland. On the Day of Birthing, the magic reaches its apex as the spell

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extends both back and forward in the mists of time. Faerûn, the one land, is sundered apart by the unbridled force of the Sundering. As a result, hundreds of cities are washed away, thousands of elves lie dead, and the face of Toril is changed forever. The name Faerûn, no longer the One Land, is given to the largest continent. Surrounded by vast expanses of water, the island of Evermeet, thought to be a piece of Arvandor and a bridge between worlds, breaks the surface of the Trackless Sea. Blessed by the goddess Angharradh, verdant forests and wildlife soon flourish across the island. Corellon Larethian wards Evermeet against Lolth, Malar, and the other powers of the anti-Seldarine and entrusts a unique seed to the Fair Folk of the isle. The seed soon sprouts, growing into a miniature treeknown as the Tree of Souls. Over time, the souls of ancient elves who choose to stay on Toril, rather than pass on to Arvandor, merge into the Tree of Souls, slowly augmenting its power. Prophecies reveal that the Tree of Souls will someday be planted on Faerûn when the Fair Folk finally return to the mainland after a period of exile on the Green Isle. Half of the coastal forest communities of Illefarn, Ardeep, Shantel Othreier and Keltormir are destroyed and hurled into the sea. The coastal cities of Ardmantor, Ursyllashyr, Silversgate, and Quentallis are completely annihilated resulting in the death of over 100000 Moon, Green, Gold, Star and Dark Elves. Many other cities without mythal protection are severely damaged with the loss of hundreds of thousands of lives. Many question the wisdom of the Ar’selutaar, and more than a few are assassinated in revenge for the mighty art they have wrought.

–17500 DR The independent sylvan elf realms of Thearnytaar, Eiellûr, and Syòrpiir open discussions about unifying the elves of the Satyrwwod (present-day Thornwood/Chondalwood). –17100 DR to –16800 DR

War of Three Leaves

The unification of the Satyrwood is thwarted by dark elf Ilythiiri spies and assassins, killing their leaders and framing opposing heirs, driving the three realms to a multi-front war. Ilythiir’s influence is not discovered for centuries. -16997 DR Coronal Teukiira Amarillis is killed in a battle between warring Green Elf clans whilst trying to negotiate a peaceful settlement to a border dispute between Eiellûr, and Syòrpiir. Upon his death the Conclave of Lords severs all ties between Illefarn and the warring realms. Teuivae Amarillis, Teukiira’s sister is selected to rule in her brothers place. Coronal Teuivae erects a monument to her brothers honour, establishing a temple to the Seldarine at the site of his Vow of Peace. Before long this temple attracts a small community of marshall followers becoming the first Chapter House of the Holy Armathors of the Sacred Song, an order established by Teuivae to ensure that her brothers vow is honoured by all who would enter Illefarn. (Later a series of portals is established as the temple become a nexus hub to Elven settlements as far away as the Moonshaes,

the Vast, and the Tashalar, near Chult.

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-16875 DR Under Teuivae’s patronage the practice of Spell Singers, Bards and Magi linking portals to lore gains great favour and begins to rival the networks established by Aryvandaar for scope, but not purpose. The Song Knights over sea their creation and use, establishing trade posts and chapter houses wherever the portals emerge. Soon missionaries of Eldath the Spirit of Peace and merchants are both using the expanding Song-Portal network for spreading Illefarn’s message of peaceful interaction and mutually beneficial trade. –16800 DR After many protracted negotiations over seen by mediators from Illefarn, peace is established amongst the war of Three leaves is ended. Thearnytaar, Eiellûr, and Syòrpiir remain separate realms, though each of the three continues skirmishing among themselves and with Ilythiir for centuries. -16641 DR After a brief but hectic reign Coronal Teuivae passes onto Arvanaith quietly one winter’s night. Her body is laid to rest beside her brother in the royal tomb at Red Larch. After several weeks of mourning, Teukiira’s third daughter, the Moon priestess Suoressa Amarillis, is elected the next ruler of Illefarn. -16536 DR Oenthal of Ardeep and Suoressa of Illefarn gather a host of elves to battle the on rushing Green Tusk horde. A highly organised and motivated army of Forest Orcs lead by the ½ Orc Cambion Callaborros Shee-Slayer. The two forces

meet at the confluence of the Dessarin and Laughing Flow rivers. The resultant bloodbath sees the deaths of thousands of elves and at least 50000 forest orcs. -16237 DR Coronal Suoressa Amarillis and most of the ruling Conclave are slain when a Flight of Green and Black Dragons attacks Sarthandor, laying waste to much of the country side around the city as well as the city itself. The Dragon Flight is eventually driven off when its leaders, 4 Great Black and Green Wyrms are slain by the Laranlor Shashanta Stilmyst of Rilithar and his host of Griffon riding Armathors from Everanshee. With few ruling nobles of taleny left within the capital, Shashanta is elected by the surviving populace and his gathered troops as the next Coronal of Illefarn. -16007 DR Whilst sailing south to Fhaorenhaven to celebrate his daughters marriage to the city’s Laranlor, Coronal Shashanta’s fleet is scattered by a wild hurricane. In the aftermath the fleets remnants are scattered throughout the Moonshae’s, a collection of rocky islets created in the wake of the Sundering. A ship wrecked Shashanta is rescued by Leshay sailors from the fey wild city of Karador. Once back in their own realm Shanshanta is introduced to the city’s ruler Queen Kilaeaflaess. There he is treated with kindness and respect. After spending what seems like only a few days in Karador, Coronal Shashanta returns to Sarthandor to find a council of regents ruling in his stead and that he has been missing for the last 25 years.

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-15942 DR Continuing to pine away for his lost love, Queen Kilaeaflaess, Coronal Shashanta again calls the regents council to rule in his stead whilst he travels once more to the Moonshaes in search of Karador. -15892 DR Gone for more than 40 years, upon his return Coronal Shashanta brings with him a daughter, a fey featured elf named Ruashay. That same afternoon, after naming the swanmay Ruashay Stilmyst as his chosen heir, Shashanta disappears through one of the many portals that dot the palace, never to be seen or heard from again. –15300 DR The elf Vyshaan clan rises to power in Aryvandaar under Coronal Ivósaar Vyshann. He approaches the apparently ageless Coronal Ruashay with a proposal of marriage (after the sudden death of his last wife), Ruathay politely declines saying that to marry Ivosaar would be to break Kelytha’s Vow. Stymied in his early plans to create an empire Coronal Ivosaar looks for new ways to expand his reach and power. -15243 DR Whilst flying to a secret meeting of Swan Sisters in the Star Peaks of Aryvandaar, Coronal Ruashay is hunted down and slain by a polymorphed, bronze dragon riding Kellathil Vyshaan,(Ivosaar’s son). Her death goes un-remarked for several days until her sorority sisters come to Sarthandor looking for their queen. Eventually divinations reveal her fate, but not who the dragon, or rider actually were. The Aradoness of Illefarn, Karendil

Ildacer is elected Coronal as a bulwark against Vyshaan aggression in these increasingly uncertain times. -14798 DR Nominated by Coronal Karendil, Eshcalon Moondark from northern Iliyanbruen is elected Laranlor by the populace of Deepening Moon. –14700 DR Aryvandaar’s rulers begin attempts to diplomatically and peacefully annex Miyeritar into their realm and place it under their control. Coronal Karendil Ildacer of Illefarn steps in to guarantee the sovereignty and independence of Miyeritar, backing his cousin, the Dark/Moon Elf Coronal Sethmor Olriith. -14628 DR The personal tower of the Coronal situated high in the Coral Palace of Sarthandor explodes killing the Coronal and his wife. The murderers are tracked down to the ruins of Occidian in the High Forest (Present day Lothen) where they are trapped before killing themselves in a terrible misuse of High Magic that consumes every living thing within a 1 mile radius. (What is not known is that most of the assassins escape using the city’s well hidden portal network, back to Sharlarion and the palace of the Vyshaan Coronal.) Mhaomiir Ildacer, Karendil’s adopted daughter becomes the next Coronal of Illefarn. -14462 DR In direct defiance of the grasping desires of Aryvandaar’s Coronal, Mhaomiir Ildacer

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marries Alanael Nasadra a noble of Miyeritar, further cementing the ties between the two nations. Much intermarriage and trade flows between the two nations using the portal network maintained and established by Illefarn’s and Miyeritar’s Spell Singers and Song Knights. -14400 DR Coronal Mhaomiir and her consort Prince Alanael, celebrate the birth of triplets, two boys and a girl, a sign saif by many showing great favour from the Seldarine. -14119 DR An unexpected Rage of dragons boils over from the Spine of the World. Riding out to meet the onrushing wyrms with the Griffon Riders of Sarthandor, Alanael Nasadra is killed when a dragon immolates him and his entire troop. Overcome with grief at the death of her husband, Mhaormiir wills herself to Arvanaith leaving the throne untended for several months. In the scramble for power that follows several clans break Kelytha’s Peace as many nobles wind up murdered or missing in the back lanes and pathways of Sarthandor. After 9 months of Chaos, the Corselutaar, Talabrina Oakstaff and several other High Magi forge a rulers Scepter, linked directly to the wisdom of the Seldarine, to help select the next Coronal. Those found wanting are left feeble minded and stripped of all access to magic. In the end, a minor Armathor from a little known clan from Iliyanbruen, becomes the next Coronal as Infaeril Snowdark ascends to the throne.

–13900 DR Miyeritar becomes the center of elven Art and High Magic in Faerûn with the raising of Faer’tel’miir by geomancers and High Magi from Miyeritar, Illefarn and Shantel Othreier. The crowning achievement is the establishment of the Great Library of Ellordaine in the heart if the city, a series of interlinked sapphire blue, crystal spires dedicated to the higher arts and sciences for all to access and learn. -13727 DR In an apparent building accident, Coronal Infaeril is killed when a falling marble column lands upon her carriage as repairs are being made to the Grand Palace of Sarthandor. In another apparent co-incidence, Infaeril’s younger brother Meneleth is on hand with all of his supporters to assume the crown almost immediately upon receiving news of his sister’s death. There are rumblings throughout the empire as talk of the rise of another Leumynn Le’Quella and an emergency regional Conclave is held in far off Myth Iliyanar to decide the issue. -13700 DR Whilst the Lords are debating the merits of Meneleth’s right to rule, he is brutally assassinated by his nephew, the cruel and greedy Manarith Snowdark, in a coup in which he claims that Meneleth murdered his mother, the late Infaeril Snowdark. -13672 DR After a short and hate filled reign, the life of Manarith the Bloody is cut mercifully short by his equally ambitious son, Menelauth Snowdark. Menelauth begins

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a building programme within the capital that threatens to bankrupt his noble supporters. In fear of an uprising from amongst his peers, Coronal Menelauth hires Gold Elf Mercinaries from Aryvandaar to help enforce his edicts. Mean while out in the provinces, the Conclave of Lords, who have been running the realm from outside the capital, make a decision that they hope will restore peace to the Empire. -13699 DR For the first time in its history, the Conclave of Lords calls upon the Corselutaar, and the combined High Magic Circles to arrest the Coronal on charges of High Treason against the people of Illefarn. After his trial, Menelauth is immediately executed, and his remains dropped into Mount Hotenow. The commander of the Aryvandaaran mercenaries is given two options. She chooses to leave the realm peacefully under escort. Illefarn’s current Aradoness, Ilyrana Felmiir becomes the new Coronal of Illefarn. Some question this selection until it is revealed that Ilyrana’s great grandmother was non-other than the former Coronal Mhaomiir Ildacer. -13520 DR After 1278 years of peace, an apparently ageless Eshcalon reveals himself to be a Silver Dragon and a Blessed Servant of Sehanine. -13465 DR Miyeritar’s reputation as a place of peace and learning is further enhanced with the raising of the second city of learning and magic, Faer’tel’dur 60 miles south east of

Faer’te’miir in the shadow of the northern Wyrm’s Teeth Mountains (present day Serpent Hills) –13200 DR Skirmishing and trade interference starts between Aryvandaar and Miyeritar. Despite being warned off by Shantel Othreier, Illefarn and Ithrathyll of Ardeep, the Vyshaanti conduct a dirty little trade war on foreign soil. Their often cross the border to attack Miyeritari caravans and frequently clash with Ardeep’s border patrols and Song Knight portal guardians. -13004 DR After a long and prosperous reign the aged Coronal Ilyrana ascends happily to Arvanaith, happy in the knowledge that leaves the Empire a much better place than when she took the throne. In tine she is known as Ilyarana the Magnificent, for the peace and growth in learning, the arts and commerce that flourished during her time as Coronal. With her passing the Ar’selutaar Ileleste Felmiir is accepted by the Rulers Sceptre as the next Coronal, as the Empire enters a Golden Age. -12890 DR Trade between Illefarn and Orishaar increases as dark and Green Elf families and whole clans begin migrating first to Illefarn, and then east using the portal network they migrate first to the Far Inner Sea, and from there into the uncertain mists of history never to be seen or heard from again.

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-12585 DR Coronal Ileleste Felmiir is found torn apart in her private study high in the Rulers Tower in Sarthandor Palace. Witnesses report a huge deminc being with bat like wings emerging from the balcony of the study. Further investigations reveal the creature to be a Nycaloth, but who sent it and why is not discovered until much later. Ileleste’s youngest brother passes the election trials and becomes the next Coronal of Illefarn. Despite the growing tensions between Aryvandaar and Miyeritar, and the simmering trade war between Ilythiir and Orishaar, Coronal Iriador felmiir is determined to preserve the Peace of Kelytha at all costs. -12323 DR Migrating clans of Green, Dark and Ghost elves continue to poor acroos the border into Illefarn and Ardeep. In response Vyshaan troopers disguised as bandits attack the fleeing refugees spreading terror as they do. The Araegisses of Illefarn commands the Song Knights to guard those seeking refuge across the border and to escort them through the portal networks to their kin across the seas.

The age of kin slaying

kin

–12000 DR

Rise of the Vyshaantar

Empire

After centuries of fruitless diplomacy, the impatient, grasping rulers of Aryvandaar attack Miyeritar and begin putting political pressure on Shantel Othreier to join them or suffer the same fate. In

response volunteers from Illefarn, Ardeep and Shantel Othreier flood across the border to oppose the naked Vyshaanti aggression.

The First Crown War

Begins -11996 DR Whilst out patrolling the border near Red Larch Hill, with a brigade of Armathors and Spellblades, Coronal Iriador Felmiir comes across a flood of Green and Dark Elf refugees being attacked by wyvern riding raiders from the High Forest. In the ensuing battle most of the refugees are saved, and all the raiders slain but at the cost of Coronal Iriador and 25 of his best knights. Needing a strong leader in this time of conflict the Conclave of Lords elects the current Araegisses, Gyrlass Aleth to be the war Time Coronal and charge him with keeping Kelytha’s Peace at all costs whilst protecting the lives of all who seek Illefarn’s protection. –11800 DR Miyeritar is militarily occupied and annexed by Aryvandaar, though a number of clans and strongholds resist and continue to fight. Many elves of Ardeep and Illefarn, despite their realms officially neutral stance, provide secret safe havens for Miyeritari refugees and freedom fighters. Shantel Othreir, Illefarn and Ardeep continue to provide covert support for Miyeritar despite official protests from Aryvandaar. -11758 DR Always the valiant warrior, Coronal Gyrlass is slain whilst battling a flight of

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bronze dragons and their Vyshaan riders, raiding over the border into Rilithar. In keeping with its war time footing, the Conclave elects Gyrlass’ younger brother, the Song-Knight Gisiir Aleth to take his place as Araegisses and Coronal of the realm. –11500 DR Whilst Thearnytaar and Eiellûr band together and declare war on Ilythiir, Coronal Gisiir Aleth is loath to declare war upon Illefarns former ally and trading partner. Whilst aghast at the behaviour of the rulers of Ilythiir he also accepts refugees from that realm and from Orishaar and the other realms affected by the Kin-Slayer Wars raging across the south. -11423 DR Unable to stand aside any longer the Song Knight Coronal Gissir Aleth, abdicates in favour of his nephew, the Mariner Lord of Illefarn, Fernoss Aleth. Resuming his previous role as a Knight of the Sacred Song, Gissir leads a group of Dark, Green, Moon and Ghost Elf refugees to the safe havens far across the inner seas, well beyond grasping hatred and greed of the rulers of Ilythiir and Aryvandaar. -11345 DR Having achieved his goal and thinking he has prevented the disaster in his vision, Laranlor Orlothil- Triune Lady’s Soldier passes on to Arvandor escorted by host of angelic celestials, to become one of Angharad’s Chosen Ones. Orlothil’s cousin Elediyr Moondark, late of Iliyanbruan takes up the mantle of Laranlor when Orlothil ascends to Arvandor without direct heirs or issue.

–11300 DR

End of the First Crown

War

Miyeritar conquered by Aryvandaar, but Ardeep manages to maintain its independence thanks to the Treaty forged 45 years before. Coronal Faernoss continues to attempt a diplomatic solution to the Miyeritaran problem with little success. Determined to maintain Illefarn’s neutrality, he never the less advocates covert support for the resistance fighters who camp in his realm. -11200 DR Thearnytaar falls to the savage and now unrepentant dark elves, who use enslaved monsters and undead to occupy the thorn- and bramble-choked woods. Ilythiir now directly skirmishes with the major realm of Keltormir along its eastern and southern expanses. Coronal faernoss Aleth leads a fleet of Swan and Dragon Ships south to rescue the refugees gathered along the shores of the Lake of Steam, in make shift camps and settlements. -11161 DR Coronal Faernoss ship is lost to raiding Saughuin who begin raiding settlements up and down the northern Sword Coast. The Sea Swift, the Coronal’s personal Swanship is lost with all hands, including Faernoss Aleth. Illefarn’s current Aradoness, the Green Elf Caerta Silverspear accepts and passes the Rulers Sceptre trials.

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-11086 DR Campaigning in the south eastern forests of Keltormir, Laranlor Ilitharath Moodark leads a group of Crusaders from Ardeep, Illefarn, Shantel Othreier and Keltormir in a Grand Crusade against the demon worshipping infidels of Ilythiir. -10997 DR Fearing resurgence in Vyshaan and Ilythiiri aggression, Coronal Caerta orders the construction of a series of watch towers along the Dessarin border with Aryvandaar, and sponsors the construction of watch towers along the peaks of the Troll Hills, linked by a specifically dedicated portal network and garrisoned by experienced troops and contingents of Song Knights and Spell Blades. –10900 DR

The Third Crown War

Conflict erupts as accords finally fail between Shantel Othreier and Aryvandaar. After a successful campaign against the Dark Elves of Ilythiir, Laranlor Ilitharath repels a raiding force of Gold Elves out of the Woods of Sharrven, and then joins Shantel Othreier’s Coronal Ynloeth and his forces as they sack the Fortress of Arkerym and the nearby Aryvandaaran city of Nikerym on Aryvandaar’s southern border. Illefarn officially declares its neutrality whilst allowing troops from Ardeep and Shantel Othreier access to its portals and intelligence networks.

-10837 DR

Battle of the Bloody

Swords

Using its own extensive portal network underneath the capital Sharlarion, the rulers of Aryvandaar send troops and High Magi south to destroy enemy troop concentrations alongside the Delimbyr where it crosses their western border with Ardeep. An army of 20000 Gold Elves emerges from previously hidden portal doors within the Sword Hills. Killed in the battle (really a massacre) besides the 34000 Dark, Star, Moon, Gold and Green Elf troops, are many Laranlyrr (Lords & Ladies) of the resistance as well as several experienced generals and Caerta Silverspear who had simply come along trying to arrange a truce between the different warring parties. Elected to her sisters place as ruler of Illefarn is the Aradoness, Triel Silverspear, Hand Maiden of Sehanine. -10700 DR

battle of the god‟s

Theatre

The Gods’ Theater (present-day the Tunlands) on eastern Shantal Othreier is the site of one of the largest and costliest of all the Crown Wars’ battles. Nearly 70,000 elves die at the hands of elf and orc enemies, as an orc horde 100,000 strong falls upon the already embattled elves. Aryvandaar wins the day, and occupies the northern half of Shantel Othreier. Ynloeth and Ilitharath take their remaining forces south then west to the capital Yr’chionmanthaar. Then whilst Ynloeth signs a treaty ceding a third of his lands to Vyshaan rule,

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Ilitharath escapes with most of his troops through the secret Illefarn Portal network emerging firstly in the Cloak Woods, the Gathering Place, (temple to Corellon in northern Misty Forest), and finally into the courtyard of the Song Knights chapter House in the Hall of Long Silences. A network that later becomes known as Ynloeth’s Defiance. –10600 DR

End of the Third Crown

War

Aryvandaar conquers Shantel Othreier after the mysterious death of Coronal Ynloeth. Only Ardeep, a vassal realm of Shantel Othreier, led by the redoubtable Ilitharath Moondark, continues to resist the Vyshaan. Through a series of brilliant guerrilla campaigns, utilising the Illefarn portal network, the Laranlor manages to keep the Vyshaanti forces at bay and in complete disarray. -10560 DR Whilst at a supposedly secret meeting of fellow resistance leaders in the southern Ardeep Forest, Ilitharath and many of his fellow conspirators are slain by a trio of yugoloths assassins sent by their Vyshaan oppressors. Ilitharath’s son and a few of his followers barely escape with their lives. With little communication coming from Yr’chionmanthaar and the Clnclave of Lords, Tarospur Moondark is elected unanimously as the new Laranlor-Araegisess of Ardeep.

–10500 DR

The Dark Disaster

Miyeritar is engulfed in killing storms, which reduce this entire forest and realm into a barren wasteland in three months. Although no proof could ever be found, many believe the High Mages of Aryvandaar inflicted the Dark Disaster on Miyeritar. Shock over the Dark Disaster establishes an uneasy four decades of peace, as nearly every elf of Faerûn shrinks back in awe and horror from the havoc wrought by the Crown Wars. -10474 DR Stricken with grief and shame over the great evil her kin had inflicted upon the innocent Elves of Miyeritar, having discovered the perfidy and duplicity of the priests and High Magi from Aryvandaar and Shantel Othreier, Coronal Triel Silverspear takes her own life in Sharlarion’s main public forum. She declares before the gathered crowd that the Tel’Quessir would know no peace on Faerun as long as the rank and evil stain of the Dark Disaster rested upon their collective Elven souls. With that she plunged a dagger into her heart which in turn triggered the consuming magics that removed her body too from the realm. Upon learning of his mother’s death from Urloth Silverspear successfully takes up the Ruler’s Sceptre and with it the Coronet of Illefarn. His first action is to order the strengthening of Illefarns southern and eastern defences, particularly those beside known Vyshaan portal exits. Those known he orders sealed and warded against future use.

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–10460 DR Tarospur and a band of Song Knights are slain defending the Hall of Long Silences from a Vyshaan raiding party. Having doggedly resisted Aryvandaan occupation for more than 100 years, the leaders of Aryvandaar decide that drastic action must be taken. The Coronal of Aryvandaar and the Corselutaar of Sharlarion once again summon their Nycaloth assassins to remove an obstacle from the Vyshaanti’s path. With the death of Tarospur Moondark the armies of Aryvandaar sack and burn the capital city of Deepening Moon, finally conquering the elf realm of Ardeep. The Vyshaanti slay two of its rulers—Ilitharath and his grandson Tarosspur—in the hundred years it takes to bring Ardeep under their control. Aryvandaaran Telegaunt Elarfindan Floshin is appointed Aradoness-Laranlor (Military Governor) of Ardeep and immediately institutes a state of marshall-law. –10110 DR Through enslaved dragons and other powers, the dark elves of Ilythiir engulf all of Shantal Othreier in flames, destroying over 70 percent of its trees over the course of fifty years. In response to this continued destruction, over 1,000 priests and High Mages in neutral Illefarn and other free areas spend decades in fervent prayer for salvation by Corellon Larethian and the Seldarine gods. In secret High Magi from Aryvandaar and Sharlarion begin work on a Ritual of Myriad that will remove the Ilythiiri and their allies as the last threat to ultimate Vyshaan hegemony over the elves of Faerun.

-10049 DR

battle of corellon‟s

Weeping

A combined army 65000 strong made up of the free peoples of Illefarn, Ardeep, lesser settlements of Aryvandaar and the shattered remnants of the armies of Shantel Othreier meet on the plains of Corellon’s Weeping, to confront the Army of Twilights Fall (a force comprised of Dark, Green, Moon and some Gold Elves, working alongside yugoloths, devils, demons and dragons.) There on the plains halfway between the Delimbyr and the Troll Hills, they halt the Ilythiiri’s advance and after days of struggle, manage to all but destroy the army of Twilights Fall with the help of a Seldarine summoned host of Celestials, metallic dragons and Eladrin (Ghaels and the like). –10000 DR

Descent of the Drow

Gathering at Corellons temple within the confines of the Misty Forest thousands and priests and mages gather at Corellons bidding. Corellon’s magic, as directed through his priests and High Mages, (and corrupted by the self serving Vyshaan Spell casters,) transforms the dark elves, whether the corrupt Ilythiiri or others, into the drow. Whether by magic or by the weaknesses that banish them from the sunlit lands, all drow retreat within two months’ passing into the Underdark. Learning through a vision of the Vyshaan attempts to pervert the Ritual to their own ends Coronal Ulroth leads a group of Song-Knights, Duskblades and High Magi in an attempt to disrupt the Myriad Ritual. Arriving too late to stop it the Coronal and

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his followers throw themselves at the Rituals participants and are branded Dhaerow by the Vyshaan stooges and then transformed into Drow themselves. Ulroth himself is slain by Taranth Aelryth, branded a traitor by both warring sides. Elves are summoned by the Seldarine to the site that becomes the Elven Court one month after the Descent of the Drow, to settle differences and restore peace among the elves. At the conference Ulroth’s betrayal is revealed and a new Moon Elf Coronal, one Elladyr Moonflower is selected by the Rulers Sceptre to take over the throne of Illefarn. -9990 DR

The Battles of Fallen

Leaves

Less than a decade after the betrayal of the Dark Elves, the forces of Aryvandaar pour across Illefarn’s northern border smashing into and destroying many of the empires northern settlements. In a campaign of violence and terror they besiege, sack and burn Llewyrrvael, Khalarvael and Myth Iliyannar. Refugees fleeing from the advancing Vyshan armies find refuge through the portal network to the Moonshaes, and the Shattered remnants of Shantel Othreier( the Cloakwood and Wood of Sharp Teeth). -9980 DR

The Siege of Sarthandor

In a move designed to split the realm and divide its forces, a second Vyshaan army emerges through newly created portals in the southern Sword Mountains. With the majority of Illefarns armies engaged in the north, the troops from Aryvandaar quickly over run the fortress city of Everanshee

and begin laying siege to Illefarn’s capital, Sarthandor. -9975 DR The High Magi of Aryvandaar begin tracking down and disabling the llefarn portal network, there by slowly strangling off Sarthandor’s supply and communications lines. Refugees continue to pour out of the city and into places like Sharandar and south to Keltormir via ships from the port settlement of New Ardmantor. -9950 DR Left with little choice Coronal Elladyr Moonflower surrenders Sarthandor to the forces of the Vyshaan general Talliossa Ealoeth. Forcing the evacuation of the city, Talliossa then orders his High Magi to erase sarthandor from the surface of the world. The people watch on in horror as their former capital is reduced to ashes and dust as the Vyshaan Selutaar unleash a War mythal upon the City of Ruby Coral Spires. -9940 DR Despite the destruction of the capital and the capture of the Coronal, the Dark Green and Moon Elves of Sharandar continue a guerrilla campaign operating from caves and hidden encampments within the Sword Mountains. Despite repeated Vyshaan attempts to root them out the rebels continue to frustrate the efforts of the occupiers to completely pacify the country.

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-9914 DR Battle of Larchford

Believing that they are their to secretly meet Coronal Elladyr and plan a general uprisng, the leaders of the rebellion, led by the Song knight Adufaer Strongbow are ambushed and slain by Vyshaanti Magi and Duskblades at the village of Larchford (nearby present day Stonebridge). The bodies of the slain are strung up along the bridge crossing the river as a warning to others, whilst their souls are entombed in several emeralds and buried within the Royal Crypts beneath the temple on Red Larch Hill. With the Adufaer’s death, the rebellion comes to a staggering halt. The full time occupation of Illefarn begins as the last refugees flee to the Moonshaes, Shantel Othreier, Keltormir the Yuirwood and the hidden colonies beyond the Inner Sea. –9900 DR Fearful of having their Fhaor’tel’dhaerow Ritual used against them the leaders of Aryvandaar begin the covert persecution of High Mages and priests. Although not destroyed utterly, Illefarn and its colony in the Llewyrrwood (present-day Neverwinter Wood) are annexed by Aryvandaar. Many elves of both lands flee to the remnants of Shantel Othreier. The Vyshantaar Empire’s forces occupy all elf realms (except Keltormir) from the High Forest of Aryvandaar to the sweltering southern forests of Ilythiir. They begin the colonization and settlement of Evermeet . Yuirwood is settled by small numbers of green elves in the aftermath of the Crown Wars.

Coronal Elladyr Moonflower is forced to abdicate in favour of the military Arlanalor Holyagoth Vyshaan. He retains his lesser title as Laranlor of the principality of Rilithar, ruling in name only from the occupied city of Everanshee. –9800 DR The Vyshantaar Empire’s forces occupy all elf realms (except Keltormir) from the High Forest of Aryvandaar to the sweltering southern forests of Ilythiir. They begin the colonization and settlement of Evermeet. A large force of Llewyrr (Green, Moon, and Ghost ) elves escapes the oppressive mainland and resettles in isolation and safety among the mountains of the Moonshae Islands. Their new land becomes Synnoria, after the Laranla of Llewyrrvael, Synnoria Hawkmist, who led the Llewyrr to this island sanctuary. There leShay welcome Llewyrr refugees from the mainland, allowing them to settle in isolation and safety among the mountains of the Moonshae Islands. –9750 DR The Riildath (present-day Rawlinswood and Forest of Lethyr) is settled by moon elves and gold elves of Shantel Othreier and Ardeep fleeing the persecution of the Vyshaan of Aryvandaar, becoming the realm of Lethyr. The elves of the Riildath discover the horrors of Narathmault and resolve to clear the forest of all N’Tel’Q uess (non-elves) so as to safeguard them from the foul legacies of Ilythiir. -9600 DR With help from leShay geomancers from Sarifal, the remaining High Magi of the

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Llewyrr Raise the city of Chrysalis in the centre of the Crystal Mere. -9200 DR

The Fifth Crown War

The First Proclamation of Elven Court leads to the revolt of the nobles of Aryvandaar and the last Crown War begins. The Elven Court, the Seldarine priesthoods, and the long-hidden High Mages restore pockets of resistance and freedom across the entire Vyshantaar Empire, fragmenting the armies and nobles to limit their coordination. -9007 DR After successfully driving the Vyshaanti from Illefarn the Coronal Elladyr moonflower is slain by a stray arrow to the eye shot by a young child on a practice archery range outside of Sharandar. The aged Coronal, refuses priestly aid, and dies quietly in his bed. In his place his great-great grand daughter Vaellassra Moonflower, once again takes up the Rulers Sceptre, restoring the Rule of Kelytha’s peace to its rightful place.

The age of Greater

Illefarn

–9000 DR After a lengthy siege lasting 174 years, the last bastion of Aryvandaar’s power falls with the death of Haldar Ealoeth, and the surrender of the Vyshaan garrison of Fhaorenhaven. The Fifth Crown War ends with the utter defeat of the Vyshaan and the dissolution of Aryvandaar. Much of the High Forest is abandoned for an age, leaving the forest open so the gods might

restore its peace. Illefarn emerges almost intact from the Crown Wars and after careful consideration by the surviving house lords, Ardeep signs a mutual co-operation pact and joins itself to Illefarn becoming the empires southern most province. The final Conclave of Houses of Shantel Othreier is called in Fhaormista (The Cloak Woods), the surviving elders rule that Shantel Othreier is no more. The remaining holds and cities are erased by Moon and Green Elf Selu’taar over the course of the next 1000 years, as the retreat to Evermeet continues, removing almost all traces of the once great empire of Peaceful Reverie. -8760 DR The first trade fleet sets out for the Moonshaes loaded with supplies and immingrants willing to help the Llewyrr establish their new realm. It isn’t long before trade between Illefarn, Keltormir and the Moonshaes sees fleets of Elvish ships establishing new markets and trading posts all along the south and west coasts of Faerun. Several exploratory fleets set sail across the wide oceans to spread spread the idea that is Illefarn, and too look for new opportunities for trade, and establish contact with any of the Lost Clans of the Tel’Quessir they can find. –8600 DR Evereska is founded in secret by surviving clans of Shantel Othreier, Eiellûr, Miyeritar, and Orishaar as an elf haven in the woods east of Aryvandaar. Illefarn send crafts people, geomancers, Selutaar and troops to help the people of Evereska establish and maintain their new realm

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-8550 DR High Magi, High Priests and geomancers begin raising the city of Evereska from the bedrock of the valley. After many months of labour they complete the basic of the city’s defences by laying the Mythal over the city. It is said that Corellon and members of the Seldarine participated in the Mythal’s laying, but the Selutaar and High priests who gave their lives to invoke the Mythal refused to confirm or deny this idea. –8500 DR With the destruction of Sarthandor, the High Magi and geomancers of Illefarn decide to raise a new city, Aelinthaldaar, which becomes the capital city of Illefarn, founded on the future site of Waterdeep. “tucked beneath the forboding brow of Mount Waterdeep, Aelinthaldaar’s skyline features delicate tow ers of glass and alabaster, domes of precious stones and metals, streets paved in living rock or crystal, vast mansions literally grown from the very earth and composed of growing trees and plants, and many other wonders.

Keltormir‟s fall

Due to fire-sundered and otherwise ravaged homelands, Keltormir dissolves into three separate forests: The Wyrmwood, Darthiir Wood (present-day Forest of Mir), and the Forest of Tethir. -8456 DR After a lengthy and tumultuous reign, Coronal Vaellassra Moonflower passes peacefully onto Arvanaith, with her passing, Vaellennsa Moonflower, Vaellassra’s daughter becomes the next Coronal of Illefarn.

–8400 DR A few sun elves return to found Siluvanede in the north-western reaches of the High Forest. Coronal Vaellennsra sends delegation from Illefarn to oversee the re-founding of this Gold Elf homeland in the western High Forest. The envoys ensure that the returning Gold Elves honour Kelytha’s Peace before allowing them to re-build over the ruins of old Occidian, the new city Lothen of the Silver Spires. –8200 DR Founding of Uvaeren. Its First Rysar begins with the crowning of its first coronal. Elves from the outer reaches of Illefarn begin migrating to this new realm, many looking for a fresh start away from the constant reminders of all that was lost during the Crown Wars. -8009 DR Having overseen a new age of peace and prosperity of the rebuilding years. Vaellennsra abidicates in favour of her nephew, the Aradoness Llataellor Moonflower. –8000 DR Founding of the settlement of Semberholme as a safe haven in times of war and crisis for the females, children, and elders of the elves of Cormanthyr. The Coronal of Illefarn send many druids wizards and priests to help with the growing and construction of the new settlement. A portal network connecting druid circles in Illefarn and Semberholme are established.

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–7790 DR A Flight of Dragons destroys the cities of Khalarvael in the Lurk Wood and Teu’tel’ondathyr in the northern Troll Bark Forest. The survivors move south to Sharandar and north to Deepening Moon. -7776 DR Coronal Llataellor Moonflower is killed in a riding accident when he and the Moon Horse he is on are scooped up by a passing green dragon and devoured rider and all. A subsequent search reveals the new nest of a pair of brooding wyrms, who are promptly despatched by a contingent of Griffon Riders from Aelinthaldaar. The Moon Elf Armathor Ulraeth Moonflower is the only prospective candidate not to be feeble minded by the Rulers Sceptre and thus becomes the new Coronal of Illefarn –7600 DR Founding of Sharrven in the southern reaches of the High Forest, due to overcrowding in Evereska and elitism of Siluvanedenn elves. Many of the Elves reunite with their kin from Illefarn forming a lasting bond between the two nations. -7449 DR Coronal Ulraeth’s youngest daughter marries Whyllyr Ammath, the current Aradoness of Sharrven, a sure sign of the contuiing interdependence of the two realms –7400 DR The elf realm of Ilodhar falls under an orc horde. Illefarn sends a relief force under the command of Bethany Braceldaur to bring the surviving Green Elves to safety

through the portal network, emerging in the courtyard of the House of Long Silences. -7215 DR Coronal Ulraeth and his entire entourage are killed when the Skyship (a Monarch Armada), is struck by a meteorite as they are flying from Evermeet to Illefarn. The ship crashes into the Claateeros sea killing all aboard, and sharks take care of the bodies. Selected in his place is the Aradoness Ulthrath Moonflower, the late Coronals youngest brother. -7099 DR Coronal Ulthrath dies when a portal he is about to enter in the House of Long Silences, explodes, killing him, his wife, and four of their 9 children. Too young to even be considered for rulership, the Conclave of Lords using the Rule Sceptre, elects Ulthrath’s cousin, the Selutaar Ellardreth Moonsong as the newest ruler of the empire. The wise and energetic Elladreth sets about expanding Illefarns influence and reach throughout the former Elven empires of Keltormir, Shantel Othreier and Aryvandaar. Through his sponsorship the trade portal networks are expanded greatly with trade franchises and cantons set up in places as far away as Chult, Yuirwood, Riildath, the Moonshaes, Siluvanede, Cormanthor, Rystalwood. and Uvaeren. –6950 DR Star elves leaves their settlements in Illefarn and begin to gather in the Yuirwood, leaving the other elf nations behind.

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–6900 DR Coronal Kiyuigh of Uvaeren dies on his one hundredth foray into the mountains. The Fourth Rysar of Uvaeren starts with the new coronal, the blind Great Scholar Eltaor, who restores Uvaeren’s reputation as a learned realm. -6870 DR Coronal Ellardreth and the Song Knights agree to establish watch posts, hostleries and chapter houses at all of the major portal exits throughout the Empire. Thus increasing Illefarns presence and hopefully influence throughout all the lands that were once in Elven hands. ” The borders of the first and older elven

realm of Illefarn weren't as clear-cut as

more modern human realms (which tend

towards mapped, formal borders as

opposed to the more fluid "we patrol

fiercely here, we patrol occasionally

there" approach of the elves in elder times.

However, at its height, "old" Illefarn's

western border was the Sword Coast itself,

its northern border was about a day's ride

north of Neverwinter, its southern border

was pretty much the same as the southern

border of present-day Tethyr, and its

eastern border was an irregular,

wandering "band" of influence that

reached into the present-day High Forest

north of the Delimbiyr, covered most of

what was later The High Moor south of

that, reached the western verges of the Far

Hills and then the Troll Mountains south

of that, and took in most of the later

realms of Amn and Tethyr.” Ed

Greenwood 2009

–6600 DR Yuireshanyaar is founded by star elves and green elves. Coronal Hoccar dies, ending the Second Rysar of Jhyrennstar. The

Third Rysar begins with his niece, Coronal Haalija. Elf refugees from Syòrpiir found Nikerymath in the Chondalwood, beginning with the city of Rucien Xan. –6500 DR Green and Moon Elf High Magi from Illefarn and Ardeep help settle Elf refugees from Syòrpiir to found Nikerymath in the Chondalwood, beginning with the raising of and laying a mythal for the city of Rucien Xan. -6437 DR Coronal Elladreth donates thousands of Lore Crystals and other knowledge storage devices (retrieved from many Crown War ruins) to the Grand Libraries of Uvaeren. The University of Aelinthaldaar sets up a campus in Uvaeren to promote further co-operation and understanding between the two realms. -6210 DR After a long and peaceful rule, Coronal Elladreth decides it is time for younger blodd to run the realm. Stepping aside, he assumes the role of Arselutaar of Aelinthaldaar. Stepping in to take up his mantle is his cousin and best friend, Daoinaer Moonsong, Aradoness of Myth Iliyannar. -6126 DR Yr’korik Adaranth dies quietly in his sleep, some say he is poisoned, other that he is cursed. No one can say for sure, an autopsy is inconclusive. With no clear heir named in his will, a brief but bloody civil war erupts amongst the competing noble families with some claim to the throne. A five way brawl between the Taurntyrith,

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Sarsantyr, Imdalace, Mrhulaedir and Moondark clans ensues. After three years of chaos, order is finally restored when Coronal Daoinaer Moonsong orders the armies of Illefarn to storm into Deepening Moon, arresting many of the scions of the feuding houses. Eventually after the heralds and genealogists are consulted, House Imdalaces claim to the throne is recognised and Anthayar Imdalace is chosen in the year -6118 DR, as the next Laranla of Ardeep. -5994 DR Coronal Daoinaer is murdered in his palace Reception Hall by a group of visiting nobles from Ardeep. When questioned as to why they had committed treason, thwe four nobles, two from house Moondark, and one each from houses Sarsantyr and Taurntyrith claimed revenge as their prime motivator. The Dowager Daoinella Moonsong, the last of her line assumes the rulers coronet will few objections, bringing a much needed period of peace and prosperity back to the empire. -5753 DR The aging Dowager Daoinella returns to Arvanaith at the ripe old age of 1429 years, many attribute her great age to some fey blood in her lineage, the secret known to only a few priests of Sehanine is something very different. Before she departs Coronal Daoinella selects the priest of Corellon, Dalsien Snowmantle to succeed her to the throne.

–5300 DR The elves of Siluvanede erect a mythal in the city of Adofhaeranede and rename it Myth Adofhaer. This move shocks and alarms the moon elves of Ardeep and Illefarn who are deeply concerned about developments in old Aryvandaar. Coronal Dalsien convenes a High Lords Conclave to decide the best course of action. Ambassadors are sent to remind the gold elves that they are being watched very carefully. -5289 DR Whilst leading a hunt against raging bands of Malarites who have been raiding and murdering through northern Rilithar, Coronal Dalsien and his Knights are confronted by an avatar of Malar himself accompanied by a small horde of lycanthropes. The use of High Magic against Malar manages to destroy the great evil but the ensuing conflagrations consumes everything within a 1 mile radius. A most unlikely candidate, the Arch-Druid Escathallon Snowmantle is chosen to be the next Coronal. Being a hater of city life he moves the Seat of power to the northern principlaity of Iliyanbruen to his grove near Sharandar. -5006 DR Whilst this shift away from the city suits many of the realms Green Elf clans, the minority Moon and Gold Elves feel that they have been effectively cut off from their ruler and begin making plans to set up their own realm centred upon the principality of Rilithar. In a spirit of compromise in order to keep the realm together, Coronal Escathallon

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allows the Conclave of Lords in Aelinthaldaar to elect a regent, Ar’reyla Moonrose, who will rule in day to day matters in the Coronals name in Rilithar and Ardeep, leaving Escathallon to deal with the wilder, wider lands of the empire, places such as shattered Othreier, the Forest of Tethir, and the Green and Moon elf settlements of Iliyanbruen and Lurkwood. In effect the Empire is ruled by two Coronals for the first time in its history. –5000 DR The Twelve Nights of Fire

(Midsummer)

Uvaeren is destroyed by a falling star whose impact opens a hundred-mile-long and thirty-mile-wide clearing in Cormanthor’s treeline. The coronal and nearly all of Uvaeren’s noble houses die instantly or during the conflagration. Few Uvaeranni escape to the safety of deeper Arcorar, aside from those few dozen away from the realm during this disaster. Those Moon, Green and Gold Elf clans of Illefarn with kin in the ruined realm, gather a relief force together to help those who have escaped the destruction, and to help put out the raging wild fires that threaten to consume the surrounding forests of Arcorar. Survivors of House Dlardrageth, a clan of demon-blooded sun elves, flee from Arcorar to Siluvanede. Immediately they begin insinuating themselves into every aspect of Siluvaneden society. -4846 DR Coronal Escathallon and three entire circles of druids are slain whilst attending a High Moot in the south-western High

Forest. In all 53 druids and their apprentices are apprentices are slain. When questioned, their animal companions tell of the druids being slain then the bodies destroyed by winged elves wielding strange, archaic weapons and magic. With the Escathalon’s disappearance, Coronal Ar’reyla Moonrose becomes the sole ruler of Illefarn. –4700 DR Nobles of Sharrven who seek to restrict the ambitious Siluvanedenn found the kingdom of Eaerlann among the ruins of Aryvandaar. –4550 DR The elf tree city of Teuveamanthaar is founded on the present-day site of Talltrees and named the capital of Eaerlann. Magical and material support is supplied by Illefarn much to the appreciation of the populace of the city. A system of portals is established at key points around the realm along with a series of watch posts and signal towers along Eaerlann’s northern, western and eastern borders, all interlinked by portals and communication orbs. –4500 DR to –4300 DR

seven citadels‟ war

These skirmishes between the elite forces of Siluvanede and the fledgling forces of Eaerlann are sometimes collectively referred to as the Sixth Crown War. –4500 DR High Mages from Arcorar track House Dlardrageth to a secret lair beneath

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Ascal’s Horn. With the aid of Eaerlanni forces, they slay several of the Dlardrageths. Other Siluvanedenn houses under Dlardrageth influence retaliate, beginning the Seven Citadels’ War. Sarya Dlardrageth and her sons are captured, but the fey’ri-led Siluvanedenn fight on. Fearful of a return to Vyshaan style rule Coronal Ar’reyla commands, Laranlor Nendryll Silverspear of Ardeep to lead a force of Green, Moon and Gold Elves into the High Forest to put down the Siluvaneden/Vyshaantar menace once and for all. With ruthless efficiency, the implacable Nendryll Silverspear leads his troops on the systematic destruction of all of Siluvande’s southern and western holdings, settlements and cities. -4449 DR

Sack of the Sunlit Spires

At Coronal Ar’reyla Moonflower’s command, Laranlor Nendryll Silverspear leads an army of volunteers to attack the southern Siluvaneden city of Arselyndaar. After a protracted siege they manage to eliminate many of the Fey’ri root and branch, but the city is all but destroyed in the process. –4440 DR Eaerlann presses Siluvanede. The Siluvanedenn open several of Aryvandaar’s ancient citadels and equip their warriors with Vyshaantar weapons. This tactic draws Sharrven into the war (and by alliance ) Illefarn.

-4357DR The Rape of Telardon

Joining a combined army from Shaarven and Eaerlann, the elves of Ardeep and Illefarn, sack and level Telardon, the City of the Emerald Spires in retaliation for Siluvanedes use of forbidden Vyshaanti weapons and magic. Much of the fleeing populace is slain by Nendryll’s Green Elf (Gruarch) mercenaries, as they scatter into the forest. –4300 DR The Seven Citadels’ War ends, and Eaerlann forcibly annexes Siluvanede. Upon discovering the deceit of the fey’ri, untainted Siluvanedenn High Mages place the city of Myth Adofhaer in magical stasis, effectively fleeing to the far future to escape association with the fey’ri houses. Most of the surviving fey’ri warriors are imprisoned in Nar Kerymhoarth, the Nameless Dungeon but some avoid capture and eventually spawn long-lived houses of demon-tainted elves that successfully conceal their nature. Coronal Ar’reyla sends a contingent of Armathors and Song Knights to watch over the various Fey’ri prisons, and to assist with the hunting down of any who remain. -4211 DR Coronal Ar’relya passes onto Arvanaith peacefully in her sleep, her grand-daughter Yrgenta Moonflower becomes the new Coronal of Illefarn. The warlike Coronal continues the hunt for for missing Fey’ri whilst at the same time stepping up the hunt for roving bands of orcs and hobgoblins that have

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started appearing in increasing numbers amongst the hills and valleys of the Sword Mountains. -4188 DR The Cloven Shield Goblinoid Horde led by the Ogre-Magi K’jaius Nathrglasht thunders out of the Crags and Spine of the World. They quickly over run many of Illefarns northern settlements with refugees pouring into Aelinthadaar via the portal network. The War of the Moonrose

Leading the largest army of elves seen since the end of the Sixth Crown war, Coronal Yrgenta and her 100000 warriors smash the Cloven Shield Horde upon the Plains of Iliyannar outside the gates of the city currently under siege. Singling out the hordes leader K’jaius for single combat, Yrgenta manages to slay her, but not without being mortally wounded in the process.

Whilst held in the arms of Rilithar’s Araegises, the dying Yrgenta nominates Arivae Audark as her successor. A nomination which is confirmed by the gathered lords at the end of 7 days of

running battles that once again turn the Larch Hills red. –4160 DR The shield dwarf realm of Ammarindar is established beneath the Graypeak Mountains. –4144 DR A delegation of Dwarves from Ammarindar stops over in Deepening Moon before heading north Aelinthaldaar to discuss the possibility of establishing trade relations with the Elves as part of their drive to get their goods to a working seaport via barges along the Delimbyr River. It is not long before a vigorous trade between the dwarves and elves is in full swing, brining huge profits to all concerned. –3655 DR Orcs pour forth from the Spine of the World, but the elves of Illefarn, Ardeep and Eaerlann turn them back with help from the fledgling Netherese Empire and the Rengarth barbarians. –4000 DR The Coronal Oacenth of Jhyrennstar falls ill, leading to the forging of the three elfblades and the Ruling Trials. Coronal Kahvoerm Irithyl becomes the ruler of Semberholme, Jhyrennstar, and Elven Court, all of which are now Cormanthyr. –3983 DR The city of Cormanthor, now Myth Drannor, is founded with the Summoning of the Rule Tower.

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–3845 DR The Eaerlanni elves begin discreetly observing Netheril. Urged on by the magi of Illefarn they begin sending out agents to find out just what it is the humans are up to. –3843 DR The drow city of Ched Nasad is founded by descendants of Miyeritar, beginning centuries of strife between the drow and the dwarves of Ammarindar. –3830 DR The Eaerlanni elves initiate a formal dialogue with humans of Netheril and begin instructing promising Netherese students in the Art. Netheril’s first arcanist is Therion of Gers. –3655 DR Orcs pour forth from the Spine of the World, but the elves of Illefarn and Eaerlann turn them back with help from the fledgling Netherese Empire and the Rengarth barbarians. The tribal lands of the Rengarth are absorbed into Netheril, although the barbarians remain largely autonomous. –3649 DR The Netherese begin to enslave the rock gnomes living in the hills nearby. –3605 DR Orcs again pour from the Spine of the World but elves turn them back in a great slaughter with help from fledgling Netheril. This orc incursion lasts nineteen years.

–3533 DR The Nether Scrolls are discovered amid the ruins of Aryvandaar. The Netherese abandon the magic they learned from the Eaerlanni in favor of the scrolls’ greater power. –3520 DR The elves of the North begin helping gnome slaves escape from their Netherese captors and move south and east across Faerûn. The House of Long Silences becomes host to a part of the escape trail before a more permanent home for the Rock Gnomes is found amongst the hills further south. -3238 DR Arivae “The Sun Maiden” Audark chooses Mid-Summers eve to announce her departure to Arvanaith. After a grand feast allowing her people to say thank you and goodbye, Coronal Arivae steps from her bedroom balcony, overlooking the harbour of Aelinthaldaar, and ascends, fading from sight as she does. Arivae’s great grandson Isellkhilor Audark, becomes Coronal after her departure. His first act is to erect a statute of the Sun Maiden, in the Grand Forum of the city. –3150 DR The Trail of Mists is established to speed the escape of gnome slaves from Netheril. –3000 DR Illuskan humans of Ruathym found the settlement of Illusk at the mouth of the River Mirar and displace local Ice Hunter tribes.

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-2896 DR Whilst hosting a delegation of space faring Elves from the Imperial Fleet, Coronal Isellkhilvor and several nobles along with the visiting Imperial Admiral are killed when the spell jamming helm of the Swan Ship they are inspecting, explodes in a violent eruption of magical energies. What follows is considered one of the most farcical Coronal elections in Illefarn history. With the Conclave set for three months after the Isellkhilor’s death, a stripling Moon Elf Bard, of just 42 summers, creeps into the Lords Hall and steals the Rule Sceptre. With every Armathor and Selutaar hunting for the culprit, they are shocked to find that not only is the thief just a boy, but that he has passed the Rulers trial unscathed. Thus Yr’nvae Audark, the new Coronal of Illefarn was chosen. -2880 DR It is discovered by a court-mage from Illefarn that Lipwyll of Ardeep is consorting with a cable of Fey’ri operating from the ruins of Telardon. Advised by the Corselutaar Adriana Suldusk, Coronal Yr’nvae orders Ilefarn’s forces to track down and destroy the fey’ri and their allies. In the ensuing battle Lipwyll and most of the Fey’ri are slain by a contingent of High Magi and Spell Blades led by Chorara Saarinstar. -2700 DR Coronal Yr’nvae Audark, begins ordering the dismantling of Illefarn’s furthest outposts in Lurkwood, and the remnants of Shantel Othreier. Contingents of Song Knights and various trade cantons are left in Firewine Bridge, Fhaormista, Tethir and

Rucien-Xan as Illefarn’s people and forces begin withdrawing to the principalities of Ardeep, Iliyanbruen and Rilithar. -2660 DR Unbeknownst to all but a few, Dark Elven worshippers of Eilistraee from the underdark city of Sshamath approach the Coronal of Illefarn through intermediaries with the idea of establishing a trade in magical items, and providing a safe haven for Dark Elves seeking a return to life on the surface. This sees the establishment of a small shrine to Eilistraee being established in the bowels of the Coronals Palace, tended by an Moon/Dark Elf priestess (and former slave) Callista Melarn). Whilst no agreement on trade is reached, the lines of communication are kept open, leading to an uneasy, non-agression pact between the two realms. -2548 DR After the inauspicious start to his reign, the sudden death by natural causes of Coronal Yr’nvae Audark comes as an unexpected shock to the people of Illefarn. Seen by many as a harmless buffoon, he never-the-less oversaw the strategic tightening of Illefarns borders and the strengthening of her relationships with Cormanthor, Eaerlann, Evereska and Evermeet through his judicious use of diplomacy, political marriages and trade. In his elder brothers place, Orm’lanass Audark is elected to the throne as the 49th Coronal of Illefarn.

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-2770 DR The Slaughter of Sharrven

The elf realm of Sharrven fragments and falls due to an explosion in the monstrous populations within the southern High Forest engineered by the fey’ri of Siluvanede. Survivors flee to Ardeep, Illefarn, Eaerlann and Evereska. The mysterious arrival of a flight of silver dragons wielding elven high magic, manages to stem the worst ravages of the horde preventing it from spreading across the Lhuvael River (Hearts Blood River) and into Eaerlann. King Connar IV of Ammarindar vanquishes many of the creatures that have devastated Sharrven, including the red wyrm Rithaerosurffel, known as the Bane of Sharrven. Using the portal network established so long ago by the Elves of Illefarn, Coronal Orm’lanass orders Illefarns troops into the Hills of Dardath and beyond, to stem the monster hordes southern advance. After many days of running forest battles, Araegisess Valiaor Ildacer and King Connar IV of Ammarindar meet at the confluence of the Delimbiyr and Lhuvael Rivers atop the corpse of a great red Wyrm the dwarf has just slain. -2649 DR Traders from Lower Netheril arrive in Illefarn to negotiate passage for their goods and merchant caravans along the east-weat trade routes and along the Delimbyr River. –2550 DR The weather in the north suddenly over just a few months becomes much cooler and drier as the north of faerun enters into a miniature ice-age. The rapid

appearance of the Great Glacier leaves many Druids, scientists, mages and priests scratching their heads, and struggling for answers. –2482 DR Netherese wizards of House Orogoth build a fortified villa in the southern reaches of the High Moor, near the northern edge of the Serpent Hills. Within a matter of months they kidnap several apprentice selutaar (descended from the selutaar of Sharrven), from Illefarn in an attempt to learn the secrets of dragon-form magic. –2387 DR Netheril releases all its gnome slaves, many of whom choose to settle with their relatives in the nearby Larch Hills on the northern borders of Ardeep at Laranlor Chorara’s invitation. These rock and wood gnome settlements largely go un-noticed by the greater powers of the region. –2368 DR The Elves of Ilyanbruen receive with caution traders from Netheril as they establish a trademoot they call Quesseer north of the Sword Mountains. The settlement becomes a trademeet for Netherese expatriates, the elves of Illefarn, the seafarers of Illusk, the nomadic Ice Hunters, and the dwarves of fallen Haunghdannar. -2291 DR Green and Moon Elf scouts from Illefarn and Ardeep encounter a horde of strange human like reptilians pouring out of the eastern Highmoor. Summoning help they quickly slaughter untold hundreds of these strange abominations before they

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can spread further. They later learn that these beasts are the offspring of the servants of the magi of Orogth. -2163 DR Growing tired of the constant squabbling amongst the nobles and the never ending battles with encroaching humans and other ‘lesser’ races, Coronal Orm’lanass elects to emigrate to Evermeet, along with 20 clans of Moon, Sun, and Green Elves from many of the outlying areas of the empire. The shrinking Conclave of Lords elects Orms grand-niece the stunningly beautiful, Priestess of Angharad, Shilkiira Audark as 50th Coronal of Illefarn. -2125 Coronal Shilkiira Audark travels to Evermeet to marry her long time lover, Lord Galaeron Moonflower. Together they travel back to Aelinthaldaar and rule together, their wedding heralding in Illefarn’s final Golden Age. –2103 DR A horde of orcs from the Spine of the World, led by giants and their ogre generals, crushes the human civilization of Illusk. The horde is finally stopped by a combined army of Elves from Illefarn, Ardeep and Eaerlann, and Dwarves from Dardath and Ammarindar, at the Battle of Nevers Ford. (near the site of present day Neverwinter city) –2095 DR The Netherese enclave of Quesseer is abandoned. Sent to investigate, Green Elf scouts from Sharandar report that the settlement has been picked clean.

-1597 DR The portal arts of Illefarn and Ardeep reach their greatest heights when the Ar’selutaar Bard Mohannes Braceldaur composes and constructs her greatest works; the ballad “The Horns of the Far Elf Realm”, and the Epic Poem “Voices of the Lost”. Along with the poem, Mohannes and her fellow Spellsong Minstrels construct a series of artistic portals, stretching from the forests of Illefarn and Ardeep, all the way to Sharlarion and the long lost Moon Elf realm of Braceldaur, the former home of Mohannes’ ancestors, lost beneath the Moonsea when the Great Glacier suddenly appeared in -2250 DR. –1288 DR A shield dwarf named Melair discovers a vein of precious mithral beneath Mount Waterdeep. Approaching Coronal Shilkiira with promises of exclusivity in matters of defence and trade, King Melair asks her for permission to set up a colony beneath the slopes of the mountain. Gaining this boon from the Coronal, King Melair the 1st , as he comes to be known, sends word to his kindred, and those who answer his call become Clan Melairkyn. The Melairkyn are traders, artisans, and explorers, strongly protective of their home, which they name the Underhalls of Melairbode. -1253 DR

The Laying of the

Melairshield

After 30 years of tunnelling the Selutaar of Aelinthaldaar foresee that dwarven Melairbode might one day grow to honeycomb the entire plateau beneath their city. So after consulting with the

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Dwarves the High Magi of Illefarn lay down a Mythal to protect the city While against excessive tunneling within the mountain and its plateau. The first 100 feet of rock below the surface becomes as solid as the bed rock upon which it once rested. Despite this minor setback, the relationship between the people of Illefarn and the dwarves under the mountain continues as strongly as before, but with one important difference. Each month as the dwarves come up to trade, they find fewer and fewer elves to purchase their goods. -1216 DR Illefarn’s last Golden Age ends quietly when Coronal Shilkiira hands the rullers Coronet to her son and heir, Syglaeth Audark and steps through the portal to Leuthilspar on Evermeet. With her departure Syglaeth begins preparations to remove the entire nation of Illefarn to Evermeet. –1200 DR Numerous settlements and many more elf patrols fall before a trio of nycaloths rampaging through the forest of Cormanthor. Rumors say jealous Netherese archwizards summoned and sent the yugoloths into the Elven Woods merely to test what magics they had to array against Netheril. After hearing of these attacks a ripple of fear runs through the Selutaar of Ardeep and Illefarn, who then advise the High Magi of Cormanthor of the true threat these 3 Nycaloths represent. Their protests are dismissed out of hand, but the Coronal of Illefarn begins planning a full scale retreat of the elves of Illefarn and Ardeep, to Evermeet, rather than face a seventh Crown War.

–1100 DR After ruminating on the timing, and after more than a century of prepartaions, Illefarn’s last Coronal, Syglaeth Audark, commands a Retreat to Evermeet. The remnants of the empire fragment into the independent realms of Ardeep, Iliyanbruen (In Neverwinter Woods), and Rilithar (In Westwood and Krypt Garden Forest), Aelinthaldaar, the capital of Illefarn is razed by High Magic. Virtually nothing is left to indicate that an elf city had stood on the site for seven millennia. “Much of the travel to Evermeet was through gates (3e "portals"), and there were also living skyships (see the SPELLJAMMER boxed set and my "Lost Ships" SJ sourcebook) of elven design” Ed Greenwood 2009 Many Green and Moon Elf clans refuse to give up their homes instead settling for a loose confederation of independent realms. The Empire may be no more but the idea of Illefarn as a place of peaceful co-existance lives on, at least for a time. By year’s end human tribes are using the site because of its excellent deepwater harbour. On Mid-Winter’s Eve -1100 DR, the gathered populace of Illefarn begin emigrating to Evermeet via a series of specially prepared portals and gates. For those further out or to far or infirm to travel to the staging areas a fleet of Monarchs, Leaf and Swan Ships land to pick up those wanting to make the retreat. When all is said and done over 260 000 Green, Moon and Gold Elves migrate west across the Claarteeros, to the undying Land of Evermeet.

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–585 DR The troll warlord Harska Thaug gathers a horde of trolls and orcs, which he leads south from the Spine of the World to assault the elf realm of Rilithar. On its way, the horde attacks the Tower of the Star. The defenders summon the slaad lord Bazim-Gorag, known as the Firebringer, who destroys the horde. “In the Year of Oaths Forsaken (626 DR), a cabal of wizards cast out of Netheril formed an arcane college in the pristine wilderness of the ancient north. Known as the Selskar Order, they built a village on top an abandoned dwarven stronghold named Andalbruin, centered on a school of wizardry, which they called the Selskartur or the Tower of the Star. The Selskaryn claimed to be neutral in the affairs of the world, but in truth they were ambitious and haughty. In time, the Selskar Order might have been another wizard-ruled tyranny in western Faerun had it not been for Harska Thraug, the Render of Thrones. This troll warlord united the savage humanoid tribes of the Spine of the World into a bloodthirsty horde and in the Year of Rumbling Earth (585 DR), they went south to destroy and conquer. Andalbruin stood directly in the horde's path. The Ar-Magus Ilviroon, leader of the Selskar Order, rallied the school to defend Andalbruin. Although they inflicted massive damage to Harska Thraug's horde, it wasn't enough. At last, Ilviroon decided to use his mightiest weapon to drive Harska Thraug from the vale. The ar-magus cast a gate spell and summoned Bazim Gorag, the Firebringer, to deal with the horde.

Bazim Gorag wreaked great havoc and slaughter among the orcs and trolls. Harska Thraug and the survivors fled back to the Spine of the World, but the price of the Firebringer's serviece was very high. When Ilvaroon balked at paying Bazim Gorag, he turned upon the Selskaryn, slaughtering many. But Ilvaroon managed to trick him to a trap and the Firebringer was imprisoned deep within the vaults of the Tower of Stars. Ilvaroon bound him and kept the knowledge of releasing Bazim Gorag to himself, afraid that someone might use the Firebringer against him. Decimated by the onslaught of the trolls and the battle with Bazim Gorag, the Selskaryn struggled to rebuild. But the following winter, Harska Thraug returned with an even greater horde. Ilvaroon fell before he could coerce the Firebringer to aid them. The Tower of the Star fell and the Selskar order was no more and Bazim Gorag forgotten”. –584 DR Harska Thaug gathers another horde and overruns the Tower of the Star, bringing an end to the Selskar Order. -582 DR The horde of Harska Thaug assaults the elven realm of Rilithar on the eastern slopes of the Sword Mountains. The elves give battle and shatter the horde but not before their largest settlements are overrun and laid waste. The elves of Rilithar begin to rebuild, their strength greatly weakened.

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–425 DR Netherese settlers refound Illusk as a magocracy. The elves of Ilyanbruen set up a permanent watch over the burgeoning Nethereses enclave. Laranla Fildarae Imdalace heads up a delegation of local rulers to try to establish the Illuskan Netherese intentions in the north. -395 DR Laranla Fildarae “the Night Flame’ dies in a mighty explosion as she fighting orc raider in the Larch Hills. She and her party are beset by a cable of Netherese assassin-mages. The Shattered Hands operate from Illusk under the secret patronage of Fynran the Flamelord, high arcanist and ruler of Illusk. She is succeeded by her grand niece Laranla Illonyra Imdalace. -206 DR The last Coronal of Illefarn is murdered by raiders from Jhachalkyn, a drow city deep beneath the south eastern Neverwinter Woods. A series of reprisal attacks led by Illonyra sees many hundreds of Drow raiders and their orcish slaves killed in revenge. “the former ruler hung around in the area (he did spend some time in Evermeet but pined for his home woodlands) and continued to live on with a group of loyal vassals and retainers until slain as noted. He would flit from Iliyanbruen to Ardeep etc. as a revered elder and roving arbiter of conflicts but with no ruling authority. Given that the coronals of Illefarn were selected and not hereditary, this isn't surprising.“ George Krashos

–111 DR The Orc Marches: The entire North erupts as great orc hordes stream south from the Spine of the World and the Ice Mountains to lay waste to all in their path. Illusk and Gauntlgrym fall to this onslaught, and Delzoun is devastated by countless orc assaults. Most of Illusk’s population manages to escape by sea or by magic and is spared. The elves of Ardeep, Iliyanbruen, Rilithar, Siluvanede, and Eaerlann unite to shatter the strength of the orcs and halt their rampage south into the High Forest and Dessarin Valley. –50 DR Illuskans from Ruathym settle at the mouth of the River Delimbiyr, founding the city of Tavaray. -15 DR Illusk expands its broders south and eastwards into elven lands. This leads to stern words from the Laranlor of Ilyanbruen, Halueth Never, warning the Illuskans to go no further into Elven lands. –12 DR The elves of Iliyanbruen resist further Illuskan expansion in the south. -10 DR The use of fire by Illuskani forces south of the River Mirar, to scour the forests clear of green and moon elf settlements rouses the elves of Iliyanbruen. Led by Lord Halueth Never, the elves defeat the forces of Illusk at the Battle of Bloody Oaks. The conflict between Illusk and Iliyanbruen is reduced to ceaseless skirmishing and minor clashes. –12 DR

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The elves of Iliyanbruen resist further Illuskan expansion in the south when a second army lands south of the River Mirar in attempt to outflank the elves. In a stunning counter move the Selutaar from Ardeep and Riliithar gate in troops to to Illuskans rear and working alongside the elves from Ilyanbruen, drive the humans back into the sea. There are no recorded human survivors, from either the invading army or the fleet that carried it. –4 DR The elves of Iliyanbruen and the humans of Illusk make peace, setting the River Mirar as the boundary between their kingdoms. 34 DR Drow overwhelm the Melairkyn dwarves of Undermountain, and King Melair IV is slain. The dwarves retreat to lower, less important levels of the Underhalls 52 DR Illuskans begin farming the plateau above Deepwater Harbor, and for two and a half centuries their rule of the area is uncontested. 64 DR Northmen begin settling the Twilit land – the coastal area between present day Neverwinter and Waterdeep. 75 DR The elf realm of Rilithar bordering the Sword Mountains is finally abandoned because of the encroachment of human settlers and unceasing orc and troll raids.

Several clans of moon elves from Rilithar arrive in the Gray Forest far to the east through a portal(in Longsaddle) and establish the realm of. They ally with the fugitive Crown Prince Baranth of Impiltur, who in turn recognizes their sovereignty over the woodlands. There they battle with the resident Hobgoblins for dominance of the forests. 87 DR Eigersstor (Neverwinter) is founded by Northmen. 95 DR Ruathens led by Uthgar Gardolfsson sack Illusk. The Illuskans eventually burn the invaders ships and drive Uthgar and his followers into the interior where they continue raiding. In turn many of them are slain by bands of Green Elves after they raid several Elven farms and steadings in Ilyanbruen and northern Ardeep. 96 DR Stefan Blackspear becomes Highlord of Illusk and exiles wizards from his city-state. 145 DR After hearing of the massacres of distant kin is the Chondalwood by marauding human loggers, Laranla’s Aloevan and Green Elf Halrutha Audark from Ardeep and Rilithar, and Laranlor Jilltass Never from Ilyanbruen send groups of Spell Blades, Scouts and Arcane Archers to assist the Green Elves of Rucien-Xan fight off this current menace. Embrae Aloevan personally leads the crusaders, invoking the spirit of her ancestor, Illitharath as inspiration for her cause.

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146 DR Elembar is founded by settlers from Tavaray, north of the River Delimbiyr and east of Ardeep. Uth Myrmoran, an exiled lord of Tavaray, erects the Uthtower west of the Sword Mountains and founds the realm of the same name. 152DR The orcs of the Severed Hand tribe capture Illusk and rename it Argrock, the orcs were once again a serious threat. Elven outposts in the Spine of the World were overwhelmed and Illusk was again overrun. Human refugees began to swamp Iliyanbruen. To halt the tide, the host of Iliyanbruen marched to war against the orcs. In a campaign which lasted over 20 years, the face and nature of Iliyanbruen was changed completely. 175 DR The orcs of the Severed Hand sack Port Llast (formerly Grath’s Hold). Much of the city’s population travels south to Eigersstor and safety. 177 DR The elves of Iliyanbruen, with assistance from detachments from Rilithar and Ardeep, destroy the orcs of the Severed Hand and Argrock, though the effort costs much of their strength. Within three years, Iliyanbruen is no more. Many of its moon elf inhabitants travel west to Evermeet or south to Ardeep, leaving only scattered wood elf settlements and the abandoned capital of Sharandar. Many elves had fallen against the orcs or departed for Evermeet. With victory achieved, the few remaining elves under Lord Never settled in Eigersston, an Illusk refugee settlement, which was renamed

Neverwinter in the Elf Lord's honor. When the city's founder (Halueth Never) was hunted to the coast by orcs, he chose the city's site to make his last stand. Expecting to die in the imminent battle, he named the site "Never's Winter". When the orcs were defeated with help from some human allies, Never founded the city, keeping the name. Over the years the name was shortened to Neverwinter. 200 DR Settlers from Elembar, Athalantar, Uthtower, and Yarlith establish a series of frontier holds known as the Mlembryn lands in the region straddling the River Dessarin. They negotiate a mutual co-operation treaty with the elves of Rilithar and Ardeep, Laranla Aloevan is happy to have the humans acts as a bulwark and early warning system against the orc and goblin hordes that constantly plague her people. 232 DR Several rock and deep gnome clans build the underground city of Dolblunde under the leadership of Olbrent Handstone. They are surprised to find kin already living in the Ardeep lands, and are welcomed with open arms by the forest and rock gnomes already living quietly in the Larch Hills. 267 DR

Crushed Helm Massacre

An army 10,000 strong from Chondath marches into the Chondalwood. After less than a day of fighting with the wood elves, only 200 men escaped.

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277 DR The kingdom of Shavinar [227], between the Troll Hills and the River Chionthar, falls to trolls. 302 DR Tavaray is abandoned as the surrounding Lizard Marsh rapidly expands, prompting a wave of migration northward along the coast and eastward up the lower Delimibiyr Vale. 306 DR The kingdom of Grimmantle in the Mlembryn lands falls to the Thousand Fangs orc horde, which then assails Illusk and Neverwinter. The horde is eventually blunted and scattered by a mercenary army led by Grauth Mharabbath, “the Knight of Many Battles.” Several surviving bands continue raiding inland through the Larch Lands where they are finally stopped at the Battle of Red Rivers by the combined might of Ardeep, Dardath and Dolblunde. 342 DR Athalantar falls to an orc horde from the High Moor. The orcs are in turn destroyed by an unlikely alliance of moon elves from Ardeep and dwarves from Dardath. The last Council of Illefarn is called, and the long-fragmented elf realm of Illefarn is officially dissolved with the remaining wood elves of Iliyanbruen and many wood elves from Rilithar departing for Evermeet. “The Council of Illefarn was a gathering of the elves and dwarves and some trusted humans to address the question of the burgeoning human population of the Sword Coast North, trade, what it meant for the dwarven and elven settlements in the region and how

they could best co-exist without resorting to open conflict...whilst humans as far away as Netheril may have thought that Illefarn continued to exist past -1100 DR, and likely it suited the elves to have them continue thinking that or else the area became too attractive for large-scale Netherese immigration, as a cohesive, unified realm it did not.” George Krashos 390 DR Followers of Selûne begin worshiping the Moonmaiden on the slopes of Mount Waterdeep. 511 DR Elembar falls to an orc horde, but the capital city of Delimbiyran and the lands surrounding it survive because the horde founders on the House of Stone. 528 DR Phalorm’s armies slaughter the Howltusk orc horde at the House of Stone, but their human King Javilarhh “the Dark” Snowsword is slain. 568 DR The armies of Phalorm defend the neighboring realm of Yarlith from attacks by orcs led by the frost giant Horthgar 590 DR Elf and human wizards from Ascalhorn, Eaerlann, Evereska, Silverymoon, and Myth Drannor raise a mythal over the Eaerlanni city of Glaurachyndaar, thereby establishing Myth Glaurach.

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611 DR Amlaruil Moonflower is born on Evermeet. The rampaging orcs of the Everhorde erupt from the Spine of the World, engulfing the North in war. Illusk and Yarlith are left in ruins, but the Host Tower survives. Neverwinter survives, thanks to the aid of Palarandusk the Sun Dragon. 612 DR The armies of Phalorm and their allies in the North crush the Everhorde south of Triboar, but their victory comes at the cost of many lives. The casualties include Lathlaeril “Leafspear,” the elf king. 614 DR Two orc hordes attack Phalorm, a realm that has already been gravely weakened by the Everhorde. The dwarf king Oskilar of Phalorm dies in battle with the second horde, and Dolblunde [232, 698] is sacked and pillaged. Phalorm’s northern armies, still mopping up the remnants of the Everhorde, move south to defend the realm but are driven into Uthtower. 615 DR In response to Uthtower’s call for aid, the lich Iniarv floods the land, drowning the armies of Uthtower, Phalorm, and the

orcs and forming the Mere of Dead Men. The orcs flee into the Sword Mountains, and Phalorm (the Fallen Kingdom, as it came to be known) collapses when its Fair Folk abandon Faerûn for Evermeet [611, 857]. Ardeep remains an elf realm in name only. 882 DR Demons and devils battle in the elf citadel of Ascalhorn [880, 883]. Triumphant demons stream forth, bringing about the fall of Eaerlann. Dwarves allow human refugees to settle in the surface strongholds of Citadel Sundbarr. Moon elf refugees from Eaerlann resettle Ardeep and rebuild the realm. A brief alliance with the humans dwelling along the Delimbiyr and the dwarves of the Forlorn Hills founders because of lingering suspicions about the role of humans in the fall of Ascalhorn, later to be known as Hellgate Keep. This alliance is dubbed the Fallen Kingdom (the same name already given to Phalorm), much to the confusion of later historians. The dwarf realm of Ammarindar is overrun by lingering horrors unleashed by the Netherese of Ascalhorn. 885 DR After only 3 years the anti-human sentiments of the elves sees them withdraw from New Illefarn.

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rysar‟s of illefarn

-22900 DR to 885 DR

Length of

Reign

Rulers Name Race & Gender

-22900 DR to -22245 DR Savrael Moonglaemer Green Elf Male

-22245 DR to -21763 DR Sheaern Moonglaemer Green Elf Female

-21762 DR to -21137 DR Tell’aran Moonglaemer Green Elf Female

-21137 DR to -21003 DR Ullthyrr Moonglaemer Green Elf Male

-21003 DR to -20762 DR Aghera Moonglaemer Green Elf Female

-20762 DR to -20285 DR Vaeldath Le’Quella Green Elf Male

-20285 DR to -19902 DR Essaeril Le’Quella Green Elf Female

-19902 DR to -19116 DR Vaela Le”Quella Green Elf Female

-19116 DR to -18753 DR Synnoria Le’Quella Green Elf Female

-18753 DR to -18521 DR Leumynn Le’Quella Green Elf Male

-18521 DR to -18300 DR Aestar Le’Quella Green Elf Female

-18300 DR to -17920 DR Kelytha Amarillis Moon Elf Male

-17920 DR to -16997 DR Teukiira Amarillis Moon Elf Male

-16997 DR to -16641 DR Teuivae Amarillis Moon Elf Female

-16641 DR to -16237 DR Suoressa Amarillis Moon Elf Female

-16237 DR to -15892 DR Shashanta Stilmyst Green Elf Male

-15892 DR to -15234 DR Ruashay Stilmyst Green Elf Female

-15234 DR to -14628 DR Karendil Ildacer Moon Elf Male

-14628 DR to -14 119 DR Mhaormiir Ildacer Moon Elf Female

-14119 DR to -13727 DR Infaeril Snowdark Green Elf Female

-13727 DR to -13700 DR Meneleth Snowdark Green Elf Male

-13700 DR to -13672 DR Manarith Snowdark Green Elf Male

-13672 DR to -13669 DR Menelauth Snowdark Green Elf Male

-13669 DR to -13004 DR Ilyrana Felmiir Green/Dark Elf Female

-13004 DR to -12585 DR Ileleste Felmiir Green/Dark Elf Female

-12585 DR to -11996 DR Iriador Felmiir Green/Dark Elf Male

-11996 DR to -11758 DR Gyrlass Aleth Green Elf Male

-11758 DR to -11423 DR Gisiir Aleth Green Elf Male

-11423 DR to -11161 DR Faernoss Aleth (Sailor) Green Elf Male

-11161 DR to -10837 DR Caerta Silverspear Green Elf Female

-10837 DR to -10474 DR Triel Silverspear Green Elf Female

-10474 DR to -10000 DR Urloth Silverspear Green Elf Male

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-10000 DR to -9007 DR Elladyr Moonflower Moon Elf Male

-9007 DR to -8456 DR Vaellassra Moonflower Moon Elf Female

-8456 DR to -8009 DR Vaellennsa Moonflower Moon Elf Female

-8009 DR to -7776 DR Llataellor Moonflower Moon Elf Male

-7776 DR to -7251 DR Ulraeth Moonflower Moon Elf Male

-7251 DR to -7099 DR Ulthrath Moonflower Moon Elf Male

-7099 DR to -6210 DR Ellardreth Moonsong Green Elf Male

-6210 DR to -5994 DR Daoinaer Moonsong Green Elf Male

-5994 DR to -5753 DR Daoinella Moonsong Green Elf Female

-5753 DR to -5289 DR Dalsein Snowmantle Green Elf Male

-5289 DR to -4846 DR Escathallon Snowmantle Green Elf Male

-5006 DR to -4211 DR Ar’reyla Moonrose Moon Elf Female

-4211 DR to -4188 DR Yrgenta Moonrose Moon Elf Female

-4188 DR to -3238 DR Arivae Audark Green Elf Female

-3238 DR to -2896 DR Isellkhilor Audark Green Elf Male

-2896 DR to -2548 DR Yr’nvae Audark Green Elf Male

-2548 DR to -2163 DR Orm’lanass Audark Green Elf Male

-2163 DR to -1216 DR Shilkiira Audark Green Elf Female

-1216 DR to -1100 DR Syglaeth Audark Green Elf Male

-1100 DR to 342 DR Illefarn Federation of Realms Illefarn Council of Larans

342 DR to 523 DR Age of Lesser Illefarn Ardeep & Dardath Coalition

523 DR to 615 DR Age of Phalorm Realm of Three Crowns

615 DR to 882 DR The Lost Years Larans of Ardeep as stewards

882 DR to 885 DR Illefarn Revival Laran of Ardeep

885 DR to 1343 DR The Age of Humans ----------------------------------------

1344 DR to Present Illefarn of Green Woods Melendrach Strongbow GrEM

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The Rise and Fall

of

the Cities

Of

Illefarn

Sarthandor, City of Ruby Spires – (Mythal) : -22800 DR until -9950 DR (Sarcrag) Many Spired Walled City and surrounding communities, Population: 160000 Circa – 10500 DR (Moon Elves 35%, Green Elves 25%, Sun Elves15%, Dark Elves 15%, Ghost Elves 5%, Halflings 3%, Dwarves 2%) Who Rules: The Ilyilitar (Coronal) + Council of Elders Major Products: metal goods, horses, weapons & armour, ships & chandlery, books & scrolls, paper, art works jewellery, education, wines, meads & ales, magic items, exotic animals & spells, poetry & song, paintings, lore crystals, pottery. Armed Forces: Dragon Riders; 2d8 Gold/Silver/Bronze/Copper or Gems dragons present at any one time along with their Fg/Mg/Pr 9+1d8 level riders in elf chainmail & shield, shortbow, long lance, scimitar, javelin, dagger. Armathor Griffon Riders; 500 Griffon Riders in elf chainmail & shield, light lance, javelin, shortbow, scimitar, dagger. Armathor Heavy Cavalry; 2000 Moonhorse mounted riders in elf platemail, heavy shield, lance, broadsword, spear, axe, mace, dagger. Royal Pathfinders; 1300 Rangers/Bards/Thieves on foot or mounted on horseback in leather armour (or mithral shirts), elf cloak & boots, longsword or shortsword, long or short bow, dagger. Light Mounted Infantry; 8000 riders on horseback elf chainmail, light shields, spear, longsword, shortbow, dagger. Archers; 5500 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear or axe. Light Infantry; 25000 Leather Armour, Longshield, Longsword, Shortsword, Dagger, Javelin. Notable Mages: Corselutaar of Illefarn, Swans Soaring Spire High Magic Circle, Wind Riders Elementalists Guild, Song Knights & Spell Singers Chapter House, Blue Briar High Magic Circle and University Magi. Notable Churches: Temples to all gods of the Seldarine and most Fey Gods & Spirits. Important Features: Red Coral Palace of Sarthandor, Swans Soaring Spire, Blue Briar University and Magic College, Grand Library of Sarthass, Ellefrondyr Dragons Riders Aerie, Kallafondains

Harping Halls (Song Knights & Spell Singers Chapter House), Academy of Martials Arts & Magics, Mirrormere Spire, Yrfon’glhass Citadel.

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Local Lore: Sarthandor was established amongst the giant oaks, blueleaf, wierwoods shadowtops and alder trees of the forests at the present sight of Sarcrag. The city stood for over 10000 years and its 200 ‘ high walls were never breached whilst there were Elves to defend the city and its inhabitants. The central Palace was raised up from a bed of ancient Red Coral, in fact most of the buildings were grown from this dense material that responded extremely well to the growth and shaping magics of the geomancers of Illefarn. The spires of the city glittered a fiery red at sunset thus giving the city its nickname – Sarthandor City of the Ruby Spires. Modern day Sarcrag is all that remains of the Tor upon which Sarthandor once stood. This small, jutting crag of bare rock was once part of the foundations of the Rulers Tower. When the city was laid waste by the High Magi of Aryvandaar, the city’s Corselutaar did her very best to counter their magic. She failed, and her spirit, locked into the Tor as Keeper of the Rose Stone, still haunts the place as a Banshee with Selutaar powers and abilities. Mythal: This High Magic Mythal was anchored to a red diamond embedded in the bedrock half a mile below the city and set slightly out of phase. Its 6 Major Powers protected the city’s inhabitants for more than 10 millenium. 1. Goblinoids, Giant-Kin and Gnolls are affected by a repulsion like spell. 2. Devils, Demons and other evils outsiders are prevented from entering the city in any way shape or form. (This is similar to a forbiddance effect but bypasses any spell/magic resistance. 3. A permanent dimensional lock is in place, the only form of dimensional travel is through specifically attuned and constructed portals, none of which ever lead to other planes. 4. The mythal is sentient and as such can reveal magical auras, and hurl blazing bolts of force energy (like a giant magic missile) 1/3 rounds with varying effects – mass charm, mass hold monster, mass dispel magic or a 20d4+20 hp dg magic missile that can affect all creatures who are not Elves in a 30’ radius, knocking them prone and stunned for 2d4 rounds. 5. The climate within the mythal is always pleasant and mild, plants grow and heal at maximum rates and the weather is never too hot or too cold, and the rain is always reliable. 6. The mythal prevents the use of fire based and dark necromantic magics of any kind. There are 2d10 minor powers lost to the mists of time, but they included rapid healing, feather falling and the ability to recharge magical items and revealed shape changed beings.

Everanshee – (Mythal) : -22650 DR until 75 DR (Westwood) Spired Walled Citadel and surrounding communities, Population: 27000, Circa – 10500 DR (Moon Elves 25%, Green Elves 25%, Sun Elves25%, Dark Elves 20%, Halflings 1%, Dwarves 2%, Centaurs 2%) Who Rules: The Laranlor/Laranlas & Council of Advisors Major Products: silver, mithral, iron, steel, gems, jewellery, timber products, leather goods, agricultural produce, wines, meads & ales, bow staves & arrows, horses Armed Forces: Armathor Heavy Cavalry; 300 Moonhorse mounted riders in elf platemail, heavy shield, lance, broadsword, spear, axe, mace, dagger.

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Royal Pathfinders; 50 Rangers/Bards/Thieves on foot or mounted on horseback in leather armour (or mithral shirts), elf cloak & boots, longsword or shortsword, long or short bow, dagger. Light Mounted Infantry; 1000 riders on horseback elf chainmail, light shields, spear, longsword, shortbow, dagger. Archers; 250 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear or axe. Light Infantry; 3000 Leather Armour, Longshield, Longsword, Shortsword, Dagger, Javelin. Notable Mages: Corselutaar of Everanshee, Mornmist High Magic Circle, The Spell Waevers Guild of Portal Magi, Song Knights & Spell Singers Guild. Notable Churches: Shrines to all Seldarine & Centaur Gods & Moradin & Dumathion. Important Features: Everanshee is centred around Elven Citadel standing in a dell at the heart of the Westwood. The citadel and surrounding tree homes and halls are surrounded by a subtle and cunning mythal; living amongst the Elves is a large community of faeries, centaurs, satyrs and treants. The trails all through the community are lit by faerie fire and moonglow spells that emanate from the mythal itself and guide those who are lost to the safety of the citadel. Local Lore: Everanshee was raised upon a faerie mound set up at a Fey cross roads, hence its name and longevity. The central octagonal walled citadel had one central gate in its 100’ high 20’ wide wall, with red granite and theur-crystal spires at each of the 8 points. The central citadel of 9 spires radiating out in a spiralling pattern vary in height from 200 to 750 feet in height. The entire peace could comfortably hold 3000 souls, with emergency room for 5000 more. At its heart are a series of pools and gardens interlaced with arches and arbores containing portals to other parts of the empire. Mythal: 1. The mythal prevents the use of fire and electrical magics from taking effect, only small torch sized fires will burn, as those placed in specially prepared fire-pits, forges and fire places. 2. The mythal allows fey beings to access the prime plane here and protects all beings with fey blood as if under a protection from evil spell and a forbiddance spell, so that dark fey and evils outsiders are prevented from entering the mythal. 3. Woodland creatures are safe here and heal and three times their normal rates. They are immune to any magical charms, curses, blight and diseases. 4. Shape changed creatures are forced into their original forms here. 5. Plants heal at twice normal rate and take on a certain sentience that causes them to protect those who live within the mythal’s confines for more than a 10 day.

Aluvandaar: -22590 DR until -1100 DR (Uluvin) Tree City and surrounding communities, Population: 19000 Circa – 10500 DR (Moon Elves 25%, Green Elves 45%, Sun Elves 10%, Dark Elves 15%, Halflings 3%, Dwarves 2%) Who Rules: The Laranlor/Laranlas & Council of Advisors. Major Products: Grains & ales, grapes & wines, fruits & vegetables, cottons & silks, wool and mutton, leather goods and fine timber products & furniture. Armed Forces: Light Mounted Infantry; 700 riders on horseback elf chainmail, light shields, spear, longsword, shortbow, dagger.

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Archers; 500 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear or axe. Light Infantry; 1500 Leather Armour, Longshield, Longsword, Shortsword, Dagger, Javelin Notable Mages: Shadoghylass High Magic Circle, Spinners Guild of Silk & Wool Weavers. Notable Churches: Temples to Rillifane, Eilistraee, Eldath, Erawan (Chauntea). Important Features: Aluvandaar is a tree city centred upon the Alu’kiira Lake, a sparling, spring fed body of water home to a community of nerieds and water horses. The shadowtop and oak trees tower over the water’s edge with several Crannock style home set within the swamp alders that grow out from the lakes edge. In the centre of the lake is a small wood covered Island about ½ a mile in diameter. Situated upon it is a shrine to Aerdrie Faenya tended by the Oracle Priestesses and Magi of the lady of Air and Darkness. The folk of Aluvandaar are well known as fine farmers and hunters and archers of renown. Local Lore: When the Elves finally abandoned Aluvandaar, they took the entire place with them, translocating it to the woods of Evermeet through the use of an Estate Transferring Ritual of Compliment. Left behind were the underground tombs of the Oracles and their collective lore, kept in the form of a collective spirit buried in a vaulted chamber, deep beneath the ruins of Uluvin.

Myth Iliyannar (Mythal): -22300 DR until -1100 DR (Longsaddle) Many Spired Walled City and surrounding communities, Population: 91000 Circa – 10500 DR (Moon Elves 30%, Green Elves 30%, Sun Elves 5%, Dark Elves 10%, Ghost Elves 5%, Halflings 5%, Dwarves 5%, Centaurs 5%, Human 5%) Who Rules: The Laranlor/Laranlas & Lords Council Major Products: Timber goods, leather products, gold & silver, agricultural products, coal, books & scrolls, paper, art works jewellery, education, wines, meads & ales, magic items. Armed Forces: Armathor Griffon Riders; 200 Griffon Riders in elf chainmail & shield, light lance, javelin, shortbow, scimitar, dagger. Armathor Heavy Cavalry; 800 Moonhorse mounted riders in elf platemail, heavy shield, lance, broadsword, spear, axe, mace, dagger. Royal Pathfinders; 500 Rangers/Bards/Thieves on foot or mounted on horseback in leather armour (or mithral shirts), elf cloak & boots, longsword or shortsword, long or short bow, dagger. Light Mounted Infantry; 3500 riders on horseback elf chainmail, light shields, spear, longsword, shortbow, dagger. Archers; 1500 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear or axe. Light Infantry; 12000 Leather Armour, Longshield, Longsword, Shortsword, Dagger, Javelin. Notable Mages: Ravens Brook High Magic Circle, Arcoromnyrr High Magic Circle, High Lodge of Geomancers. Notable Churches: Temples to all Seldarine, Selune, Eldath, Moradin, Faerie Queen, Bahamut, Eilistraee, Dumathion, Silvanus. Important Features: Hallowed Hall of the Geomancers, from here the great city shapers of the Empire would go forth to build, shape and repair Illefarn’s temples, spires, tree dwellings and tombs. All the great buildings of the empire were shaped at least in part by these druids, priests and mages of high renown.

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The Palace of Eladorandin: A mighty crsytaline building with 12 soaring spires of azure coloured crystal shot through with irradescent green flames that give off a constant glow that light the night sky like the northern lights. Local Lore: Situated deep in the Starmetal Hills, near to the site of present day Longsaddle, the city of Myth Iliyannar, was considered the second city of Illefarn, its northern capital. The city was perhaps the most cosmopolitan of all the early Ilefaran cities until the founding of Aelinthaldaar, when it lost much of its importance and a centre of learning and trade. Right up until the end on the realm. When Coronal Syglaeth Audark called for a retreat, the residents of Myth iliyannar reluctantly agreed. Their city had withstood the tests of time, and was the amongst the oldest Mythal Clad cities in existence and freely occupied by the elves. To this end the High Magi of the various High magic Circles, and the Geomancers elected to hide their city rather than destroy over 20000 years of history. So instead of erasing Myth Iliyannar, they used its mythal to shunt the city into the Fey Wild, where it still rests to this day within its own pocket plane at the edge of the lands of Faerie. The theurglass spires are overgrown, the fleet of sky ships left behind have also become over grown. The libraries and such are still intact, whilst many of the residents wait in stasis for the return of the Tel’Quessir from the lands across the sea. Mythal:

The current mythal had its powers modified by the departing Selutaar back in -1100 DR, at present it preserves the city in a state of suspended animation, nothing rots, nothing ages. Everything is as it was left at the moment of suspension. The mythal keeps the city at the edge of the Fey Wild in its own Pocket Plane (such as where the Srinshee stayed after leaving Toril). The High Mage who sent it here gave her life for the casting as did the Grand Geomancer (a 29th level Selutaar named Hafron Melarn), they are still conscious and watch over the resting residents, some 19000 chose to stay. There is a pre-determined time for the city to reappear, but as to when this is only those who gave their lives, and the Queen of Evermeet can say. Whenever that may be, the return of the Elves to the shores of Faerun, and the repair of the weave are all part of that return, a return recorded in the Prophecies of the Oracles of Aluvandaar.

Sharandar (Mythal): -21156 DR until 174 DR (Conyberry)

Tree City and surrounding communities, Population: 34500 Circa – 10500 DR (Moon Elves 20%, Green Elves 45%, Sun Elves 5%, Dark Elves 15%, Ghost Elves 10%, Humans 3%, centaurs 2% ) Who Rules: The current Laranlor/Laranlas & council of advisors Major Products: Horticultural products, fine weapons, armour, jewellery, wooden products & furniture, leather goods, horses. Armed Forces: Royal Pathfinders; 200 Rangers/Bards/Thieves on foot or mounted on horseback in leather armour (or mithral shirts), elf cloak & boots, longsword or shortsword, long or short bow, dagger. Light Mounted Infantry; 1500 riders on horseback elf chainmail, light shields, spear, longsword, shortbow, dagger.

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Archers; 2500 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear or axe. Light Infantry; 8500 Leather Armour, Longshield, Longsword, Shortsword, Dagger, Javelin. Notable Mages: Circle of Blue Leaves, Circle of The Undying Star, The Guild of Planarmancers (planar travellers & astronomers) Notable Churches: Temples to Rillifane, Solonor, Titania & Oberon, Angharad, Shrines to other Seldarine. Temples to the Centaur Gods, and a nature Temple to Chauntea, Eldath, Silvanus and Mielikki. Important Features: The centre of the city revolves around a granite and theur-crystal citadel called The Sharandar. Its walls are studded with semi precious stones that power its prismatic and scintillating defences. The Elven smiths and jewellers here were considered the best in the realm. The magic items and weapons manufactured within the city were as fine as any ever made by elves. Bt perhaps their greatest works were those of the everyday kind turned into works of art. The crystal smiths of Sharandar are famous for their fantastically sculpted theurglass furniture, and other things of beauty. Local Lore:

The tree city of Sharandar was left to return to nature, but the mythal that protects it from fire and rot, also gave sentience to the trees that surround it, so that now the entire forest within 3 miles of the citadel is one gigantic sentient being with each tree and plant magically connected forming a godlike consciousness that recognises only the Green Elves as the rightful masters of The Sharandar. What this means for visitors is anyone’s guess, but the reception from Obliviax moss, hangman trees, bad tempered Elder Treants, blood sucking brambles and the like is not likely to be pleasant unless one is a druid or a Green Elf who understand the ancient language of the trees.

Ardmantor: -19674 DR until -17600 DR (Mouth of Dessarin)

Port City and surrounding communities, Population: 21500 Circa – 18000 DR (Moon Elves 50%, Green Elves 15%, Sun Elves15%, Dark Elves 15%, Sea Elves 5%) Who Rules: The current Laranlor/Laranlas & Fleet Captains Major Products: Ships, sailors, seafood & sea based products, pearls, jewellery, sails & chandlery, leather goods, travellers gear & dried goods. Armed Forces: Marines;5000 armed ship board troopers Leather Armour, shortbow, scimitar, dagger, axe, spear or trident. Sailors; 3500 crew armed with short swords, daggers, axes, shortbows, spears Fleet of 100 Sea Going Swan Ships and Drakkar Style Galleys, Leaf Boats and Barges Notable Mages: Seafarers Guild Of Navigators & Weather Workers, Wavecrest High Magic Circle. Notable Churches: Temples to Corellon, Angharad, Deep Sashelas, Selune, Tyche and the various spirits & deities of merchants, travellers, sea farers and the sea.

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Important Features: The Sea Lords Citadel. The vast granite Castle that overlooks Admantors impressive deepwater harbour & The Claarteeros Ship Yards and docking facilities.

The Dessarin Estuary C -18000 DR

Local Lore:

Ardmantor was the the premier ship building facility and deepwater harbour in the time before the Sundering completely destroyed it in -17600 DR. The bustling port handled deep water, coastal and river barge traffic and was famous for the ships it master Shipwrights laid down. A thousand years after it was demolished by the earthquakes and tsunami’s that created the Sword Coast, a new port facility and harbour was built, but it never reached the heights it did for 2000 years before it was destroyed. Ardmantor could never compete with Orlumbor and was all but abandoned when Aelinthaldaar was established.

Khalarvael /Myth Coronthaar (Mythal): -19464 DR until –7790 DR (Headwaters of Silver

Creek in Lurkwood)

Many Spired Walled City and surrounding communities, Population: 29000 Circa – 10500 DR (Green Elves 25%, Moon Elves25%, Dark Elves 10%, Ghost Elves 15%, Lythari 15%, Avariel 5%, Humans 3%, Dwarves 2%) Who Rules: The current Laranlor/Laranlas & Council of ClanElders. Major Products: Timber goods, leather products, gold & silver, agricultural products, diamonds, rubies & sapphires, books & scrolls, paper, art works jewellery, education, wines, meads & ales, magic items. Armed Forces: Royal Pathfinders; 300 Rangers/Bards/Thieves on foot or mounted on horseback in leather armour (or mithral shirts), elf cloak & boots, longsword or shortsword, long or short bow, dagger. Light Mounted Infantry; 2500 riders on horseback elf chainmail, light shields, spear, longsword, shortbow, dagger. Archers; 1500 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear or axe. Light Infantry; 3500 Leather Armour, Longshield, Longsword, Shortsword, Dagger, Javelin. Notable Mages: The Subtle Guild of Aborists and Life Shapers, The Moonwood Magic Circle, Notable Churches: Temples & Shrines to all major nature gods & spirits, Pantheon Temple to Seldarine & Seelie Court. A Grand Shrine to the Message of the Lady of the Lake: Eldath, the Spirit of Peace and Harmony. Important Features: The Holy Arboretum of Rillifane: Here the subtle arts of life shaping to effect great change are taught to students from all walks of life to pass onto friends and family. The philosophy

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of Life within Life, that only through patient and subtly can great and permanent change be affected. Local Lore: A beautiful, theur-crystal and granite city of reaching towers and glittering spires in the heart of the cold northern forest. Khalravael was perhaps the most re-built city of Illefarn, knocked down and destroyed by hordes of gonlinoids and dragons at least a score of times, until its mythal was finally laid. But through all of this violence, the elves of the city chose a path of peaceful coexistence with their neighbours. Whenever enemies threatened the city the Elves would retreat to their mountain fastnesses of Orlmondath and Aravaeth, glittering cavernous citadels with almost endless supplies of fresh water and portals to places of escape. When the city was finally abandoned, the elves left it thinking they would return, but with the shrinking borders of the empire, and dwindling numbers of elves, Myth Coronthaar was all but forgotten. Now its is an overgrown ruin buried under 4000 years of alluvial soil and growth. Much of the city is still intact (Much like Pompey), it is simply waitingunder 70 feet of rock, soil and plant roots to be uncovered and restored. Mythal: The mythal makes the city impervious to goblin-kin, giant-kin, gnolls, dragons and giants. Other powers that safe guard the city and make it comfortable for its inhabitants are also placed within the mythal. The mythal stones selutaar inhabitant spirits animated at least 1000 greenwardens and more than a dozen watchnorn to guard the ruins. The stone lies hidden beneath the Shrine of Orlom (Eldath). The underground temple in which its rests is in pristine condition with its octagonal, vaulted ceiling and walls covered in perfectly preserved frescoes and swathes of text written in old Seldruin, the ancient language of Illefarn. The art and writing reveal much about the daily Life of Illefarn. One such passage reads;

“We of Illefarn have always sought to understand life cycles in nature, from the smallest

spores to the mightiest beasts (colds to dragons), and believed subtly influencing matters to

bring about great changes without violence or great labour. This way is inherently superior

to waging war, building many roads and walls and structures, and the "brute force" methods

of dwarves, humans, and others. “ (Ed Greenwood Loremaster.org 2009)

Llewyrrvael: -19674 DR until -9990 DR (Neverwinterwood above Mt Hotenow)

Tree City and surrounding communities, Population: : 40000 Circa – 10500DR (Green Elves 45%, Moon Elves 35%, Ghost Elves 10%, Centaurs 5%, Lythari 5%, Halflings 3%, Dwarves 2%) Who Rules: The current Laranlas/Laranlor & council of advisors Major Products: art objects, Horticultural products, fine weapons, armour, jewellery, wooden products & furniture, leather goods, horses Armed Forces: Royal Pathfinders; 200 Rangers/Bards/Thieves on foot or mounted on horseback in leather armour (or mithral shirts), elf cloak & boots, longsword or shortsword, long or short bow, dagger. Light Mounted Infantry; 1500 riders on horseback elf chainmail, light shields, spear, longsword, shortbow, dagger. Archers; 2500 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear or axe. Light Infantry; 8500 Leather Armour, Longshield, Longsword, Shortsword, Dagger, Javelin.

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Notable Mages: The Jade Dagger High Magic Circle, Wind Spirit Dualist Circle, The Eleven Swords Duskblade College, Notable Churches: Temples to all nature Gods, plus Eldath, with shrines to Seldarine, Seelie Court , Centaur Gods, Dumathoin and Selune. Important Features: Local Lore: Illefarn's elves were master gardeners, who influenced plant growth (from tiny flowers

and mosses to gigantic forest trees) by applications of natural saps, parasite and symbiote plant

matter, and plant-derived substances. (Ed Greenwood 2009). The Grandmasters of these arts were

the Life Shapers and Master Gardeners of Llewyrrvael who travelled the empire imparting their skills

and knowledge to all who would listen so as to spread the ideas of working with and within natures

gifts and laws, not against them.

Ursyllashyr: -18249 DR until -17600DR (mouth of the current Neverwinter River) Port City and surrounding communities, Population: 14000, Circa – 10500 DR (Moon Elves 40%, Green Elves 25%, Sun Elves25%, Dark Elves 5%, Ghost Elves 5%, ) Who Rules: The current Sea Lord & merchants council Major Products: Timber & timber products, forest products, rare mushrooms & fungi, exotic plants and garden ornaments, leather goods, gems & jewellery, pearls, seafood & seafood products, ships & chandlery, barges & river boats, Skyships. Armed Forces: Marines;2500 armed ship board troopers Leather Armour, shortbow, scimitar, dagger, axe, spear or trident. Sailors; 1500 crew armed with short swords, daggers, axes, shortbows, spears Notable Mages: Arcane College of Navigators & Weather Magi. Notable Churches: : Temples to Corellon, Angharad, Deep Sashelas, Selune, Tyche and the various spirits & deities of merchants, travellers, sea farers and the sea. Important Features: The dry docks and ship yards of the Skywhale Clan of Moon Elf ship wrights. Local Lore: The port city of Ursyllashyr had barely established itself as a thriving hub of

commerce before it was swept away by the Sundering in a tsunami that swept the entire

granite walled city, its multi-tiered citadel, and the bustling, ship filled harbour into the sea.

When seas subsided, the remnants of the city indicated that there were no survivors. In

later years a small fishing and trading port of the same name was re-established at the

mouth of the Never River, later the site of Neverwinter city.

Chrysalis – (Mythal) : -9600 DR until present DR (Moonshaes/Synnoria)

Many Spired Island City and surrounding valley communities, Population: 37000 Circa – 4500 DR (Green Elves 55%, Moon Elves 35%, Ghost Elves 10%) Who Rules: The Queen & council of Elders Major Products: art objects, Horticultural products, fine weapons, armour, jewellery, wooden products & furniture, leather goods, horses. Armed Forces: Sisters of Synnoria. This elite band of knights is armed with silver lances and enchanted long swords, 250 Moonhorse mounted riders in elf platemail, heavy shield, spear, axe, mace, dagger.

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Royal Pathfinders; 500 Ranger-Bards on foot or mounted on horseback in leather armour (or mithral shirts), elf cloak & boots, longsword or shortsword, long or short bow, dagger. Light Mounted Infantry; 1500 riders on horseback elf chainmail, light shields, spear, longsword, shortbow, dagger. Archers; 1500 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear Notable Mages: The High Queens Circle of Selutaar, and those who work for them. No other mages are tolerated openly, but many sorcerers, witches, spellsingers and hedge wizards operate quietly in the back ground. Notable Churches: Just to the All Mother – Chauntea/Erewan, minor cults to Sehanine, Eilistraee and Moradin. Important Features: The land as a whole has been carefully wrought into a garden. Not a formal garden, where nature has been brought to heel by her masters, but a wild garden, where nature can display her beauty in a wonderfully balanced pattern. Mirror Lake, where one can always learn the truth, and the Grove of Meditation, which the elves use to enhance their already considerable magic power. Local Lore: The city of Chrysalis, rises upon a rounded hill from the center of a circular lake. The city is a dazzling display of glass, crystal, and silver. Clear, strong walls surround it. Slender towers climb skyward from many places within it. Some of these are shining silver needles, while others have been etched from such perfect crystal that someone standing upon them seems to be suspended in midair. Mythal:

The valley in which the Llewyrr fled to when they retreated from Illefarn is covered by a unique mythal like field supplied by the Goddess Chauntea in her aspect as the All Mother. When the humans began to spread across the Moonshaes, the parents and grandparents of the current generations of Llewyrr elected to fall back to Synnoria, which had long been a favored place of the elves. Here they expanded the wondrous capital city of Chrysalis. Aided by their magics, they enhanced its beauty, and that of their land, in a way that was pleasing even to the goddess. She rewarded the Llewyrr with gifts of her own: Mirror Lake, where one can always learn the truth, and the Grove of Meditation, which the elves use to enhance their already considerable magic power. And the music of the falls is also a gift of the goddess. This last gift is perhaps the most precious, for it ensures that Synnoria will always be the province of the Llewyrr. Humans can enter it only with difficulty, and those who do almost always go mad from the sheer beauty of the music of the falls. But the Llewyrr pay a price for their isolation. Their population is slowly but steadily shrinking. Births are rare and cause for great celebration. A new baby is born only every 8-10 years to the elvenfolk. Deaths from natural causes nearly match this rate, but accidental deaths and deaths in battle have caused a steady decrease in the numbers of the Llewyrr. Males are especially rare, so many of the activities that had been performed by males have now been adopted by the females.

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Aelinthaldaar -8500 DR until -1100 DR

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Aelinthaldaar Circa -5000 DR

Many Spired Walled City and surrounding communities, Population: 75000 Circa

– 1300 DR (Green Elves 50%, Moon Elves 20%, Sun Elves10%, Lythari 5%, ½ Elves (all types) 5%, Humans 5%, Halflings 3%, Dwarves 2%)

Who Rules: The Ilyilitar (Coronal) + Council of Elders

Major Products: metal goods, horses, weapons & armour, ships & chandlery, books &

scrolls, paper, art works jewellery, education, wines, meads & ales, magic items, exotic animals & spells, poetry & song, paintings, lore crystals, pottery.

Armed Forces: Dragon Riders; 2d4 Gold/Silver/Bronze/Copper or Gems dragons present

at any one time along with their Fg/Mg/Pr 9+1d8 level riders in elf chainmail & shield, shortbow, long lance, scimitar, javelin, dagger. Armathor Griffon Riders; 300 Griffon/Hippogriff or Pegasus Riders in elf chainmail & shield, light lance, javelin, shortbow, scimitar, dagger. Armathor Heavy Cavalry;1200 Moonhorse mounted riders in elf platemail, heavy shield, lance, broadsword, spear, axe, mace, dagger. Royal Pathfinders; 800 Rangers/Bards/Thieves on foot or mounted on horseback in leather armour (or mithral shirts), elf cloak & boots, longsword or shortsword, long or short bow, dagger. Light Mounted Infantry; 12000 riders on horseback elf chainmail, light shields, spear, longsword, shortbow, dagger. Archers; 4500 Foot soldiers in studded leather armour, longbow, longsword, dagger, spear or axe. Light Infantry; 10000 Leather Armour, Longshield, Longsword, Shortsword, Dagger, Javelin.

Notable Mages: Arcorselutaar of Illefarn and the Selutaar of the Grand Palace of the

Crystal Spires, Blue Briar High Magic Circle and University Instructors Guild, The Lodge of High Geomancers, The Elementalists Guild of Navigators & Weather Magi, Masters of Song Knights and Spell Singers, Grand Bards and Skalds.

Notable Churches: Major Temples to all the Seldarine & Seelie Court, along with shrines

to Mieliki, Selune, all the nature deities & major spirits such as Auril & Eldath, pantheon temples to most human, dwarvish, gnomish, dragon and halfling deities.

Important Features:

1. The Palace of Crystal Spires This sparkling palace of magically grown blue, green and sparkling red alabaster, granite, marble and coral, shot through with veins of jade and lapis lazuli is the heart of the city and the physical heart of the empire. The Palace is made up of a multitude of glittering theur crystal and mineral spires that wind their way up into the clouds above the city. The tallest Spires, those of the Seven Swan Maidens, reach dizzying heights and are almost always well

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above the mists that often cloak the city. Here the government of Illefarn (a loose term at best), made up of an advisory council of House Elders, Selutaar, Priests & Druids, members of the various guilds and merchant houses, representatives of the different Laran’yrs, military factions as well as counsellors elected by the people from within the city all sit to advise the Coronal and represent their interest groups. Presiding over this august body in peace time is the Aradoness (High Peace Keeper), the Coronal day to day voice who acts as an umpire, facilitator and arbiter in times of dispute. General policy is decided by the Coronal’s Council, but She/He has a deciding vote as well as the right of Veto if a decision reached would breach the Peace of Kelyth Amarillis, or place the interests of one member or group above the welfare of the populace of the realm. The Palace itself is able to comfortably hold 5000 people in it grand halls, apartments and spires. Its loftier heights are home to the Dragons of Illefarn and their riders. He lower levels contain the Coronal’s apartments, the homes of various palace and realms functionaries as well as the Grand Library of Horathass, and the Pantheon Temple to the Seldarine, beneath which are the Royal Crypts and Mortuary Chapel. The Palace also houses the various arms and administrative centres needed to administer an empire as well as the College of Moonsingers and the University of Aeloranthass. At night the Palace is awash with flickering and dancing flames of faerie fire and moonglow that guides the residents and delights the populace with an ever changing lightshow. This seemingly intelligent light arcs into the sky in response to lightning hitting the mythal that surrounds the city, and when high magic is used within the palace walls. Probably the most famous demonstration of light in motion is when the mass choirs of the various bardic colleges, singing groups and choirs gather together in the Amphitheatre of Life to perform the famous works of the city’s various composers (such as Ryanthira Audark, Falleas Moontower, Manonir Shyrantar, and Q’lutan Hune) when celebrating the Festival of Angahard’s Blessing, a festival of music, arts, dancing, all night revels, good food and copious amounts of wine, meads and ale. It is during this festival that the Coronal, his family and the a many nobles who dwell within the palace, open their doors to the general populace, and the lights of the Palace flash, flare and roil in time to the music of the massed choirs.

2. The Guiding Light of Solonor (500’ tall Granite Lighthouse) This imposing granite edifice towers 500’ above the top of Mount Waterdeep. Its brilliant light shines for 100 miles out to sea and can be clearly seen through the heaviest cloud, darkness, mist, spray or fog within that range. The Lighthouse itself was one of the first buildings raised when the city was started. Its facade is covered in shimmer white marble shot through with flecks of silver and gold that cause it to give off an inner glow at sunrise and sunset. The light atop is a huge diamond (said to be a gift from Solonor himself), fully 5 feet across, cut and polished into a giant prism that continually shines night and day, what-ever the weather to guide both ships and fliers into the harbour and safety.

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3. The Gates of the Moon The Gates of the Moon is the collective name for the Citadel and headquarters for the city’s military forces. All of the towers along this wall hold part of the regular armed forces of the military, the various armouries, stables, eagle aeries and barracks. Each cylindrical, red granite tower stands just over 300 feet high and 100 feet broad. Each is topped by mangonels, ballistae, and various other missile weapons, the top levels are dedicated to look outs, and the aeries of the various airborne forces of eagle riders.

4. Deepdene Gardens This open woodland series of gardens with its twin fish filled lakes covered in varieties of water lilies and lotus blossoms is often considered one of the citys greatest assets. The gardens show off the true art of the master gardeners and life shapers of Ilefarn. The trees are the finest, and oldest of their kinds in the Empire, outside of the Ardeep and High Forests. Many animals roam the gardens in perfect harmony with the elves who often boat upon the lakes, and come to enjoy the truly harmonious nature of the gardens. Many fey spirits such as dryads, fauns, pixies, sprites, sylphs, brownies and the like inhabit the several faerie mounds and dells that dot the gardens. There are several open spaces dotted with art works and the beginnings and endings of several song-paths located within the gardens. Beds of roses, lilies, varieties of daisies, violets moonflowers, featherleaf, hartsbloom, Red Dragons, Ice Poppies, Alabaster Orchids, Opaline, and many other exotic and native plants, grasses and flowers fill the beds that line the paths meandering through the gardens and glades at this end of the city.

5. Great Harbour of Sashelas The creators of the city took great pains to deepen and enhance the natural features of this extinct volcanic crater. Millions of years ago the harbour was the caldera of a huge volcano that spewed forth the great granite and basalt plug that became Mt. Waterdeep. The docks, wharves and slipways of the harbour are second to none, the harbour itself always abuzz with the endless traffic of commerce and the military. Dockside facilities offer merchants and sailors all the services and delights of a highly advanced and cosmopolitan society. Dozens of smaller fishing and pleasure craft use the far eastern docks whilst merchants with larger ships and galleys tend towards tying up at the northern piers with their deeper draft and, warehouse and freight facilities. There are ships and seas faring races from all over the realms found here except at the heights of winter, when only the navy or the foolish venture forth from behind the harbours sheltering walls. The peace of the docks is kept by detachments of the city watch who maintain a visible, if unobtrusive presence at all times. Peace breakers can expect swift and decisive action on the part of the elves.

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6. Swanmay Citadel (Naval Headquarters) This imposing polished, black granite, four towered edifice is home the High Speaker of the Seas, Illefarn’s Sea Lord and admiral of its navy. The Citadel is also home to the sailors and marines of Illefarn’s naval forces.

Marines;2500 armed ship board troopers Leather Armour, shortbow, scimitar, dagger, axe, spear or trident.

Sailors; 1500 crew armed with short swords, daggers, axes, shortbows, spears

Fleet of 75 Sea Going Swan Ships and Drakkar Style Galleys, Leaf Boats and Barges. Each tower holds 500 marines their, along with arms & armaments. Docking facilities and cradles are available for Elven Skyfleet Swanships, and Man-o-Wars, along with the city’s pirate brig and customs bondstore.

7. Librarium of Labelas The Library of Labelas is a multi-building complex, comprising the library, a temple to Labelas, dormitories, a scribe’s hall, print works and a school and research facility. The steepled halls, cloisters and apartments sit in the shadow of the Triple Towers of learning and the Gardens of Contemplation and Reflection. The library itself is made up of three blue and white marble towers interconnected with vaulted skyways and bridges. Each tower is dedicated to two different schools of knowledge; Literature and the Arts, History and Geography, Sciences and the Crafts. No where in the library is there held any arcane lore. This is the domain of mages and priests. The Lore Masters and Scribes are dedicated to the pursuit and dissemination of knowledge to all. Most Elflings spend their latter educational years here before specialising in the areas of skill and knowledge they or their families assign to them or they show interest and talent in. There are more than 500 scribes, priests and scholars here at all times with nearly 5 times as many students. Fees for tutelage are not expensive for residents of the city, but there are limited and expensive places for outsiders (though scholarships are not unheard of with guild sponsorship).

8. Woods of Songs Departed Hidden in a glade below the level of the city sits a quiet and out of the way, wild woodland, the last vestige of the woods that covered the plateau before the city was built. The designers of the city wanted a place where the people could go to that felt like it was away from the city itself. Several magical wards protect the garden from the worst of the weather as well as deadening outside sounds. The deeply overgrown woodland is interspersed with hidden glades and dells. The city itself is completely hidden from visitors to the garden by the towering trees and dense undergrowth. Most clearings have a small pond or stream, several stones or wooden benches to sit upon and a stone arch or vine covered arbour. The Woos of Songs Departed was where Mohannes wrote the fabled poem “Voices of the Lost”, it is from here that the first portal is opened. The portal stone lays in a meadow from

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which no trace of the buildings of the city can be seen. There are several other Song Portals and Portal Stones scattered throughout the Garden, most leading to other Elven realms or places of great natural beauty. Often Sedruin Script is carved into the stones, arches or arbours detailing the nature of the portal, the poem to be sung and a little about the author who penned/created it. There is a contingent of Songknights here at all times whose job it is to guard the portals, and accompany any who seek to travel the hidden ways of art and song.

9. Scintillating Grotto (of the Alu’tel’Quessir)

Linking the naval base with the mainland is a land bridge and deep coral and kelp filled cove known as the Scintillating Grotto. Here within the cove, living amongst the kelp and coral is a colony of Sea Elves who inhabit the harbour along with a large pod of common dolphins and a few Sea Horse Mounts. The sea elves live here and because of the Coronal’s Peace, and because they can readily trade their skills and expertise as ship scrapers, fishers, pearl farmers and artisans for the goods thet cannot manufacture below the surface. The Sea Elves here are part of a craft and trading canton, and represent a much larger empire of sea elves located halfway between Synnoria and Aelinthaldaar. At any one time there are 500 – 600 Alu’Quessir in or around the city. There are larger ‘towns’ just 20 or so miles from shore located in deep sheltered grottos and cavern systems hidden amongst the ruins of the former Elven cities that once dotted the coast before the Sundering swept them all away.

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10. Blue Briar Hall (Magic School & University) Blue Briar Hall’s history goes back almost as far as the empire itself. First founded within the walls of the old capital Sarthandor way back in -21020 DR, Briarhall as it was known then, became the first school of learning for Elvin mages wishing to expand their knowledge of the arcane arts. In time it developed its own particular style of magic. The High Magi here were amongst the most open to new ideas and their researches revolutionised the use of High Magic in ways new and beneficial to the people of not only Illefarn, but of the wider world. Blue Briar Hall is really a collection of halls, towers, spires, tree towers and apartment buildings, linked via cloisters, archways, suspension bridges and sky ways. Its tallest spire rises sharply 1500 feet into the air, a narrow, handrail-less stairway winds up around the outside. From here Selutaar are tested, a place where they learn their arts deepest secrets, and where they commune with the spirits of nature and occasionally the Seldarine or Seelie Court themselves.

These days the School teaches all who would attend its classes the fundamentals of working magic in tune and harmony with nature. The school of thought here is to affect change slowly and with subtlety. The school numbers of 100 masters of the art (15th level or better) in a variety of magical arts. The Blue Briar High Magic Circle oversee the running of the school and its pupils. Their numbers are never more than 30 Selutaar, with the waiting list to join this exclusive group, long and getting longer with every year of peace.

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11. Green Glades Temple Complex

The Green Glades is a vast complex dedicated the devotional side of life. There are vast temples, monasteries, religious schools, houses of worship, worshipper’s quarters, 3 hospitals, shrines, mortuary chapels, parks gardens and art works dedicated to the divine. Dominating this area of the city are the vast green and white alabaster spires of the Great Shadaowtop. A giant alabaster temple complex carved into the life like shape of a giant Shadowtop Tree towering 850 feet above the ground. This giant work of art is dedicated to Lord Corellon and his consort the Lady Angharad.

12. Peeling Hammers ( Armourers & Smithies Guilds & Workshops) Peeling Hammers district is home to the armourers, weapons makers, metal smiths and jewellers of the city. Here are large community of Shield Dwarves, Rock Gnomes and a scattering of Halflings live and work amongst the finest Elvin smiths of the age. Most items produced here, from the simplest spoon or ring, to the most ornate chandelier or coronet carry some form of enchantment. The dwarves are renowned for their armours and silver and gold house wares, the elves known for making fine blades, bows and jewellery, the gnomes for intricate toys, mechanical devices, clocks and cut and set gems, the small halfling community are the most accomplished metal finishers and platers in the empire. Any form of metal work can be ordered here, and often a traveller to these parts will see wizards, priests, and warriors cheek by jowl with farmers, farriers, bakers and merchants, all vying to gain the attentions and custom of the finest smiths, tinkers and metal workers in the empire

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A thick pawl of grey-white smoke constantly drifts out to sea from this district no matter what way the wind (or lack thereof) is coming from. The wears produced here are always made to order, process are competitive, but the finest artists charge the higher prices and the quality of their works reflects this, as does the demand for their time and work. If you want the best be prepared to wait...and wait... and wait, or pay a premium to get to the front of the cue.

13. Breakwater Watchtower & Lighthouse

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The breakwater was constructed to provide a safe allweather anchorage for ships of all sizes. At one end is a high watchtower armed with catalpults are ballistae as well one of a set of two giant winches for the harbour chain. A paved walk way tops the carefully fitted granite blacks of the walkway that leads to the Harbour Light, a 300’ tall structure with its own guidable spot light as well as a huge flashing beacon similar in style but not size, to the light atop Mt Waterdeep.

14. Siren’s Song Citadel Otherwise known as Seagate Citadel, this military complex is home to the city’s cavalry and those Armathors not stationed at the palace or on patrol. In almost every way it is identical to the Gates of the Moon, only smaller. This is considered the main trade gate for merchants brining their wares tyo and from the docks, the main road outside of the Citadel passes through the Moonrose Markets which sit in the shadow of the mighty fortress.

15. Shadows Mark Hall (Scouts, Guides & Pathfinders School & Guild Hall) Hidden amongst the bowers and trees of this quiet and leafy neighbourhood, is the Shadows Mark Hall, home to the Pathfinders and Guides of the city. Not everyone who lives and works here is a member of the military, but all are on call to defend the city and perform missions for the people if needs be.

This place has shrines to Solonor, Mielikki, and Brandobaris, and the wilderness warriors and urban rangers based here all spend time passing on what they have learned. Entry to the school is very competitive, and only those most deserving ever see the inside of the Hall. The buildings themselves are more like a hunting lodge nestled amongst the giant buttressed toots of ancient oak, shadowtop and blueleaf trees.

16. Swanport (Port of the Royal Swanships & Galleys) Swanport is home the Illefarn’s navy and supports a fleet of over 100 vessels. Most are not in port at the same time, but there is a continual flow of vessels in and out of the docks, a

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suitable drydock sits at one end of the marina, suitable for taking ships up to the size of a large clipper.

Elvish Clippers of Illefarn

17. Mercantors Rest (Merchants Guild Hall, Quarters & Warehouses) Mercantors rest, is the district of the city where most of the commerece and trade deals are carried out. Many inns, taverns, wine and ale houses accommodate the many business people, traders and merchants who make their homes here in this wealthy district of the city. Tree lined avenues and leafy flower filled parks are mixed in with stately tree homes and more solid alabaster and marble villas and mansions.

18. Coral Spires (Living Complexes, Towers & Apartments) Coral Spires is the collective name for the commoners residential districts dooted throughout the city. Much of what was used to build the city was made from the red coral found in buried reefs several miles inkand from the current city site. The life shapers and geomancers used this bio-organic material to graft to living plants and trees thereby combining the best of both veregtable and mineral in a unique blend of wood, stone and coral. These subtle mosaics of design reflect the philosophy of the city’s inhabitants. Luive at one with nature, shape and bend it with love and care, go with the grain and not against it and listen to what ‘the world’ has to say as you live within it.

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19. Dragons Maw (Cliff Side Cave Harbour for Naval Drakkars & Leaf Ships) Hidden beneath the imposing cliffs under the northern shoulder of the Mountain is complex series of sea caves, much hollowed out and enlarged. A carefully crafted illusion hides the fact that this cavern complex is home to about two dozen Leaf Ships and Drakkars that belong to the navy and have been positioned here to act as a strike or flanking force if the city is ever attacked by sea. The complex is completely self contained with an intricate mythal providing structural integrity and scrying security, as well as repulsion and protection from evil effects to keep unwanted visitors at bay, in addition to the illusions covering the entrance.

The crews and marines stationed here are sworn to secrecy, most people know there is a hidden base somewhere along the cliffs north of the mountains peak, but most do not know where exactly. Crews are rotated every 10 days as the duty is seen as quite boring. Occasionally the captains will hold drills and quick attack alerts, but much of the time the crews just sit around waiting for the call to arms.

20. Windjammers Wayside Here in this waterside district can be found the homes and offices of ship owners, the merchants and sailors and their families who make Illefarn’s sea trade so productive and profitable in terms of not just material wealth but also as a way of keeping the various parts of the empire in constant contact. This area of the city is the most cosmopolitan and interesting place for visitors. Even at night it is safe for strangers to wander down the

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various side streets and alley ways as the Elves all wisely keep the Coronal’s Peace. This ensures that everyone is relaxed and happy. It is not uncommon to find members of all the seafaring and trading races here on a more or less permanent basis. Elves of all persuasions can be found here, as can a profusion of trade and transit portals carefully managed by the Song Knights.

Local Lore: Tucked beneath the foreboding brow of Mount Waterdeep, Aelinthaldaar’s

skyline features delicate towers of glass and alabaster, domes of precious stones and metals, streets paved granite cobbles & pavers, (grown from the very bedrock), vast mansions literally grown from the very earth and composed of growing trees and plants, and many other wonders.

Illefarn's elves delighted in artistic expression. Important family incidents were depicted in large tapestries enchanted so that touching specific areas of the tapestry, or playing particular tunes (usually on a harp or flute, or sung), would trigger magical images (think moving but silent three-dimensional holograms) to appear, usually details or amplifications of the scene or incident or persons in it; these images preserved the likenesses of the dead, but the spells are a weakness that caused many of the tapestries to be destroyed or ravaged, over time, when other magics cast nearby reacted with them.

Illefarn's elves were master gardeners, who influenced plant growth (from tiny flowers and mosses to gigantic forest trees) by applications of natural saps, parasite and symbiote plant matter, and plant-derived substances.

Illefarn's elves mastered herbal medicines, drugs, and poisons, and their use was generally known and practised throughout the general population, not just by "learned elders."

Illefarn's elves sought to understand life cycles in nature, from the smallest spores to the mightiest beasts (colds to dragons), and believed subtly influencing matters to bring about great changes without violence or great labour was inherently superior to waging war, building many roads and walls and structures, and what they viewed as the "brute force" methods of dwarves, humans, and others.

Certain elven families of Illefarn believed that elves should learn to mate with dragons, to derive a superior elven race. This was viewed as folly (at best) by other elves of Illefarn; most of them thought of it as evil, dark potential disaster that threatened the realm - - so pursuing this goal soon went behind closed doors, into a secret society (known in later human accounts as "The Wyrmkiss").

Ed Greenwood© @ Loremaster.org, 2009.

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Mythal: This High Magic Mythal was anchored to a red diamond embedded in the bedrock

half a mile below the city and set slightly out of phase. Its 6 Major Powers protected the city’s inhabitants for more than 10 millenium. 1. Goblinoids, Giant-Kin, Drow, Evil Dragon-kin and Gnolls are affected by a repulsion like spell. 2. Devils, Demons and other evils outsiders are prevented from entering the city in any way shape or form. (This is similar to a forbiddance effect but bypasses any spell/magic resistance. 3. A permanent dimensional lock is in place, the only form of dimensional travel is through specifically attuned and constructed portals, none of which ever lead to other planes. 4. The mythal is sentient and as such can reveal magical auras, and hurl blazing bolts of force energy (like a giant magic missile) 1/3 rounds with varying effects – mass charm, mass hold monster, mass dispel magic or a 20d4+20 hp dg magic missile that can affect all creatures who are not Elves in a 30’ radius, knocking them prone and stunned for 2d4 rounds. – This power is rarely if ever seen or used, only appearing twice in 3000 years, gaining an almost lost and mythical status, as something that ‘used’ to happen. 5. The climate within the mythal is always pleasant and mild, plants grow and heal at maximum rates and the weather is never too hot or too cold, and the rain is always reliable. 6. The mythal prevents the use of fire based and dark necromantic magics of any kind. 7. The mythal forces shaped changed or altered beings to assume their original forms, and

prevents shape changers from using these abilities with the use of special wards tokens

prepared on an individual basis.

Lesser Powers

1. The mythal protects all people from normal missiles, but only after they have been within the mythal for 10 days. This does not apply to those races forbidden from entering. 2. A permanent feather fall applies within the city. 3. All beings heal at 3 times their normal rate, and diseases, blights and curses (including mummy rot and lycanthropy) are purged from the body upon entering the mythal. 4. Magical items can be re-charged without effort at the rate of 1d4+1 charges per day. Items cannot be over loaded in this way. 5. Inhabitants may invoke ghost pipes and faerie fire at will up to 3 times each day, lasting for 1 turn. 6. Scrying magics appear as huge glowing eyes and ears within the presence of the being spied upon, also the being gets a clear and accurate picture of just who is checking up on them, where they are and their names. 7. All animals are calmed whilst within the mythal and fear effects of any kind simply will not work. 8. Beings under a charm, geas or other compulsion are freed immediately upon entering the mythal, and the effect does not come back 9. Beings who are possessed in anyway have their possessor purged from their body and the spirit or entity is then trapped within a gem hidden somewhere beneath the Coronal’s Palace. 10. Beings poisoned accidently or otherwise are immediately affected by a slow poison effect that lasts 24 hours, and provided with a +4 bonus to all saving throws vs poison and venoms of any sort.

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11. Plants grow at twice their normal rates and heal just as fast. 12. Enchanting magical items is 50% easier and costs are reduced by 25% if enchanted and manufactured exclusively within the mythal. 13. All buildings are rendered immune to the effects of earthquakes and tsunami’s 14. When an elf enters reverie they can gain access to collective family memories, just as if they were wearing a tel’kirra gem. This ability allows them to commune with their ancestors in Arvandor, or elsewhere if they desire, but they gain no control over what they see or hear. This can sometimes be a mixed blessing, on occasion the elves have caught uncomfortable, but confusing glimpses of the future. Why this occurs is still a mystery and was not part of the mythal’s initial weaving. 16. Twice per day an inhabitant can invoke ‘Blink” for up to one turn each time. 17. Those who spend more than a month within the city gain the ability to ‘Water Breath’ (the reverse occurs to water breathers). This lasts for up to 12 hours, every 24. 18. Once per day inhabitants can invoke a stone skin spell at 12th level, this lasts for 12 hours or until used or dispelled. 19. Once per day inhabitants can invoke a cure moderate wounds spell at 12th level. 20. All inhabitants of the city are immune to electricity and all forms of lightning wether natural or arcane.

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Principalities and Places

within

the Empire “The borders of the first and older elven realm of Illefarn weren't as clear-cut as more

modern human realms (which tend towards mapped, formal borders as opposed to the more

fluid "we patrol fiercely here, we patrol occasionally there" approach of the elves in elder

times. However, at its height, "old" Illefarn's western border was the Sword Coast itself, its

northern border was about a day's ride north of Neverwinter, its southern border was pretty

much the same as the southern border of present-day Tethyr, and its eastern border was an

irregular, wandering "band" of influence that reached into the present-day High Forest north

of the Delimbiyr, covered most of what was later The High Moor south of that, reached the

western verges of the Far Hills and then the Troll Mountains south of that, and took in most

of the later realms of Amn and Tethyr.

It's big, but the right way to view Illefarn of that era is wild forest, broken by swamps,

burned-over areas, rock ridges, high meadows, and the like WHERE NATURAL

PROCESSES CAUSE THEM TO OCCUR (rather than elves or anyone else "clearing the

land" except the occasional dragon crash-landing), that the elves hunt in, travel in, and "live

lightly within, in harmony with the forest" (in other words, it's NOT a human kingdom with

roads, bridges, cities, any settlements with walls, and so on; instead, it's largely "empty" at

any one time, with elven families clustered in some spots and absent in others). Yes, there are

some permanent settlements, but it's not (physically, in terms of taming the landscape) an

"organized" country the way humans would recognize one.”

Ed Greenwood, Loremaster.org, 2009.

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Principality: Rilithar

Capitol City: Sarthandor and later Aelinthaldaar Major Settlements: Everanshee, Aluvandaar, Ardmantor (New Ardmantor), Larch Ford Major Localities:

Illendaar (Kryptgarden Forest –Tsordvudd, & The West Wood)

Once named Illendaar the forst now known as Kryptgarden got its modern name after the old Dwarf City of Southkrypt. It did not always have such a foul and evil reputation, when the elves dwelt here the newly arriving dwarves named the forest Tsorvudd (Sword-Vooth). The forest itself was a sylvan paradise and formed the ageless heart of the Empire of Illefarn. In its day it was the most densely populated part of the realm, like a continuous suburb in the forest. From deep in space at night it’s glowing lights looked liked thousands of sparkling diamonds on a sea of black velvet. This forest used to extend easterly to the High Forest, north to the city of Yartar, to the Delimbiyr Route in the south, and along the Sword Mountain range in the west. The Kryptwood once stood as proud and as large as the High Forest of today. In its day the forest played host to 6 major Elven cities, and 3 major dwarf holds, of which Southkrypt Garden was the largest. The other dwarf holds were T’veldar’s Gap and Hightooth. The most northerly outpost of this little known kingdom of shield dwarves was Galard’s Keep, at built upon the site of what is now known as Beren’s Hill. The elves of Illefarn and the Dwarves the Krypt Garden worked well together, but when the elves withdrew to Evermeet, the dwarven kingdom soon collapsed under the weight of continuous wars against the orcs and trolls of the Sword Mountains. Today the descendents of this lost realm still inhabit the region, living mainly in and around Waterdeep and the ruins of Neverwinter, seeking to rebuild this once prosperous city in the wake of the Spellplague. Further concentrations of stoutfolk are to be found in Mount Illefarn, and in the mines of T’veldar’s Gap at the southern end of the Sword Mountains.

Shrine of Mielikki

Mielikki is venerated at a hidden shrine in modern Westwood, and only rangers are guided to her temple. It is said those who kneel and place fermented seed or newly sprouted oak trees at the altar are rewarded with a healing, neutralize poison, or remove curse spell

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(whichever is most needed). Those of evil alignment or who venerate evil deities that kneel at the altar are cursed with either a curse, a reversed neutralize poison, or a reversed cure critical wounds spell (whichever is most dangerous). The shrine sits astride a fey crossroads, and is known to attract unicorns on crisp, cold winter nights when the stars are out and the moon is full.

Dessarin Valley (Adapted from Volo’s Guides to the North & Waterdeep by Ed Greenwood)

The story of the Dessarin is the story of Illefarn itself. From its primal beginnings within the roots of the Lost Peaks, to the meandering mouths of its ponderous estuary, the Dessarin River has always been of paramount importance to the people of the Sword Coast North. Long ago, before there were roads anywhere, the Dessarin was known as the Road to the North. The river reaches up past Aelinthaldaar to the Evermoors, and into the eastern end of the Spine of the World. When the elves first explored the valley they did so in leaf boats and barges as they escaped from the oppressive reach of their Aryvandaaran masters. More elves lived along the lower Dessarin than anywhere else except for perhaps Evermeet, and Eaerlann at its height. The farms and tree steadings of the delta fed the cities of Rilithar, nourishing remote mining settlements as well as the orc hordes that swept down the Dessarin every decade or so. Elven minstrels often described the Dessarin as a sword thrusting up into the heart of the North. In fact, the river itself was once known as the Sword. Spaced about a day’s sailing apart could be found river side quays and docks equipped with warehouses, block houses, hostelries, and smithies, all within a walled stockade. The Long Road, running parallel to the river along the west side, has always been the best road in the North. Created by dwarven and halfling merchants and travellers, it later became the major route north to Delzoun, Siluvanede, Eaerlann and Sharrven, whenever the Dessarin was in flood, or to low to travel upon. “The Dessarin region is known for its spectacular sunsets and wide sky above. It is favored

by those who like to gallop horses long and hard. Travelers planning overland journeys in

the northern Dessarin should bear in mind that the lichen. And shrub-covered moors are a

favoured dwelling of trolls. No matter how often these loathsome creatures are eliminated

from the Evermoors, they still creep back down from mountain fastnesses again. Many

nearby settlements send expeditions up onto the moors to give their fighters battle experience,

because one can always count on meeting some trolls there.

The Dessarin itself is fast-flowing, cold, and deep for most of its length. It is navigable as far

north as Dancing Falls, at the base of the Lost Peaks. A small boat turning up the Rauvin can

paddle and pole as far north as Dead Orc Pass, northeast of Sundabar. You can navigate up

the Surbrin almost to its source, or up the Redrun as far as the Citadel of Many Arrows. The

Dessarin is home to many silver, trout like fish that grow to two feet in length. These are

called shalass, and they.re highly prized on tables throughout the North. These are best

caught in a particular type of fish basket called a cone net. Such baskets are mounted on

long, sturdy poles, and they require great strength to hold. Expert fisherfolk use long spears

to stab the swimming fish from the bank, or from a raft or boat. The persistent traveler can

also find catfish, coldwater crabs, and small brown fish known as lout. The last are tasty

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when pan-fried, but you need seven or so to fill the pan. The chilly waters of the Dessarin

also hold larger and more dangerous life, so beware!” Ed Greenwood©

Dunkerynn (Mount Waterdeep)

The mountain on which the city is built is a bald, rough crag with a peak some 1,500 feet above sea level. A lookout tower and griffon-steed eyrie sit atop this mountain. On its seaward flanks are emplaced eleven gigantic triple-catapults for hurling loads of rock and burning material out to sea against attacking ships. Several sea caves pierce the base of its western flank, connecting it to Undermountain and various points under the city by tunnels of great antiquity (once used for smuggling). The City Guard now watches these sea caves, allowing the Lords to use them for secretive operations. The South Seacave is connected by a set of hoists down into the mountain to the River Sargauth and Skullport.

Melairbode (–1288 to 211 DR)

Even before the Fair Folk abandoned Aelinthaldaar, a shield dwarf named Melair discovered a vein of precious mithral beneath Mount Waterdeep in –1288 DR. King Melair I, as he came to be known, sent word to his kindred, and those whoanswered his call became Clan Melairkyn. The Melairkyn were traders, artisans, and explorers, strongly protective of their home, which they named the Underhalls of Melairbode. They slew or drove off Underdark predators, duergar miners, and drow scouts in order to establish their realm. As the Melairkyn extended the boundaries of their realm to include the topmost levels of what is now Undermountain, the leaders of Aelinthaldaar grew increasingly concerned. Eventually a deal was struck, in which the Melairkyn would provide a great amount of mithral ore to the elves. In exchange, the elves crafted a high magic effect that would prevent the plateau from ever collapsing or settling, no matter what occurred in the tunnels below. The plateau of Waterdeep still stands firm today, despite countless collapses in the caverns of Melairbode in the intervening centuries.

The Melairshield

Over two millennia ago, the Fair Folk of Aelinthaldaar foresaw that dwarven Melairbode might one day grow to honeycomb the entire plateau beneath their city. While the capital city of Illefarn is no more, one enduring legacy that survives until this day is the Melairshield, a powerful high magic mythal thatstill guards the City of Splendors against excessive tunneling in Halaster’s Halls. Specifi cally, the Melairshield renders the top 100 feet of the Waterdhavian plateau immune to collapse, no matter how much dirt and stone is excavated from the depths of the plateau. It in no way prevents new excavations, magical or otherwise, but it does prevent the cumulative effect of such excavations ever leading to the collapse of the plateau.

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Lost Princess Road

This keyed two-way portal network connects the Purple Hills, south of the holy house of St. Rhynda’s, with an abandoned quarry in northeastern Amn, by the Troll Mountains, and with Skarn Rock, off the coast near the mouth of the River Chionthar. From Skarn Rock, one can travel to the gorge beneath the Bridge of Fallen Men, west of Cormyr, to the slopes of Mount Waterdeep, up and east from Silavene’s festhall (C3), and to the confl uence of the Unicorn Run and the River Delimbiyr. However, no one seems to know what thekey is, so would-be travelers will have to discover the key before using the portal.

Principality: Ardeep

Capitol City: Deepening Moon Major Settlements: Orlumbor, Silversgate Major Localities: See separate PDF booklet

Principality: Iliyanbruen

Capitol City: Sharandar Major Settlements: Myth Illyannar, Ursyllashyr Major Localities:

Place of the Unicorn

One sight that shouldnít be missed is the Place of the Unicorn. Found only at night, wizards of the Sword Coast believe it lies in another dimension, reached only by a moongate. The Place is sacred to Lurue, the unicorn of the beast cult. It is a stand of trees with brilliant

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azure leaves, surrounding a bluegrass meadow. Humanoids who rest here are cured of diseases, poisons, curses, and insanity; unicorns are healed of physical damage in addition to the above benefits. Beings who have no faith or are wavering in their beliefs often see Lurue herself in the trees, and such sightings have frequently been cited as turning points in their lives.

Augalathyndaar (Neverwinter Woods) The forest known as Neverwinter Woods, once covered all the lands from the Spine of the World, east to the Evermoors and Dessarin River, west to the coastal cliffs and south to the Sword Mountains. In Illefarn’s time it made up much that was the Principality of Iliyanbruen This forest seems to have a fey and magical quality about it, or at least an air of mystic secrecy. The always-warm river flowing from the wood has its source deep under Mount Hotenow, a sleeping northern volcano home to fire elementals. The steep mountains north of Hotenow hide griffon lairs. These woods have never been logged by men, Neverwinter is feared and shunned by locals and even today its depths are largely unknown. The woods are said to harbor fearsome creatures, and even orc hordes always go around the woods, never through them. The key to the Forests survival rests mainly with the Green Elves who have always inhabited it, and the large community of Elder Treants that call the Forest home. The woods are primeval, ancient beyond memory of even the eldest beings on Faerun. Something truly ancient and primordial dwells within the heart of the forest that keeps the greatest of evils at bay.

Galard’s Keep (Berun’s Hill)

In the modern reams his local landmark is a bare-topped, conical hill that com- mands a splendid view of the valley of the Dessarin to the east. Back in the time of Illefarn, this conical hill was a large dwarven keep and smelting operation run by the Dwarven decendants of Galard Ironfist. Galard’s keep was the northern most outpost of the realm of Krypt Garden, and served as a watchpost, bulwark, trading centre and large volume iron, mithral, and silver smelting for export operation. The smiths here were famous for producing an alloy as strong as mithral, but twice as light and able to hold much greater enchantments. The triple walled, 7 towered keep, was finally abandoned in –1056, after the elves had abandoned Illefarn as the Dwarves main metal and armaments market dried up. The dwarves moved north to Ammarindaar, to settle in with their cousins, the Snowfists. The Fortress was quickly cannibalised for its stone by the humans who moved into the area, whilst a lookout tower was built upon the remains of the fortress that fell into ruin by the early 700’s. The legend that mention ancient dwarven tombs beneath the hill, rich in golden armour and treasures are true, and the dwarves who buried their dead, did so using the lost arts of their Runecasters. The tombs are more than 250’ straight down immersed in solid bedrock, sealed and warded against detection. The Dwarven Banshee’s guarding the tombs are fully conversant with all of the powerful magic and psionic items hidden there.

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The Keep of Lord Never The Neverwinter River bends sharply south and then north again in a smooth curve just

before it empties into the Sea of Swords in the Bay of Mists, Neverwinter’s harbor. In this

bend sits the proud keep of Lord Never, the home and court of the city’s ruling lord, the

Castle Never. Somewhere in its depths is the tomb of Lord Halueth Never, an elven warrior

who battled Illusk in the elder days. Lord Never was laid to rest on a huge stone slab

encircled by a ring of naked swords laid with points radiating outward. These Ever-bright

magical blades animate to attack intruders if the instructions graven in cryptic verses on the

flagstones are not followed. His tomb is guarded by the swords of his 12 sons who have

died, one by one, and taken their place beside him. The youngest of these sons, Aertriin

Never, still serves as Neverwinter's protector and the Commander of its respected militia.

Each blade was forged by the Elven smiths of Illefarn, long before the empire disintegrated

in -1100 DR. The Elven Longswords are +2to+5, NG in alignment, Int 13+1d4, speak auld

Seldruin, auld Wyrmish, auld northern Dwarvish, with 2 slots spare, they each have 1

dedicated power either Vorpal/Wounding/Defending/Sunblade, 1-3 extraordinary powers,

taken from spell/ritual lists 6th (divine or arcane) and above, each usable 1d2 times per day

each, and 1d4+1 minor powers from the divine or arcane spell/ritual lists 5th and below.

Whilst each brother sleeps, they are in fact 12 watchnorns, guardians of an even greater

treasure, hidden here from the times before the fall of Miyeritar.

Principality: Llewyrrwood

Capitol City: Llewyrrvael Major Settlements: - Major Localities:

MOUNT HOTENOW

Mont Hotenow’s volcanic peak is 2 miles above sea level or about 10,500 feet high. At one time Mount Hotenow was home to a thriving community of several thousand Shield Dwarves of Clan Axepeak who mined for diamonds and other precious gems and ores beneath the Crags in the northern Neverwinter Woods. The Mountain is a virtually impenetrable fortress; the mines, tunnels and stairways are large enough for two dwarves to walk comfortably abreast at a minimum and are high enough for a human or elf to stand

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comfortably. The largest residential levels are perhaps three quarters of mile in diameter, the work areas are a half mile in diameter and the forge areas and Grand Gather are a quarter of a mile in diameter.

Principality: Khalarvael

Capitol City: Myth Coronthaar Major Settlements: - Major Localities:

GAUNTLGRYM

Gauntlgrym is a large underground city once ruled by the dwarven clan of Hammerfist, one of

the ruling houses of ancient Gauntlgrym. The city built by dwarves for men in the early years of the amicable existence of dwarves, elves, and men in the North. It is now abandoned and holds great riches. All who have ever heard the ballads and tales of bards in the North know this; what none have known is the precise location of this potential treasure-trove. The city itself lies north of the Dessarin and its tributaries, near the valley of Khedrun in hidden redoubts deep beneath the roots of Mount Khedrun. (Khedrun, pronounced “Ka-hed-ROON”, was a famous dwarven hero who in legend carved out the homeland of the dwarves in the North with his axe from lands dark with wolves, orcs, and bugbears; he really existed, but so long ago that none know what of his story is fancy and what is fact.) The city’s treasure have never seen the light of day since it was abandoned so many centuries ago. Gauntlgrym was a contemporary of Kharalvael, and the two cemented close bonds of defence and trade. The Dwarves would mine the ores and refine the metals, then Elven and Dwarven smith and spellcasters working together, produced the finest armour, axes, blades, hammers, jewellery and everyday items the north has ever seen. The Elves of Illefarn kept great charts and maps, Gauntlgrym’s precise location is recorded in the many trade journals and account ledgers kept by the elves of Khalarvael and Iliyanbruen before they migrated to Evermeet. These records now rest in Leuthilspar’s archives, somewhere beneath that great city.

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Principality: Synnoria

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Capitol City: Chrysalis Major Settlements: Myrloch Vale Major Localities:

Synnoria contains several beautiful things that can hold unexpected menace for the inquisitive player character. The music of the waterfalls is an effect caused by the clear water that flows from the high mountains into the streams and brooks of Synnoria. This water is the melt from glaciers that have been enchanted by the goddess herself, perhaps through Moonwells that lie locked beneath the snow. The water sings a song of heartwrenching beauty as it spills over waterfalls and babbles along rocky streambeds throughout Synnoria. This sound is a lovely backdrop to the Llewyrr, a part of the loveliness of their land. But to humans, the music is a deadly menace. Each time a human character approaches a stream in Synnoria, he must roll a successful saving throw vs. spell or become enraptured by the music, sitting beside the water and content to listen for the rest of his life. He refuses food and drink and resists to the utmost any attempts to move him away from the water. Once out of range (300 feet for a stream, 2,000 feet for a waterfall), the enchantment is broken. Each body of water must be checked for separately. If the sound is caused by a waterfall, a -6 penalty applies to the saving throw. However, if the sound is masked by a silence spell or other music, the playing of a bard’s harp, for instance, the effect can be avoided.

Mirror Lake

A deep blue lake in a corner of the realm,has the ability to answer questions. It will always speak the truth. The questions must be asked by a character at dawn, when the surface of the lake is undisturbed by ripples. Up to three questions can be asked. Single sentence answers are given by the lake. If the character asking the questions has not been completely true to his alignment, deities, and companions, however, the lake will tell of these failings in painful detail. The effect of this revelation is to compel the character to set the situation right, as if a geas spell had been cast upon him.

The Grove of Meditation

The Grove is a stately circle of pine trees that have proven of great help to elven magic-users. Only elven magic-users or fighter/magic-users with Intelligences of 17 or greater can benefit from the

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grove. The Grove enables elven mages to exceed the usual racial level limits. If the elf has received enough experience points to advance to a level that he would not otherwise be allowed to attain, he must spend every day, from dawn until dusk, meditating in the grove. After 1d6 months, the elf will have received enlightenment from the goddess sufficient to allow him to advance an additional level. An elven magic-user or fighter/magic-user can use the grove indefinitely, advancing in level as far as his earned experience points allow.

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Notables of the Empire

Race: Green Elf AL: LG Sex: Male AC: Height: 6’1” Class: Ranger/Mage/Priest Weight: 130lb Levels: 17 22 9 Skin: Copper/Dark Brown Kit/Templates: Pathfinder/Duskblade Eyes: Brown/Black MR% Hair: Black/Red Highlights HP: Age: ??? God/s: Solonor/Angharad Name: Syglaeth Audark Str 17 Con 19 Int 18 Dex 16 Wis 21 Chr 15 http://www.oldschoolrecords.net/mustafo/images/wood_elf_rouge_2.jpg Languages: Seldruin, Illythuin (auld dark elf), auld Wyrmish, auld Dwarvish (northern dialect), orcish, infernal, Espruin. Abilities & Immunities: As per aged Green Elf, Pathfinder Ranger, Duskblade and Specialty Priest of Angharad. Proficiencies(Feats): As per Pathfinder/Duskblade/Priest of Angharad, tumbling, danger sense, information gathering, diplomacy, heraldry, swimming, horse riding, endurance Weapon Proficiencies: Elven Longblades, Elven Shortblades, Longbow/Shortbow, Staff, Axe, Light and Heavy Lance, Spear/Javelin, Specialised with Elven Longsword(1d10/1d10)(x2), Two Weapon Style, One Weapon Style (no shield), Ambidexterity... Equipment of Note: +5 Mithral Mail (studded with fine gems & minutely cut beljurels, each capable of holding a spell of 1st to 5th level, (28 beljurels in all), each is rechargeable. +3 Elf Cloak (Giant Eagle Shape 2/10day for up to 2 hours at a time), Elf Boots of Varied Tracks, Gissaer Brooch, Coronet of Illefarn (Powers of a Ring of Shooting Stars, Non-detection, ESP, True Sight & Detect Lie, Fire Resistance and a Green Stone Amulet) – The Coronet will only work for the rightful ruler of Illefarn, any other being attempting to don the crown is immediately reduced to black ash as they are struck down by the might of Rillifane and Angharad. +4 Elven Longsword of Speed, Int 15 AL NG, “Glimayaer”, +5 and triple damage vs goblin & giant kin, detect same within 5 miles, glowing brighter proximity. Able to detect kind and number within 3 miles, able to detect exact location within 1 mile. Heal 2/day, Clairvoyance/Clairaudience 2/day, Create Portal 2/day. MR 50% + Spell Turning at will, again will only function for the rightful ruler of Illefarn, any other good being not an Elf is stunned for 2d4 rounds then affected by a repulsion spell, evil and non-aligned (neutral beings) are struck dead (or if undead) destroyed. The sword is bonded to the wielder and can be summoned at will in a 5 mile radius. (This is not a toy for adventurers but it would make an interesting quest point for an adventure path.)

History: Illefarn’s last Golden Age ended quietly when Coronal Shilkiira handed the rulers Coronet to her son and heir, Syglaeth Audark and stepped through the portal to Leuthilspar

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on Evermeet. With her departure Syglaeth began preparations to remove the entire nation of Illefarn to Evermeet. After ruminating on the timing, and after more than a century of prepartaions, Illefarn’s last Coronal, Syglaeth Audark, commanded a Retreat to Evermeet. The remnants of the empire fragmented into the independent realms of Ardeep, Iliyanbruen (In Neverwinter Woods), and Rilithar (In Westwood and Krypt Garden Forest), Aelinthaldaar, the capital of Illefarn was razed by High Magic. Virtually nothing was left to indicate that an elf city had stood on the site for seven millennia. On Mid-Winter’s Eve -1100 DR, the gathered populace of Illefarn begin emigrating to Evermeet via a series of specially prepared portals and gates. For those further out or to far or infirm to travel to the staging areas a fleet of Monarchs, Leaf and Swan Ships landed to pick up those wanting to make the retreat. When all was said and done over 260 000 Green, Moon and Gold Elves migrated west across the Claarteeros, to the undying Land of Evermeet. The last Coronal of Illefarn was murdered by raiders from Jhachalkyn, a drow city deep beneath the south eastern Neverwinter Woods. A series of reprisal attacks led by Illonyra saw many hundreds of Drow raiders and their orcish slaves killed in revenge. Syglaeth did spend some time in Evermeet but pined for his home woodlands and continued to live on with a group of loyal vassals and retainers until slain. He would spend his time wandering from Iliyanbruen to Ardeep and to Rilithar, as a revered elder a roving arbiter of conflicts but with no ruling authority. Race: Moon Elf AL: LG Sex: Female AC: Height: 5’ Class: Mage/Priestess Weight: 70lblb Levels: 24 16 Skin: Pale White Kit/Templates: High Mage Eyes: Summer Sea Blue MR% Hair: Raven Blue HP: Age: ??? God/s: Mystril/Angharad

Name: Mhaormiir Ildacer Str 10 Con 14 Int 22 Dex 17 Wis 20 Chr 19 http://adiene.deviantart.com/art/Moon-Priestess-44630403 Languages: Seldruin, Illythuin (auld dark elf), auld Wyrmish, auld Dwarvish (northern dialect), orcish, infernal, Espruin, giant common, auld gnomish, auld Thorass, Abilities & Immunities: As per aged Green Elf, Selutaar and Specialty Priestess of Angharad. Silver Dragon Shape (3 times per week) Proficiencies(Feats): As per Selutaar & Priestess of Angharad, dancing, singing, spell singing diplomacy, heraldry, swimming, horse riding, endurance, dragon riding. Weapon Proficiencies: Elven Shortblades, Shortbow, Staff, Spear/Javelin, One Weapon Style (no shield), Ambidexterity...

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Equipment of Note: Staff of Sedrine: +3 Staff combining the powers of a staff of Wizardry set with a Selukirra in the tip. Harp of the Matron, Maiden & Hag: This fable 6 string harp is said to be able to control the hearts and minds of all her hear it. This non-descript looking instrument appears to be made of roughly painted weirwood. It the player must be a worshipper of Angharad, the harp can unleash 6 distinct powers, but only if the proper chords are played. 1) Mass Charm Monster, 2) Mass Hold Monster, 3) Mass Heal, 4) Dispel Evil, 5) Undeath to Death, 6) Wail of the Banshee. The harps effects have an effective range of 30 yards indoors with poor acoustics, but in the correct setting its powers are magnified out to a maximum radius of 3 miles. Every creature who can hear the music must save against the harps powers. Once the being saves against a particular power, it is forever immune to that one power of the harp. Each power can be used a maximum of three times in a day, and the harp can olnly be used four times a day safely. If used more often their is a cumulative chanve of something going drastically wrong. Played 5 times - 25% chance of going permanently deaf & mute, Played 6 times 50% chance of going blind and losing sense of touch (dex drops to 3) permanently, 7 times – 75% chance of becoming a Banshee on he night of the next new moon, 8 times – struck dead an unable to be raise by even a wish or divine intervention. Regardless of what happens to the user, once the Harp has been used 9 times in total it vanishes, to be found by another worthy user somewhere in the realms. History: In the year -14628 the personal tower of the Coronal situated high in the Coral Palace of Sarthandor exploded killing the Coronal and his wife. The murderers were tracked down to the ruins of Occidian in the High Forest (Present day Lothen) where they were trapped before killing themselves in a terrible misuse of High Magic that consumed every living thing within a 1 mile radius. Despite her grief at the loss of her parents for a second time, the passionate and farsighted 51 year old Mhaomiir Ildacer, Karendil’s adopted daughter became the next Coronal of Illefarn. For many years Mhaomiir refused to even entertain the idea of sharing power with a husband or consort. Her many dalliances with various nobles of the realm produced 14 bastards, 3 Moon Elf, 4 Green Elf, 1 Gold Elf, 1 Half Silver Dragon, 2 Dark Elf and 2 Ghost Elf children blessed the fecund Mhaomiir, but none held a proper claim to the throne. In direct defiance of the grasping desires of Aryvandaar’s Coronal who had been pursuing her hand to gain control of Illefarn and its enormous wealth and resources, Mhaomiir Ildacer married, her long time lover, the Dark Elf, Alanael Nasadra a noble of Miyeritar, further cementing the ties between the two nations. Much intermarriage and trade flowed between the two nations using the portal network maintained and established by Illefarn’s and Miyeritar’s Spell Singers and Song Knights.

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In -14400, Coronal Mhaomiir and her consort Prince Alanael, celebrated the birth of triplets, two boys and a girl, a sign said by many showing great favour from the Seldarine. In -14119 DR an unexpected Rage of dragons boiled over from the Spine of the World. Riding out to meet the onrushing wyrms with the Griffon Riders of Sarthandor, the Prince Consort, Alanael Nasadra was killed when a dragon immolated him and his entire troop. Overcome with grief at the death of her husband, Mhaormiir locked herself away in her private chambers, and willed herself to Arvanaith leaving the throne untended for several months. In the scramble for power that followed, several clans broke Kelytha’s Peace as many nobles wound up murdered or missing in the back lanes and pathways of Sarthandor. After 9 months of Chaos, the Corselutaar, Talabrina Oakstaff and several other High Magi forged a rulers Scepter, linked directly to the wisdom of the Seldarine, to help select the next Coronal. Those found wanting, were left feeble minded and stripped of all access to magic. In the end, a minor Armathor from a little known clan from Iliyanbruen, became the next Coronal as Infaeril Snowdark ascended to the throne.

Clans of Illefarn

Clan Name Dominant Culture Principality Noble or Commoner

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Group First Bluesword Moon Elf Rilithar Common

Floshin Gold Elf Rilithar/Ardeep Noble

Audark Green Elf Rilithar/Iliyabruen Noble

Strongbow Green Elf Iliyanbruen/Llewyrrvael Common

Moonglaemer Green Elf Rilithar/Ardeep Noble

Oakstaff Green Elf Iliyanbruen/Khalarvael Common

Hawkmist Green Elf Kharalvael/Llewyyrvael Noble

Silverspear Green Elf Rilithar/Ardeep Noble

Nightstar Moon Elf Ardeep Noble & common

Aelryth Moon & Dark Elf Rilithar/Miyeritar Noble

Alenuath Moon & Gold Elf Rilithar/Ardeep Common

Eroth Moon & Dark Elf Iliyanbruen Common

Korianthil Green & Moon Elf Iliyanbruen/Llewyrrvael Common

Amaryllis Moon & Gold Elf Rilithar / Ardeep Noble

Ahmaquissar Moon & Green Elf Rilithar / Iliyanbruen Noble & common

Le Quella Moon & Green Elf Khalarvael / Rilithar Noble

Greenstone Ghost & Green Elf Khalarvael Common

Blackthorne Dark & Green Elf Iliyanbruen Common

Drelgar Ghost & Moon Elf Khalarvael Noble

Ardulath Green & Ghost Elf Llewyrrvael Common

Amforil Moon Elf Ardeep Common

Aleth Green Elf Iliyanbruen Noble

Lesheilor Moon Elf Khalarvael Common

Felashmor Ghost / Green Elf Llewyrrvael Noble

Wintertear Green Elf Rilithar Noble

Moonflower Moon & Green Elf Rilithar/Ardeep Noble

Moonrose Moon & Green Elf Rilithar/ Ardeep Noble

Whitewing Green & Dark Elf Iliyanbruen/Khalarvael Common

Caerselk Green Elf Llewyrrvael Noble

Snowmantle Green & dark Elf Khalarvael Noble

Snowdark Green & Moon Elf Iliyanbruen / Ardeep Noble

Augathil Gold & Moon Elf Rilithar/Ardeep Noble

Sylvanight Green & Gold Elf Iliyanbruen/ Rilithar Common

Shyr Green Elf Rilithar/Llewyrrvael Common

Tamylranth Green & Moon Elf Rilithar/ Ardeep Noble

Suldusk Green & Dark Elf Iliyanbruen/Khalarvael Common

Tethir Moon & Green Elf Rilithar/Ardeep Noble

Stilmyst Green & Moon Elf Rilithar/Iliyanbruen Noble

Berilan Green & Gold Elf Khalarvael/Ardeep Common

Felmirr Green Elf Llewyrrvael Common

Shiningbright Green & Ghost Elf Iliyanbruen/Khalarvael Common

Goldenmoss Moon Elf & Silver

Dragon

Rilithar/Iliyanbruen Noble

Selorn Green Elf & Gold

Dragon

Rilithar Noble

Ildacer Moon Elf Rilithar/Ardeep Noble

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Magic of Illefarn

Level 2

Moonglow (Alteration) Range: 0 Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: 1-foot cube Saving Throw: None This spell enables the caster to draw a glowing symbol in the air or on a solid surface. The symbol is drawn with pure water, which vaporizes from the drawing finger during the spell. The symbol glows with a faint, silver-blue light, like moonlight, until dispelled. The glow can be seen only in darkness, and is otherwise invisible. The symbol consists of radiant air, and cannot be moved or modified except by casting another moonglow spell on it. The glowing figure cannot bear any magical powers, such as those of glyph or symbol. Neither may it be linked to any other magic via a spell trigger or other magic. A moonglow spell can be used to write messages and even to set down sigils and runes, but these cannot have magical powers. In some cases, wizards have deliberately used this limitation to draw harmful runes or glyphs for recognition purposes or as false warnings to keep away. Symbols created with this spell cannot turn, animate, or react, but can be fashioned into pointing hands, masks that resemble human faces, and other shapes that might convey meaning. A moonglow symbol remains stationary unless cast on an object, whereupon it moves with that object. If the object is destroyed, the symbol is also. In the dark, moonglow symbols give off enough light to read by. Moon Script School: Enchantment Level: 2/3/4 Range: 5’+2’/level Components: vsm Duration: permanent Casting Time: concentration Area of Effect: special Saving Throw: None Moonscript is a simple spell that allows scribes to write upon a surface in either Seldruin or Espruan in a silvery, spider like lettering that reveals itself only under the light of a full moon, or spells that duplicate the effect. The spellcaster is able to inscribe this only upon surfaces that are clean and free of other enchantments at the time of writing. They can write as much or as little as they like, but once the ink runs dry or the caster attempts to use another enchantment, or has their concentration broken, the spell ends.

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Spells like detect invisibility & magic will not reveal the script, neither will a straight read languages spell, unless the script is read under the specified conditions. The ink itself is made up of powdered diamond, silver dragons blood, liquefied moonlight (Moonfire) and powdered mithral or adamantine bound together with eggwhite and purified water. The caster keeps chanting the spell whilst they are writing. Almost any firm surface will do, but if the surface the script is written on is ever damaged then so to will the Moonscript upon it. So stone, metal, wood, parchment, and even living flesh will all take the script with no ill effects. Some arcane spell casters have developed more complex versions that allow them to specify, to who and under what conditions the Moonscript will reveal itself. This includes during certain times of the year, in the presence of certain beings, at the speaking of certain words or the playing of certain notes, or even a combination of the above. Erase and dispel magic spells have no effect upon Moonscript, but greater dispelling and disjunction effects do. Tarnish Varnish School: Alteration Level: 2 Range: 10’+1’per level. Components: vsm Duration: permanent Casting Time: 1 Area of Effect: 1cubic foot / level Saving Throw: None This simple spell is used to clean and polish items that are subject to rust, corrosion, tarnish, a dulled and scuffed finish etc. It polishes metals, leather, stone, wood and most other hard surfaces. It also provides permanent protection against natural weathering of a finished surface. The Tarnish Varnish lasts one year per level of the caster with regular use of the item. But it could last indefinitely if the item is store correctly and used sparingly. 5th Level Tree Speak School: Divination Level: 5/6/7 Range: 250 yards + 20 yards per level Components: vs Duration: concentration Casting Time: 2 Area of Effect: special Saving Throw: None Tree speak is a simple spell that allows the caster to speak with any tree within range regardless of line of sight. The spell gives the ability of the caster to ‘see’ what the tree sees

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through clairvoyance/clairaudience in a 500’ radius around the tree. The caster can move their attention from tree to tree as long as they maintain concentration. The spell has its obvious limitations, the caster cannot see invisible creatures but it can note their passing in other ways, and their descriptions of beings, objects and events are plant/animal based. But this spell is a prerequisite for the casting of Awaken Tree A more advanced version of the spell gives the caster limited ESP within the radius of the spell and does detect invisible/ethereal objects & creatures. Whilst the most powerful version allows the caster to speak through the tree as a disembodied voice to any being within 500’ of the tree. Further the spell allows true sight as per the spell for as long as the caster concentrates. All powers are cumulative with the increased complexity and power of the spell. 6th Level Awaken Tree School: Enchantment/Alteration Level: 6 Range: 10 yards + 10 yards per level Components: vsm Duration: permanent Casting Time: 1 turn Area of Effect: 1 old tree Saving Throw: special Deep within the older parts of the forests of Faerun are trees old enough to have developed a limited sentience,(at least 100 years of age). These trees are rare and highly valued by Green Elf mages. The spell awakens the tree from its slumber bringing it to full awareness for the turn the casting takes. Within that space of time the tree and the elf are bound together on a spiritual level. The tree and the caster must both save verses death (the tree saves as a treant of 12 HD), if both saves are successful, then the tree has agreed to its awakening and becomes a fully aware treant with all the powers and abilities that come with it. The elf sacrifices 1d4 hp permanently as its uses a part of its life force to animate the tree. The treant and elf are then bonded for the life of each being. Female elves often become dryads who inhabit the treant upon their own bodies’ death. Ifg the treant is slain then the elf gains a clear picture of how, where and when it happened. If the tree fails its save then it returns to being just a tree, albeit an angry one annoyed at the elf for disturbing its slumber. If the elf fails its save then they cannot attempt to animate the same tree until they advance a level in spell casting ability. If both fail then the tree slowly withers and dies and nothing can restore it as its spirit is consumed by the spell. The elf still loses the hit points and must make a saving throw verses death to avoid withering like the tree and becoming a Faernshee instead.

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Portal Worm School:Alteration Range: 10 yards + 10 yards per level Components: vs Duration: permanent Casting Time: 1 Area of Effect: 1 portal network Saving Throw: none Portal worm was created by the mages of Illefarn at the end of the empire when Syglaeth Audark called for the retreat to Evermeet. Riddle with portal networks and Songpaths the rulers of Illefarn wanted the various networks closed down quickly. To that end this viral form of dispel magic was developed to shut down an entire network of interconnected portals and gates. Once the spell is cast on one portal within a network, the spell travels through the connections to all other portals, permanently shutting them down and removing the magic that enchanted them. This is automatic so long as the caster is of a higher level that the original creator of the portal path or network. If not then normal dispelling checks are made for each portion of the network or path. The songpath or portal structures remain and can be re-enchanted later. 7th Level

Fhaor’tel’Kiir School: Alteration Range: 1’ Components:vsm Duration: permanent Casting Time: 1 Area of Effect: 1 gem Saving Throw: Special This seemingly simple spell is the final step in a long and complex process to enchant a Tel’kiira Lore Gem. Processes vary according to the city, realm and individual mage. But this spell saw common use through much of Illefarn’s long history and was taught as a standard ‘Lore Keepers” spell to most librarians and family historians. Each gem is set for a particular purpose. The caster must first find a flawless gem of at least 2 carats in size and weight. Any carbon based gem will do, rubies, sapphires, emeralds, diamonds, kings tears and beljurels are popular for their ruggedness and ability to hold an enchantment indefinitely. The caster then spends time bathing the gem in moon and sun light for 30 days and nights, offering prayers to Labelas (or what ever deity of knowledge they worship). Unicorn hair or Couatal feathers, along with powdered dragon horn, and 30 drops of the casters blood are mixed into a paste which is then smeared over the gem, the casters forehead and the forehead of the gems initial recipient. The spell itself is then cast upon the night of a full or new moon when both the caster and the gems recipient are bathed in full moon or star

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light. At the completion of the casting the gems recipient places the gem upon their forehead, at once they must make a saving throw verses spells (wisdom bonus applies). Failures sees the recipient feebleminded (can be cured through magical means) and the gem shattered in a cloud of sparkling dust. Success sees the gems bonded to the wielder and able to be used immediately to store memories and other information. Further enchantments can be later placed upon the gem to disguise its true purpose, but each time an additional power is laid into it the caster must save verses wands, and the gem make an item saving throw against magical fire to avoid being shattered in the enchantment process. There are countless variations of this spell, but the process for producing Sel’kiira gems is a high magic ritual that follows similar lines, but the risks, costs and rewards increase accordingly.

Glass Tree (Alteration) Range: 5 yards / level. Components: VSM Duration: Permanent Casting time: 7 Area of effect: 1 magically altered tree. Saving Throw: None (sentient plants save to avoid) The effect of this spell is quite simple but quite spectacular, it takes a living, magically grown or altered tree and changes the entire structure in the living Theur-crystal. The same substance that Elvish skyships are grown from. The trees gain an incredible hardness and tensile strength and durability. This spell is often used by Green Elves to fortify their outer defences. The tree looks exactly like it originally did except for the fact that it is fire/acid/termite/electricity/sound and rust proof. It is immune to normal blades, adamantine and the like will cut through it but with great difficulty. The tree and structures the spell is used upon radiate no magic once the transformation is complete, this takes about 1 hour per cubic tonne of wood. Roots and all are transformed and the tree becomes evergreen regardless of its former habits. Any structures grown or connected to the tree, and made of plant materials, are likewise transformed. The spell cannot be reversed except by high magic. The spell will not work on dead wood of any kind. Living sentient plants like hangman trees and treants hit by this spell must save vs petrification or be paralysed. In this case the spell only lasts 1 day per level of the caster, after which the treant whilst still made of theur-crystal is free to seek the revenge it may want to take against the errant elf who thought it a wonderful idea to have a talking tree as his home.

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8th Level Create Song Portal School: Alteration Range: 10 yards + 10 yards per level Components: vsm Duration: permanent Casting Time: 1 turn Area of Effect: 1 portal stone Saving Throw: none A variant of the ‘Create Portal’ spell, Create Song Portal enables the caster to key the activation of the portal to specific events and poems/songs. All portals require the use of portal doors or stones through which the traveller will pass or land upon. The portals will only work within the same plane. The preparation of the spell is in the construction of the portal stones that must be laid carefully within the sight to be enchanted. Specific verbal/musical keys used to activate the portal are then woven into the casting of the spell. This spell works in series, so that once each site is prepared and the stone engraved with the first words to be uttered and the name of the artist and their lineage, the caster then begins the casting arriving at the sight of the next portal stone. The portal, a variant of teleport circle, always transports the traveller safely to the place of the portal stone, even if the stones have been covered by tonnes of debris. The traveller will land atop the pile exactly above the portal stones. If the portal stones are broken and disturbed then the portal will malfunction, and if the stone are removed then the portal will cease to function to that point. 9th Level

False Dawn (Abjuration/Alteration) Range: 20’+5’ per level Components: VSM Duration: 1 turn + 1 round per level of caster Casting time: 5 Area of effect: 30 ‘ + 5’ per level radius circle Saving Throw: ½ in first contact only This spell allows the caster to make full use of their infravison whilst at the same time giving them all the benefits of being in full sunlight within the radius of the spell effect. The caster can draws on the suns energy and radiations but leaves the light behind. Any undead/evil outsiders and those beings affected by sunlight caught within the initial radius take 1d6 hp damage per caster level (no upper limit), but they can save for half damage if they can find some cover quickly enough. Any affected creature that stays within the field, will continue to take 10d6 hp damage (no save allowed). Drow and other underdark dwellers must save or be blinded as if they had stepped into full sunlight. The spell temporarily neutralises the faeressz in the spells radius.

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A False Dawn spell can be left as a trap, it is undetectable as a heat source and gives off only a faint aura if detected for magic. (-4 to spot checks). A higher level version leaves the spell hanging until certain conditions are met, at which time the spell is unleashed at the spot it was cast regardless of who or what maybe there, or how much time has passed. Some ancient False dawn traps have lasted for several thousand years before being triggered. Elven undead such as baelnorn and banshees are completely immune to the spell.

High Magic Riutals

Age of Renewal Ritual of Compliment Components: VSM Casting Time: 1 hour Range: 10 miles Area of effect: 1 mile radius per level of caster lowest caster. Duration: Permanent Saving Throw: None This ritual of compliment requires at least 3 high magi to act on co-operation to cast. Its simple gestures and requirements belie the cost and power it generates. The spell removes all rot, blights, diseases from plants and creatures with animal intelligence. It restores all plants and animals to full health and drives away all creatures, curses and magical effects that are affecting the spells area of effect and its natural inhabitants. Further, the spell then purifies all water sources removing any corrupting or putrefying source. This spell has the effect of restoring lands ruined by magic, and of driving off outsiders who do not belong to the lands they occupy. Such that a Dispel Evil Protection from Evil, and Hallow spell effect accompanies the casting of this ritual. Trees and plants are then able to survive on no water and are flame and disease proof for 1 year per level of the lowest spell caster. The land tends to return to its primal state, and trees on the verge of sentience become treants, and treants on the edge of somnolence are returned to full vigour.

Portal Dire-Worm Ritual of Solitude School: Enchantment/Alteration Range: 100 yards + 20 yards per level Components: vsm Duration: permanent Casting Time: 5 rounds Area of Effect: 1 portal network Saving Throw: none This works exactly the same as Portal Worm except that it unleashes a disjunction spell within 30’ of each portal it affects. Also the portal explodes sending shrapnel in a 50’ radius doing 10d6 shrapnel damage as the portal stones explode. The portal is ruined and the

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magic of the spell then moves through all portals within 500’ destroying them in the process as well. This pell only ends when the last portal within reach is destroyed. Only then will the destruction cease. Heart of the Wyrm

Ritual of Solitude (Alteration) Range: 0 Components: V, S Duration: 1 day/level Casting Time: 1 hour Area of Effect: The caster or one touched being Saving Throw: None This spell enables the caster or another being to take the form of any type of dragon the caster has personally seen, the only limitation to this is that the age category of the dragons matches the age of the caster + 1d100 years. To cast the spell on another being, the caster must be in physical contact with that being. The recipient acquires all the powers of a dragon, including spell-like abilities (and the ability to use them expertly), immunities, magic resistance, and the like. People affected by the spell retain their own intelligence and any memorized spells. These spells can be cast by willpower alone while in dragon-shape, without expending material components. The recipient is not subject to subdual, and can use his or her own magic resistance, if it’s higher than that of the dragon form. Magical items that are already operating will continue to function while the spell recipient is in dragon form. Worn magical items are altered by the spell so that they still fit; non-magical items temporarily become part of the dragon form. Except for purely physical abilities such as flying, biting, and breathing, un-mastered powers can’t be used. The change into dragon form cures damage to the spell recipient as if a heal had been cast on him or her. Changing back to normal form can be done at will and takes only a second. The recipient can change from dragon to original form up to 3 times in a day before the spell is exhausted. This also has a healing effect. The recipient returning to normal form regains half of any hit points lost while in dragon form. Beings in dragonshape can communicate in the language of the form they’ve taken, along with any other means of communication common to chosen dragon’s form, as well as retaining their usual speech and languages. This spell was generated by the Elves of Illefarn to battle the Aryvandaaran Dragon Riders, and was later passed onto the elves of Sharrven and Eaerlann to use in their wars against the Fey’ri and their Gold Elf dupes during the Sixth Crown War. During the rise of netheril details of the spell were stolen from kidnapped apprentice High Magi, and used to form the Dragonshape spell.

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Lost Treasures of Illefarn

Rulers Sceptre of Illefarn

This battered looking rod of heavily patinaed mithral and bronze, tipped at one end by a leather wrapped bronze ball 6 6incuhes in diameter, with a flawless blue diamond set inside the bronze casting. The rod itself is 18 inches in length, ¾ inch thick, with shark skin wrapped around the bottom 8 inches. A mithral shaft topped my a dragons claw holding another flawless azure blue diamond 28 carats in weight with a carbuncle cut. The sceptre has but one purpose, to select the next ruler of Illefarn. When grasped by the leather wrappings, nothing happens, but when held but its bare metal shaft the azure blue diamond glows either sickly green (rejected), or brilliant blue, accepted. Those rejected by the rod are permanently feeble-minded, (to outward appearances), in reality they are trapped inside their own minds, forced to reflect upon why they failed. The Sceptre is said to contain some of the wisdom of the Seldarine, and as such is treated with reverence by the elves. In mechanical terms, the elf grasping the rod must survive four checks, once against wisdom, intelligence and charisma; even then they must save vs. spells at -4. If accepted by the Sceptre, the elf has received the Gods blessing to rule as the next coronal of Illefarn. But this does not necessarily mean that they will automatically become the ruler. Politics and the fickle nature of the Lords Council still have to be contended with.

Rulers Mantle

A non-descript elf cloak of shimmering forest green & sky grey moon silk cloak with and mithral and jade stylised oak leaf clasp, fringed & lined with heavily embroidered dark green linen. The cloak itself acts as a normal elf cloak, as Bracers AC3, boots of the north and a ring of fire resistance, it absorbs 12 spells levels 1st to 5th per day, and acts as a cloak of flight and ring in invisibility/inaudibility (3/day) .

The Beljurelled Belt of Battle

An interlinked belt of adamantium rings set with 28 sapphire blue beljurels. The front buckle is of a rampant silver dragon set against an ancient silver barked oak tree. (Symbol of Illefarn) various rings allow swords, daggers and various bags and pouches to be attached to the belt with ease. The beljurels are each specially prepared gems that each hold a spell of first to 9th level. The wearer by act of will alone can unleash up to 3 spells per round from the belt by act of will alone. When the spell is used, the beljurel goes dark grey, opaque and lifeless. There are 3 diamonds set into the main buckle, each of these holds mantle spells that continuously protect the wearer. 1. Protection from Evil, 2. Protection from Normal Missiles, 3. Frost

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Resistance, 4. Fire resistance, 5. Regenerate 1hp/turn, 6. Immunity to natural poisons & venoms. Once all the beljurels are consumed, the belt becomes lacklustre and dormant, until all 28 gems are replaced and filled with new spells.

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Voices of the Lost

An A’capella Ballad sung in six parts.

A human wanderer

Lost and alone

Finds her rest

Upon a circle of stone

A slab of white marble

Became her bed

As a vision filled dream

Did enter her head

A voice from the mists

Peeled back layers of time

In ancient Seldruin

She heard a lost rhyme

(Chorus)

Greetings fair traveller

What brings you here?

To this place in a lost realm

A land we hold dear.

This estuarine plain

Where the land meets the sea

Where we sailed the Delimbiyr

No more will we be

The traveller, she stood

Tears flowed from her eyes

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Awe struck by the beauty

Of a realm doomed to die

(Chorus x2)

Greetings fair traveller

What brings you here?

To this place in a lost realm

A land we hold dear.

Greetings fair traveller

What brings you here?

To this place in a lost realm

A land we hold dear.

(Refrain)

Rivers of time

Oceans of tears

Portals and rhymes

Quessir hopes and fears

(Repeat Verses 1,3,5 then chorus and refrain)

Aghast at a future

Full of pain and despair

The traveller she railed

At the elves lack of care

Up the Delimbiyr

The traveller she went

The kingdoms demise

She sought to prevent

Our statues were cracked

Palace facades stained and faded

The outposts were burned

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As humans invaded

(Chorus)

Greetings fair traveller

What brings you here?

To this place in a lost realm

A land we hold dear.

(Spoken)

The wisest of us knew the truth, This time would cease so what could we do?

Its lost to us, our reign doth end. The forests are gone, Please – No more tears from you.

Back to the future

The traveller went far

To the time of the Crown Wars

Kin slayings did mar

The souls of the people

Bloated by hubris and greed

Of the Sapphire Forest

Its destruction, the seed.

(Chorus x2 + refrain + chorus again)

The folly of pride

Was the death of us all

Empires and cities

Like petals did fall

The traveller she wept

So much beauty crushed, torn

Empires so ancient

Lost voices, forlorn

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Off up the river

The lady did go

To a city of spires

At night they did glow

(Chorus)

To a time of springs dawning

Forests primal and new

A world filled with dragons

From their raging we grew

From glittering Sharlarion

By leaf boats did we flee

Down the River Shining

From mountains to the sea.

To raise a new city

A home by the sea

The people did gather

At a place to be free

(Chorus x2 + refrain)

(Repeat last 3 verses + chorus)

The traveller looked forward

Through eons of time

An oracles words

The realms end, sublime

No horde could tame her

Dragons or storm

An empire’s sunset

Yet the elves did not mourn

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For they knew from the start

No creation can last

The seeds of the future

Grown from the deeds of the past

(Chorusx2 + refrain)

(repeat last 3 verses twice)

Voices of the lost

Ring out through the ages

Learn their songs well

From histories pages

(Repeat)

(Chorus + refrain + chorusx2 + fading end note)

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Appendix I

Illefarn Skyfleet Ships

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http://www.spelljammer.org/ships/

http://www.spelljammer.org/ships/drydock/Armada.html

http://www.spelljammer.org/ships/EagleCarrier.html

http://www.spelljammer.org/ships/WarBird.html

http://www.spelljammer.org/ships/aa/ManowarArchaic.html

http://www.spelljammer.org/ships/drydock/SwanShip.html

http://www.spelljammer.org/ships/deckplans/MonarchArmada.gif

http://www.spelljammer.org/ships/deckplans/ManOWar.gif

http://www.spelljammer.org/ships/deckplans/LeafThorn.gif

http://www.spelljammer.org/ships/deckplans/CrownOfCorellon.gif

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appendix II

The Lost Portals of Illefarn

Voices of the Lost by Roger E Moor

http://wizards.com/dnd/article.asp?x=fr/pg20010131b

On Illefarns Portals

Illefarn possessed numerous portals, but not to the extent that Myth Drannor later knew. This proved to be Illefarn's blessing, as it was not invaded (as was Myth Drannor) by extradimensional monstrosities who turned the vast number of interplanar portals to their own advantage. In addition, Illefarn's portals were nearly all teleportation devices joined to other places on Toril, not true gate spells leading to other worlds or planes. The natural world and its endless cycles were Illefarn's focus, and the elves believed the living world would go on forever. Still, Illefarn's elves understood that their kingdom, grand as it was, would eventually fall and be forgotten. Their weighty consideration of history, time, and divination magic revealed no other outcome. This news provoked a melancholy that influenced much of Illefarn's art and literature, even touching the architecture of Illefarn's dwarves, who carved somber visages on their statues. Militarism was never strong in philosophical Illefarn. Though its armies were excellent, Illefarn relied on diplomacy and astute political maneuvering (aided by divination spells) to keep peace with its neighbors.

One of the more esoteric uses of portals in Illefarn was for artistic purposes, particularly for what the elves called song paths. Great works of poetry were written so that they could be sung for hours at a time, and portal networks were created that would be activated as each singer walked over certain large, flat, enchanted stones set in the ground. The singer would be transported from place to place in rhythm with the song, the scenery in keeping with its message and tone. Minor portal systems, independent of each other, were created linking numerous spots in Illefarn's vast forest and the lands around it. Few song paths spread farther than this, and many were purposefully deactivated after a few decades of use. Those few portal systems reaching well beyond Illefarn were the province of the occasional mage, sage, or priest who investigated the larger world around.

The elves knew they could not reproduce quickly enough to replace their losses from a major war. Their beloved forest suffered from magically induced blight during several of the Crown Wars, and humans cut their trees for timber and firewood, while orcs and goblins burned the woodland just for the thrill of destruction. Nonetheless, the elves could certainly control how they left the stage of history. Not wishing their command of magic be used against them, the Illefarn elves undid the magic wards, barriers, and preservation spells on their cities and monuments as they left, letting nature and other races erode what the elves themselves could not bear to destroy. The portal systems were always among the first magical effects to be removed. Wood elves were the last major group to hold the kingdom against its attackers, which is why some historians believe the realm was largely populated by this subrace when they were once just a sizable minority in the kingdom's earlier years.

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No grand, sudden battles signaled the kingdom's fall, though the realm was only a shadow of its former self after the Fifth Crown War and was entirely gone before Netheril collapsed. The remains of Illefarn's capital, the last great city of the realm, was taken over by barbarians less than a tenday after it was left empty, about 2,500 years ago. (The old capital is today the human metropolis of Waterdeep, though Waterdeep's origins are not widely known even to scholars.) Illefarn became legendary in large measure because its elves left so little written material or oral tradition behind, and because everything that was left behind was so effectively destroyed. Elven cities and manors were taken apart for building materials after being looted of the few valuables they possessed. Barbarians defaced carved words, burned artwork, and built crude castles from stones that were once the foundations of universities. Even some great works and relics that Illefarn's elves took with them as they left were often lost in later wars, disasters, or feuds that befell their scattered people. Today, a sage can struggle for decades to locate only one reliable source of information on the Fallen Kingdom.

Only three portal networks of Illefarn have survived to the present day. The least of them is described here. One of Illefarn's most famous song paths was not deactivated when the kingdom was abandoned. The elven noble in charge of disenchanting this song path could not bear to carry out his orders, and instead he simply took with him all available copies of the poetic work that activated the portal system so that no one but the elves would make use of the portals. He further separated all copies of the poem into smaller parts, so no whole version of it remained in existence, then scattered them across various elven libraries. This song path was called "Voices of the Lost" after the song that activated it, the song that the portal system was meant to showcase. It fell into disuse for millennia, completely forgotten* until now.

*Much confusion exists between scattered historical accounts of the ancient elven Illefarn

(sometimes written as "Ilefarn") and a more recent political state called Illefarn, consisting of

a dwarven enclave beneath Mt. Illefarn, in the hills north of the Laughing Hollow and

Daggerford, and its assorted allies. The latter "Illefarn," also called the Fallen Kingdom,

existed between 342 and 882 DR. In addition, the elven-dwarven-human kingdom of

Phalorm (the Realm of Three Crowns), was also in this general region from 523 to 615 DR.

Phalorm is often called the Fallen Kingdom in various histories, further confusing the issue.

"Voices of the Lost"

A brief description of the elven work, "Voices of the Lost," is necessary to understand how this particular portal system works. Written by a master bard late in Illefarn's history, "Voices of the Lost" is uncomfortably prophetic, a characteristic typical of the finest of this nation's artistic efforts. In this song, a human wanderer finds a broad, weathered stone in a field on which elven runes can barely be seen. He reads of an elven kingdom in a primeval forest that once rose where the stone lay, a kingdom of such grandeur that the wanderer is staggered and awed by the story.

That night, the wanderer falls asleep on the stone and has a magic dream in which he journeys into the distant past to speak with the elves of this kingdom and tell them of their

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fate. The wanderer hopes to prevent the fall of this realm, but the elves already know their fate and have elected not to stop it. The wanderer, amazed and frustrated, travels even further back in time, meeting kings and mages even at the kingdom's founding over two hundred centuries earlier, but all of the elves questioned have at least an inkling of what is to come, and they accept it without question.

By the song's end, the wanderer realizes that the elves, rather than attempting to prevent the death of their civilization, elected instead to manage the life of their kingdom so that it reflected the best of their ideals at all times, even at its end. The elves avoided the excesses in magic and temperament that doomed other cultures before and after them, adhering to their better nature to the end and rejecting hatred and bitterness at the natural cycles of growth and death. At the kingdom's end, its people scatter and plant the seeds for later kingdoms that will rise to even greater achievements, influencing history, civilization, and people on a gigantic scale. The wanderer awakens, a sad but wise man, and follows the example of the elves of the unnamed kingdom in living his life well while also ensuring the world will be a better place long after he dies and his name is forgotten.

The song path created for this work was set up along what is now the Delimbiyr River. The network of portals was one-way and circular. Each portal was tied to a large circular block of polished marble about 9 feet across. Runes in the elven tongue of Illefarn (considerably different from "modern" Elven) encircled each great disk. The magic activating each portal was of a different sort than exists in present-day Faerûn, such that each stone would not register as magical until a certain condition was met: a person standing or walking upon the stone, singing a particular set of stanzas in Seldruin (the ancient dead language of the elves, especially of elven high magic) from "Voices of the Lost." The singer's words and the notes sung would cause the stone to become increasingly magical, until the last few words of each group of stanzas were said. These were the trigger phrase to activate the portal, and the singer would slowly dissolve from view, reappearing over the next portal stone in 1 round's time. There, the singer would continue singing and the cycle would repeat. This system was typical of many Illefarn song paths.

The portal system for "Voices of the Lost" began in the capital of Illefarn, its broken remains now somewhere under the streets of Waterdeep. The first portal stone originally lay in a broad meadow from which no trace of the buildings of the city could be seen. (The surrounding forest screened the structures.) Here, the first stanzas of "Voices of the Lost" were sung by elves wishing to take the song path. The wanderer's discovery of the weathered stone was sung, and the song's first part ends with the wanderer falling asleep on the stone at night, his magic dream beginning. The portal stone would activate at this point, shifting the singer to the next stone, which lay exactly where Daggerford is at present.

The creator of the "Voices of the Lost" portal network used the River Delimbiyr as a metaphor for time. The spot where Daggerford stands now represented the unnamed elven kingdom (Illefarn, of course) late in its history, the first stop of the wanderer in his dream. Further portal stones carried the singer upriver into the Nether Mountains, to the source stream of the Delimbiyr River, where the wanderer met the earliest rulers and spellcasters of the kingdom. From here, the portal network took the singer to the mouth of the Delimbiyr on the Sword Coast, where the wanderer viewed the fall of the kingdom and

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began to understand the elves' ultimate philosophy and goals. The coastal portal then led back to the starting portal stone, where the wanderer awakened and set off on his new life. The entire cycle using the portals took about six hours on the average, counting periods of silence for reflection and rest.

The Portal Stones of "Voices of the Lost"

Only a part of the circular "Voices of the Lost" portal network now functions. The first portal stone was broken up centuries ago by human settlers who used it to build the first streets in what became Waterdeep. A few of the quarried marble blocks in spots around the city still have elven runes on them, but few are legible. The next six portal stones are operational and are described below. They begin at Daggerford and reach up into the Nethers, following the course the Delimbiyr took many centuries past. The last portal stone, now near the Lizard Marsh on the coast, no longer sends its user on to the now-destroyed final stone, so the user is stranded in rather hostile terrain.

1. The Lucky Lady Tavern, Daggerford

The portal stone here is now part of the floor in the Lucky Lady Tavern, once a two-story warehouse built on a flat stretch of exposed bedrock near the river. The tavern is a popular stop for the thousands of merchants, drovers, caravan guards, soldiers, adventurers, and other travelers who pass through Daggerford annually along the Trade Way. Most are heading for Waterdeep and points north from Baldur's Gate and other city-states of the Western Heartlands, or going in the reverse direction.

The circular marble portal stone was discovered early in Daggerford's existence, but few thought much of it. Ancient ruins are not uncommon here, some from Illefarn but many from later states and kingdoms, great and small. Most ruins are seen as worthless except for whatever good the recovered stone is used for. The dirty portal stone was cleaned when the tavern was set up, and its somewhat polished surface now dully shines in front of the main fireplace in the huge taproom. Nightly entertainment, if such exists, usually takes place on the marble stone. As the round slab does not radiate magic, no one thinks much of it. Only a few of its original runes can be read. Occasionally an elf will see the runes, realize that they are from Illefarn, and become saddened at the realm's passing (perhaps drinking more as a result). Very few beings can translate Seldruin into any present-day tongue, but the old Hamarfae lettering is still seen as timeless and graceful.

This portal stone symbolized the unnamed elven kingdom's late life, where the wanderer first encountered its people. The river is broad and shallow here, appearing slow and quiet, just as the elves themselves were increasingly scattered over the world and the fictional kingdom of the poem in decline. The poem, "Voices of the Lost," need be recited only for about 15 minutes before the portal is activated, and the user sent on to the next portal stone. Here, as with later portal stones, anyone standing on the marble disk with the singer will also be sent through the teleportation system. Everyone is free to leave a portal stone at any point, but portal travel is one-way only.

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2. The Delimbiyr - Hark Confluence

The second existing portal stone lies on a hilltop adjacent to the confluence of the Delimbiyr and Hark Rivers, immediately north of the High Moor. From this position, the raging rapids of the Delimbiyr leading down to the confluence, itself a violent spectacle, can be clearly seen and heard. The portal stone is partially buried by dirt and much overgrown, but it deposits its users safely atop the debris. The rapids of the Delimbiyr symbolized the chaos of the Crown Wars, and the confluence with the Hark tells of the coming of humans in large numbers, particularly in Netheril, and their conflicts with the elves. Also visible from this point, the High Moor is of course a stark reminder of the terrible cost of the Crown Wars, as an entire elven kingdom existed here before it was destroyed by magic at the end of the Third Crown War.

The hilltop is visible from any number of halfling- and human-owned farms in the area, settlers from Secomber to the northwest. Some local celebrations are held on the hilltop, and anyone appearing over the portal stone has a low but significant chance of interrupting the ceremonies. As everyone here is well armed because of the frequency of monsters wandering in from the High Moor, the arrival of the portal user might be taken poorly by surprised farmers. Guards will be put up after the first appearance of anyone on the portal stone. If the initial visitors were hostile, future visitors will be peppered with arrows before they can get out a word. "Voices of the Lost" must be recited for 30 minutes here before the portal activates again.

3. The Shining Falls, Graypeak Mountains

The grandeur of the Shining Falls, representative of the fictional elven kingdom at its height, will surely impress any user of the portal network. The portal stone here is actually on a rocky, shrub-covered island in the middle of the top of the horseshoe falls, near the drop-off. The view from here is stupendous, and the roar and spray from the Delimbiyr engulf any visitor on the rock. An unmatched view of Delimbiyr Vale lies in one direction, and the great cliffs and trees of the Graypeaks lie in the other. There does not appear to be any way to leave the island, and food here is scarce unless one is a fisher.

The visitor will have other problems, however. A respectable force of Zhents and Zhent-backed bandits is present, primarily below the falls but with several patrols and camps above the falls, with clear views of the island in the middle. About 280 human soldiers are here, including clerics, wizards, mages, and so on. Sixty orcs are also present for heavy labor and other tasks. The largest camp of Zhents is well hidden in a series of caves behind the bottom of the falls, once a royal dwarven tomb complex.

The appearance of anyone on the island above the falls causes instant consternation among the Zhents, who until this point were able to keep their operations here secret. They mean to attack peoples farther to the north, particularly Sundabar, but the mess at Hellgate Keep is blocking their plans. The Zhents are heavily armed and will attack without mercy, aiming to kill intruders unless they can be captured, questioned, and then killed. The Zhents will be extremely interested to find out about the portal stone, which they found (partly covered with dirt) but have ignored as worthless.

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If the portal users are at all good with maps, they will quickly note that their progress upriver is taking them in the direction of Hellgate Keep. The PCs may, of course, elect to leave the portal stone at this point rather than risk going onward, assuming they survive the Zhent attack. "Voices of the Lost" must be recited for a full hour before the portal activates again. (The wanderer has a long conversation with the wise coronal of the elven kingdom and his court.)

4. Abandoned Elven River Port, Eastern High Forest

Originally, this portal stone rested on the west bank of the upper Delimbiyr River, with the northernmost Graypeak Mountains to the east and the High Forest to the west. The Delimbiyr is a young, fresh, roaring torrent in this place, representing the elven kingdom of the poem in its early days. However, this portal is also in the territory of the ancient kingdom of Eaerlann, and the Eaerlann elves had established an extensive river port just a mile downstream of this spot. Just to be nice about it, the Eaerlann enchanted the woods around the portal stone to reduce the level of noise so that the portal users would not be interrupted in their appreciation of "Voices of the Lost." (The poem was popular in Eaerlann, too.)

Then Eaerlann and Illefarn both fell. The dock complex south of the portal stone was abandoned. Presently, aside from wild elven patrols from the High Forest, few dangerous creatures exist in this immediate area, if one does not count the griffins. At any time during the day, 2d4 griffins are visible in the sky as tiny dots. Though they prefer deer meat, they are not choosy and will attack anything that looks inviting. The wood elves know enough to avoid showing themselves on the west bank in daylight, as the griffins have superb vision. The PCs on the portal stone cannot help it, as the poem must be recited for 30 minutes before the portal activates.

5. The Talons, Nether Mountains

The fifth portal stone is high in the Nether Mountains in what is now a desolate, rock-strewn area that was actually quite beautiful once. It rests about 600 feet from a broad brook that was once much closer to the portal stone. The brook is one of the headwaters of the Delimbiyr, representing the poem's kingdom at its founding. Oddly, the portal stone here is quite clean and in excellent shape. Only 30 minutes of poetry reading are sufficient to activate the portal.

The portal user is some miles north of Hellgate Keep, but is in the immediate vicinity of a former inhabitant of that pit of evil. A single baatezu of low power but clever nature makes its lair in a shallow cave very close to the portal stone. The DM can decide what sort of devil this creature is, but it should be more than a match for the PCs, and capable (by innate powers or magic devices) of going invisible and changing shape into human form. The devil realized the portal stone was unusual long ago, after it had been chased out of Hellgate Keep by assorted other monsters and set up shop here. It regularly cleans the stone and attempts to decipher the Hamarfae script (the script of Seldruin) around the edges, but without success. Before the PCs appeared, the devil discovered that the stone was becoming increasingly magical (as the portal was being activated), and it took whatever

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precautions the DM decides are necessary to defend itself. It cannot be surprised. The devil has a minor treasure hoard here including a few magic items that it uses in its defense as well as to kill or maim intruders. It is possible that the devil (in disguise) will want to accompany the PCs through the portal system for a few more steps before attacking them.

6. Lizard Marsh, Sword Coast

The final operational portal stone in this system was on the shoreline of the Sword Coast by the Delimbiyr's mouth, symbolizing the elven kingdom's fall and disappearance into the pages of history (the sea). Rather, the portal stone used to be on the coast, but the coastline has moved inward over the last few thousand years. The portal stone is now covered with mud to a depth of 50 feet, but it still deposits its users on the semisolid ground above it -- which is to say, the bottom of the sea. The user finds that he or she is now 25 feet below water and must swim to the surface to get air, then swim about 150 feet to the shore. Weather conditions are at the DM's discretion.

Swimming ashore is particularly problematic, as the mouth of the Delimbiyr is not only farther inland but is now the Lizard Marsh. A large tribe of hostile lizard folk and their pet giant lizards lives in this particular area, and they regard humans as a welcome alternative food source, more flavorful than fish and probably more nourishing. Plus, human captives scream, and fish do not, which is a big point in favor of eating humans when one can catch them.

In ancient times, reading more poetry over this portal stone would have sent the user back to the original portal stone in Illefarn's capital. Alas, as the capital portal stone has been destroyed to make cobblestones in Waterdeep, the portal user is trapped here and (assuming the hazards of Lizard Marsh are negotiated) must walk back to Daggerford or catch a ride. Note that the devil, if it accompanies the PCs, is not greatly inconvenienced by being submerged in water.

Activating "Voices of the Lost"

One possible way to introduce this portal network is to have the PCs be in Daggerford at the same time a well-known bard there announces that she has a special announcement and special performance to make at the Lucky Lady. The half-elven bard is a part-time historian as well, and she has researched the legends and (few) known facts about Illefarn for most of her life. She believes she is a direct descendant of one of the wood elves of Illefarn -- but then, so are many other elves across in this region, know it or not.

The bard's announcement is that she has managed to piece together, from many sources, one of the great lost poetic works of Illefarn. The simplest translation she can make of the poem's title, from its original Seldruin into Common, comes out as "Voices of the Lost." She plans to sing the song for the assembled crowd in its original language, which the bard has managed to learn. The poem is sung a cappella as it was originally written. As the bard is widely known for the exceptional quality of her voice, the surprise performance, even on such short notice, swiftly causes the Lucky Lady to be swamped with the largest audience it has seen in several years, with an unusual number of elves in attendance. The tavern is in

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danger of selling out of alcoholic drinks hours before the performance is even scheduled to start, and some shipments of wine and ale destined for elsewhere are suddenly derailed to meet the demand.

Though most nonelven patrons could care less, the bard's historical research was astounding, indeed. Despite the difficulties she faced, her detective work in assembling the long poem was flawless and inspired. She was allowed access to several protected libraries in Evereska and Candlekeep in her research, and she has already delivered copies of her final reconstruction of the poem (and its translation into Common) to the libraries that aided her. The poem's reconstruction and translation are regarded by elves who have read them to be unparalleled masterworks, an event akin to discovering a lost play of Shakespeare in the modern world. The bard's eternal fame among the elves is ensured. Some elves from Evereska, tipped off about her performance here, arrived in Daggerford earlier under the pretense of being on other sorts of trips, and they were swift to get to the Lucky Lady for the performance.

The poem's interaction with the portal stone, however, is entirely unexpected by everyone. Fifteen minutes into one of the greatest recitals of ancient poetry ever made, while elves weep openly for their lost realm and other races sit entranced at the music -- the bard vanishes while standing on the portal stone, which began to register as increasingly magical during her performance. She's activated the portal and has been involuntarily sent on to the next one. The portal stone's magic vanishes with her disappearance, but it can be activated again under the usual circumstances. The scene inside the Lucky Lady is a screaming riot, with everyone hunting for the bard. Many elves are convinced that antielven forces are behind the disappearance. Some say the poem was cursed, others cry that the elven deities who watched over Illefarn have taken the bard to hear the song for themselves. Martial law is declared. Chaos reigns.

The PCs may choose to pick up the scattered copies of the bard's notes, left behind on a table before she vanished, and attempt to duplicate her actions. Luckily, the bard's notes show how to pronounce the unfamiliar words in Seldruin for anyone who speaks only Common, but this process is laborious. Have anyone attempting to read the transliteration of "Voices of the Lost" make an Intelligence check for every 5 minutes of reading. A failed check means the reader takes an extra 5 minutes to finish this segment of the poem. For example, activating the first portal takes 15 minutes normally, or 30 minutes total with three failed Intelligence checks.

The fate of the half-elven bard is left to the DM to decide, but the PCs should move quickly if there is to be any hope of rescuing her before she gets to the most dangerous portal stones. (She quickly figures out what happened, but she becomes determined to follow the portal system to its end, at any cost.) Elves in particular wish to see the bard returned in the fastest possible time. This would be a good adventure for elven PCs, particularly if one is related to the bard.

It is possible for the PCs to put this portal system to some use, but as the portals are one-way and do not link up to major trade centers, such use is questionable. However, elven spellcasters and historians will jump at the chance to explore the portal network, once the

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PCs have worked the bugs out of it. Discovery of the portal system as well as the lost poem will become a major topic in the clack across Faerûn for months to come.

The Longsaddle Portal by Robert Wiese

http://wizards.com/dnd/article.asp?x=fr/pg20020220a

“ 75 DR: The elf realm of Rilithar bordering the Sword Mountains is finally abandoned because of the encroachment of human settlers and unceasing orc and troll raids. Several clans of moon elves from Rilithar arrive in the Gray Forest far to the east through a portal(in Longsaddle) and establish the realm of Vedrymmell.. They ally with the fugitive Crown Prince Baranth of Impiltur, who in turn recognizes their sovereignty over the woodlands. There they battle with the resident Hobgoblins for dominance of the forests.”GHotR Pg 61

The town of Longsaddle, in the northwestern part of Faerûn, is a quiet town on the main road from Waterdeep to Mirabar. Longsaddle sits in the center of the Dessarin Valley, which is an area held by orcs until the rise of Waterdeep. The orcs found themselves pushed back into the Spine of the World Mountains, but they remain a threat. Not that the orcs could sweep away the towns now, but smaller groups can still threaten the peace of the inhabitants. And there are other threats as well. Longsaddle itself has never had any extraordinary excitement, until recently.

Sitting at the edge of the town is a crumbling arch made of stone. Sages say it has been there since the time of Illefarn, and possibly longer. It certainly stood there when orcs held sway over the Dessarin Valley, because crude orc runes have been added to the arch since it was constructed. The arch is about 8 feet tall, and about 5 feet wide, with a section missing from the top down to about 3 feet above ground on one side. The rest is weather-beaten and crumbling. Sages say that the arch was a monument for some long-forgotten people, perhaps a military victory or a sign of some covenant between two groups. The many runes that adorn the arch seem to support these theories, though they do not tell a clear story. No magical energies have been detected in the arch. The people of Longsaddle have built the western edge of town around it, so that it is a local village square with taverns and shops.

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Needless to say, the people were surprised one morning to find a hobgoblin standing in the arch, looking over the town as a conqueror looks over a new prospect. Then a second appeared, and witnesses fled in fear. The militia took care of the creatures, but small groups of them appeared throughout the tenday. For reasons that remain mysterious, the portal located in the arch became active again.

Sages came and studied the portal while the militia set up a permanent watch on the arch, and the local residents were moved to parts of town further away from the problem. The sages determined that the arch was one part of a two-way continuously active portal that had its other destination in the Gray Forest, all the way over in Impiltur. A circle of stones nearly buried in dirt and underbrush is all that marks the portal in the Gray Forest.

The hobgoblins living in the Gray Forest are taking full advantage of this new opportunity. Day by day they send forays into Longsaddle to test the strength of the defenders there and to scout the town. Occasionally they steal, and once they took a tavern worker from the nearby Tavern of the Arch. Troops from Longsaddle rarely follow the hobgoblins back into the Gray Forest, for they are not prepared for a protracted campaign there and don’t know if the portal will stop functioning again suddenly. The commander of the town militia, Suka Hjilt, believes that containing the threat is sufficient for now.

Suka Hjilt: Female human Rgr1/Ftr8; CR 9; Medium-size humanoid; HD 1d10+3 plus 8d10+24; hp 86; Init +8; Spd 30 ft.; AC 16 (touch 12, flat-footed 14); Atk +11/+6 melee (1d8+5/17-20, longsword) and +11 melee (1d61/19-20, short sword); or +11 ranged (1d8/19-20, light crossbow); SQ Favored enemy (orcs); AL LG; SV Fort +11, Ref +4, Will +3; Str 17, Dex 15, Con 16, Int 14, Wis 12, Cha 11. 5 feet 5 inches; 170 lbs.

Skills and Feats: Climb +7, Craft (siege engines) +6, Handle Animal +4, Knowledge (local -- North) +6, Knowledge (nature) +6, Listen +8, Move Silently +4, Ride (horse) +10, Search +6, Spot +11, Wilderness Lore +9; Alertness, Blind-Fight, Blooded, Combat Reflexes, Dodge, Improved Critical (longsword), Improved Initiative, Track, Weapon

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Focus (longsword), Weapon Focus (short sword), Weapon Specialization (longsword).

Possessions: Chain shirt, light crossbow, 20 bolts, longsword, short sword.

Originally from Silverymoon, Suka moved westward to Longsaddle when her family decided to move east. She loves the North and the hardy lifestyle that she finds here. She is rather direct with people, and this trait has caused her trouble when a little diplomacy would have been much better. However, she is an excellent leader of troops, and the militia has thrived since she took command. The infestations from the portal have her concerned, as the small groups of hobgoblins are clearly the prelude to a larger invasion. She is doing her best to prepare the town.

Bandit Lord Portals(The Portals of Occidian)

By Robert Wiese

Deep in the forests there lies a lost and ruined civilization. Where it came from, or what caused its demise, is unknown because no one has studied it. Scattered references to the inhabitants may exist in the documents of other lands, but that is all. Could their fate be tied to powerful magic, as is so often the case in Faerûn? Could their fate be tied to orc hordes or rampaging demons?

The ruins of this civilization encompass a single large city, built on the site where the forest now grows. Ruins of buildings can be found throughout the central part of the forest, and a number of animals and monsters live in these ruins. Only one group, the Bandits of the Iron Wind,

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knows whether the ruins contain vast wealth or just monsters. The ruins did offer a treasure in portals that has greatly increased the bandits' raiding capability.

The Hideout Portal

The Bandits of the Iron Wind are the brainchild of Kaldrav Ashray, a charismatic bard and former adventurer who became bored with his life. Through adventuring he learned the lesson that touched him more than anything else: It is easier to take the stuff belonging to others than it is to acquire it any other way. Adventurers rob tombs, take the possessions of villains they subdue, and loot other treasure piles on a regular basis. That is, in fact, how they become successful. Kaldrav recruited a band of people who thought similarly to him and founded the Bandits of the Iron Wind.

The bandits fared poorly for some years, barely scraping by and living in the worst hovels. They even fell back on adventuring to pay for food and equipment. This was not what Kaldrav envisioned, so one day he led his band into the forest in an attempt to change their fortunes. It was during this foray that they found the ruins of a lost civilization and the treasures the beings had left behind. Most importantly, they found a legacy in portals that has proven far more useful to their operations.

The Bandits of the Iron Wind immediately established a defensible base in the ruins of the city and drove off some of the nastier monsters. Kaldrav inaugurated a change in their methods to make use of the portals they discovered, and he added some tricks of his own devising. The use of the portals required the admittance of a wizard to the group, and a powerful one at that, but Kaldrav has a trusted lieutenant in the person of Jaida Goldspun, and she makes sure the wizard knows his place in the band.

The portal dearest to Kaldrav is called (by him) the Hideout Portal. This portal is located in the basement of a ruined tower that once belonged to a wizard. That is what the band thinks, anyway, since they cannot tell anything about this lost people. The portal is in a small chamber that has become overgrown with tree roots, so it is well hidden from the surface. Kaldrav has a concealed access to this chamber (covered by brush). The portal is human-sized and keyed. It leads to a small pocket plane on the Ethereal Plane that has a mansion and about two acres of ground around it. A doorway leading nowhere marks the two-way portal that opens when a piece of jade is thrown through it; Kaldrav is careful to leave no jade pieces in the chamber to alert anyone to this key. No one in the band knows the key; Kaldrav discovered it in an old book that he used a scroll to read. He uses the demiplane as his personal retreat, though he does not spend much time there. He also stores the most valuable treasures that the band captures there until these items can be sold.

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Kaldrav Ashray: Male human Bard 4/Fighter 3/Duelist 3; CR 10; Medium humanoid; HD 4d6+4 plus 3d10+3 plus 3d10+3; hp 60; Init +5; Spd 30 ft.; AC 19, touch 19, flat-footed 13; Base Atk +9; Grp +9; Atk +13 melee (1d6+1, +1 rapier) or +12 ranged (1d8/x3, longbow); Full Atk +13 melee (1d6+1, +1 rapier) or +12 ranged (1d8/x3, longbow); SQ bardic knowledge +7, bardic music (countersong, fascinate, inspire competence, inspire courage) 4/day, canny defense, enhanced mobility, improved reaction +2; AL CN; SV Fort +6, Ref +11, Will +8; Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 14. Height 5 ft. 11 in., weight 179 lbs., age 32.

Skills and Feats: Balance +5, Bluff +11, Climb +5, Diplomacy +13, Escape Artist +10, Gather Information +11, Hide +10, Intimidate +11, Jump +2, Knowledge (local) +10, Listen +6, Move Silently +10, Perform +9, Ride +8, Sense Motive +6, Spot +6, Tumble +16; Combat Expertise, Dodge, Iron Will, Mobility, Persuasive, Spring Attack, Weapon Finesse.

Bardic Knowledge: Kaldrav can make a bardic knowledge check with a bonus of +7 to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.

Canny Defense (Ex): When not wearing armor or using a shield, Kaldrav adds 1 point of Intelligence bonus (if any) to his Dexterity bonus to modify Armor Class while wielding a melee weapon (maximum allowed equals his number of duelist levels). This bonus is limited to +1 per duelist level. If Kaldrav is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.

Bardic Music: Kaldrav can use his song or poetics to produce magical effects on those around him.

Countersong (Su): Kaldrav can counter magical effects that depend on sound by making a Perform check for each round of countersong. Any creature within 30 feet of him that is affected by a sonic or language-dependent magical attack can use Kaldrav's Perform check result in place of his or her saving throw if desired. Countersong lasts for 10 rounds.

Fascinate (Su): Kaldrav can cause a single creature within 90 feet that can see and hear him to become fascinated with him. Kaldrav's Perform check result is the DC for the opponent's Will save. Any obvious threat breaks the effect. Fascination lasts 1 round.

Inspire Courage (Su): Allies who can hear Kaldrav receive a +2 morale bonus on saves against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls The effect lasts for 5 rounds after the ally can no longer hear him.

Enhanced Mobility (Ex): When wearing no armor and not using a shield, Kaldrav gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square.

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Improved Reaction (Ex): Kaldrav has a +2 bonus on initiative checks.

Bard Spells Known (3/3/1; save DC 12 + spell level; 0% chance of spell failure): 0 -- detect magic, ghost sound, light, mage hand, prestidigitation, summon instrument; 1st -- disguise self, expeditious retreat, silent image; 2nd -- blur, suggestion.

Possessions:+1 rapier, longbow, 20 arrows, bracers of armor +3, gloves of dexterity +2, portal interruption key, wand of cure light wounds, three small pieces of jade (40 gp each).

Shrewd and inventive, Kaldrav sees his leadership of the bandits as a strategy game. He would not callously leave any member of his band to die unless he had no other choice, but he does not come across as everyone's best friend either. He is charming and funny, and everyone likes him, but there is little depth of caring. Kaldrav never learned to care for anyone deeply; casual relationships have suited him his whole life and he sees no reason to change. He prides himself on his sharp thinking and touts his successes without any shame. He likes to duel, both to keep in practice and to defeat his opponent. He never gloats over a fallen foe, even though he takes pride in his victory. He values organization in his band, but he does not care whether his underlings follow his directions exactly. This is kind of difficult anyway, since he tends to outline a plan rather than give specific instructions. His plans for the bandits change from day to day as they learn to be more successful, and some day he would like to make them a local force for change. Whether that change is good or bad remains to be seen.

The Raiding Portals

Of the many portals that the Bandits of the Iron Wind discovered in the ruins of the lost civilization, the most useful have been the network they call the Raiding Portals. According to the records, this network of six portals was used by farmers so that they could be spread out over great distances and still work as a community. Five portals linked the farming regions to each other and to a central portal in the city. Each portal is about 6 feet in diameter, and they were all marked by unassuming arches. The arches have long since crumbled, but the portals remain. They are keyed; to activate one, the user must wear a symbol to the lost civilization's agricultural god (not Chauntea; a drawing of the symbol was in the records). Further, the portals were numbered on their arches, and saying the number of the portal at which you wished to arrive keyed the portal to that destination. Since the arches are gone, it took some time for the bandits to figure out which portal was which.

The five portals in the countryside are all within twenty miles of the ruined city, and no two are separated by more than ten miles. They form a kind of gentle curve stretching across the countryside, and the curve now parallels the road. The center two are but two miles apart.

These portals have made the bandits much more successful than they otherwise would have been. They can scout caravans coming from both ends, and they move quickly to outmaneuver them and attack from wherever they choose within the portal strip. Their favorite tactic is to catch the caravan in the center and use the two closest portals to attack

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from two sides at once. To encourage caravans to stop within their reach, the bandits built two large campsite areas within the spread of their portals. These camp areas seem defensible with good views that allow one to see anyone approaching. However, one of the portals actually is located in one of the campsites, and the other campsite is a mere 300 yards from the portal at the other end of the portal chain. Thus, the bandits can get very close and attack before caravan guards can mount a suitable defense.

Kaldrav does not let the bandits attack too frequently within the portal chain, because the portals cannot be moved and he does not want to lose such a big advantage. He therefore spreads out the bandits' raids in that area so that they are not frequent enough to discourage merchants from using the road.

Jaida Goldspun: Female elf Ranger 7/Shadowdancer 2; CR 9; Medium humanoid; HD 7d8+7 plus 2d8+2; hp 53; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 19; Base Atk +8; Grp +10; Atk +13 melee (1d8+3/19-20, +1 longsword) or +12 ranged (1d8/x3, longbow); Full Atk +11/+6 melee (1d8+3/19-20, +1 longsword), +11/+1 melee (1d8+3/19-20, +1 short sword) or +12/+7 ranged (1d8/x3, longbow); SQ animal companion, darkvision 60 ft., elf traits, endurance, evasion, favored enemy (humans +4, monstrous humanoids +2), hide in plain sight, improved combat style (two-weapon), low-light vision, track, uncanny dodge, wild empathy +7, woodland stride; AL LE; SV Fort +7, Ref +12, Will +4; Str 15, Dex 16, Con 12, Int 12, Wis 12, Cha 10. Height 4 ft. 11 in., weight 104 lbs., age 281.

Skills and Feats: Hide +13, Jump +5, Knowledge (geography) +6, Knowledge (nature) +8, Listen +10, Move Silently +11, Perform (dance) +5, Ride +8, Search +8, Spot +10, Survival +10, Tumble +8, Use Rope +6; Alertness, Combat Reflexes, Dodge, Endurance, Mobility, Track.

Animal Companion (Ex): Jaida has a light warhorse animal companion named Sebastien. She gains the following benefits from it.

Link (Ex): Jaida can handle Sebastien as a free action or push him as a move action, even though she doesn't have any ranks in the Handle Animal skill. She gains a +4 bonus on all wild empathy checks and Handle Animal checks regarding him.

Share Spells (Ex): Jaida can have any spell she casts upon herself also affect Sebastien if desired. Sebastien must be within 5 feet of her at the time of casting to receive this benefit. If the spell has a duration other than instantaneous, it stops affecting Sebastien if he moves more than 5 feet away and does not affect him again even if he returns before the duration expires. Jaida can also cast a spell with a target of "You" on Sebastien (as a touch range spell) instead of on herself. Jaida and Sebastien can even share spells that do not normally affect creatures of the animal type.

Elf Traits: Jaidais immune to magic sleep spells and effects, and she has Martial Weapon Proficiency in longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. She has a +2 racial bonus on saves against enchantment spells or effects. Jaidais entitled to a Search check when

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within 5 feet of a secret or concealed door as though actively looking for it. She also has a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Jaida takes no damage with a successful saving throw.

Favored Enemy: Jaida has selected humans and monstrous humanoids as favored enemies. She gains a +4 bonus on her Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. She gets the same bonus on weapon damage rolls against humans. She gains a +2 bonus on her Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against monstrous humanoids. She gets the same bonus on weapon damage rolls against monstrous humanoids.

Hide in Plain Sight (Su): Jaida can use her Hide skill even when observed for as long as she is within 10 feet of a shadow. (She cannot hide in her own shadow.)

Improved Combat Style (Ex): Jaida has chosen two-weapon style. She acts as if she has the Two-Weapon Fighting and Improved Two-Weapon Fighting feats when in light or no armor.

Uncanny Dodge (Ex): Jaida can react to danger before her senses would normally allow her to even be aware of it. She retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)

Wild Empathy: Jaida can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check made to influence the attitude of a person, but Jaida's modifier to the die roll is +7. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Jaida must be able to study the animal and it her, so they must be within 30 feet of each other under normal conditions. Generally an attempt takes 1 minute. Jaida can also use this ability to influence the attitude of a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride (Ex): Jaida can move through normal undergrowth at normal speed, but is still hampered by magically manipulated undergrowth.

Ranger Spells Prepared (2; save DC 11 + spell level; 20% chance of spell failure): 0 -- speak with animals (2).

Possessions: +1 elven chain mail, +1 longsword, +1 short sword, masterwork longbow, 20 arrows, cloak of resistance +1, wand of cure light wounds, military saddle and tack, portal interruption key, 55 gp.

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Clever, organized, and efficient, Jaida sees herself as the real authority behind the bandits, at least when raiding. She is usually successful, good at strategies, and adaptable enough to make use of whatever is at hand. She is content with her role and position in the group, and she recognizes that Kaldrav brings a level of vision that is necessary for the band to become something more than mere thieves. She does not possess such vision herself; she is more a detail-oriented person. She never leaves anyone behind if it can be avoided (and she has not had to yet), but she would abandon a plan if it would lead to disaster. She is very no-nonsense and does not really have a sense of humor, but she commands respect for her abilities due to her bearing and straightforwardness.

Sebastien: Light warhorse animal companion; CR --; Large animal; HD 5d8+15; hp 37; Init +2; Spd 60 ft.; AC 16, touch 12, flat-footed 13; Base Atk +3; Grp +10; Atk +5 melee (1d4+3, hoof); Full Atk +5 melee (1d4+3, 2 hooves), and +0 melee (1d3+1, bite); Space/Reach 10 ft./5 ft.; SQ bonus tricks (2), evasion, link, low-light vision, scent, share spells; AL N; SV Fort +7, Ref +6, Will +2; Str 17, Dex 14, Con 17, Int 2, Wis 13, Cha 6.

Skills and Feats: Listen +5, Spot +5; Endurance, Run.

Scent (Ex): Sebastien can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

The Escape Portal

One of the strange items in the records from the city's old library was reference to a continuously active portal located just outside the city limits. The records stated that it was positioned next to a great chasm and that the portal allowed quick travel across the chasm. The portal, a two-way construction marked by a simple arch, was paired with a portal on the other side of the chasm.

When Kaldrav and his bandits went looking for this portal, they had a great deal of trouble finding it. The reason for this is that they could not find any great chasm or even evidence that one existed. If it did exist, they first theorized, it must have been a very long time ago, because it filled in completely and left no trace. Eventually, though, they discovered the first portal in a woods nearby, but when they discovered the portal described as the twin for the first one, it was in a location far remote from these woods in another woods a few hundred miles away. The effect when using the portal is that one appears not to have gone anywhere after stepping through either of the portals, at least not at first glance. A careful look reveals that the two places are not the same (different moss patterns, different tracks in the ground, different root placements), but if one is in a hurry, the effect can be quite deceptive.

Kaldrav, always on the lookout for useful deceptions, has found a way to make use of this portal thanks to another piece of lore in the old records. The wizards (or so it seems) of the lost civilization wrote of creating a device called a portal interruption key, which is a small round necklace that would cause continuously active portals not to function for the wearer.

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Thus, the wearer could pass through a portal without being transported, and anyone passing in the same round would not be transported because the portal's function was suspended. However, the portal would reactivate in the following round and work normally.

Kaldrav had his wizard create a number of these portal interruption keys and gave them to his bandits. He then ordered that they create a path from the road through the portal and on into the woods, but away from the base area. This path comes very close to the base, but passes by and goes elsewhere. Further down, the bandits using this path change to another one and make their way back to the base. This path seems like one of many small game paths in the woods. The bandits then dismantled and removed the arch that marks the portal, so that it was not apparent that the portal was present.

This portal is now used as one-way portal to elude pursuit. When bandits return to the forest with law enforcement or adventurers after them, they use the escape path and ride through the portal. Since they are all wearing portal interruption keys, the portal does not activate for them. The pursuing guards or adventurers then pass through the portal unawares and end up hundreds of miles away, with no bandits in sight anywhere.

This trick has worked a few times, but Kaldrav is careful not to use it very often. It is the kind of trick that can be seen through easily if one takes the time to look carefully, and once seen through it no longer works (unlike some other tricks that continue to work even if they are known).

New Magic Item

Portal Interruption Key: This small charm can be strung onto a necklace or worn on a bracelet. When the wearer passes through a portal, the key prevents the portal from activating for 1 round. It functions once per day per portal it is keyed to. The portal activates after 1 round, so the wearer cannot stand in a portal and prevent it from working altogether. Further, the key functions only when worn, since unattended objects have no effect on portals. Portal interruption keys must be created for specific portals. During the creation process they must be exposed to the portal(s) they are to affect. Thus, the key works only for specific portals. They can be keyed to a set of portals, such as all portals in a network, but they cannot be keyed to more than one portal per caster level of the creator.

Strong transmutation; CL 10th; Craft Wondrous Item, analyze portal, antimagic field; Price 24,000; Cost 12,000 gp + 960 XP; Weight --.

The Treasure Cave Portal

One thing that bandits need is a secure place to store their loot, and the portals from the lost civilization have provided the Bandits of the Iron Wind with a very secure place indeed. It is, however, a problematic place in that the bandits rely too much on one person to retrieve their stored treasure.

While Jaida Goldspun was exploring the ruins, she came across what was obviously a portal in the basement of a building. The records that the bandits found at a wizard's tower indicated that the building was once part of the government center, but no mention was

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made of the portal. After some experimentation and magical analysis, they determined that the continuously active human-sized portal was a one-way gateway. Strangely, the portal transported its user to a spot about 10 feet beyond it. The user's possessions went elsewhere. Through magic, they found that the possessions of any user went to a cavern deep beneath the earth. The cavern is located about a mile north of the ruins, and it is entirely natural. They were puzzled by why anyone would make such a thing, but they found an immediate use for it. They would send bandits carrying loot through the portal and the loot would all end up in the cave.

In the cavern, the bandits found three tunnel exits from the portal, but a one-way portal covers each of the ways out. They could enter, but when they tried to leave, they activated the portal and found themselves back in the ruined basement -- naked. Anything they carried was found in the cavern again. Thus, while people could enter and leave, any objects that ended up in the cave stayed there.

The bandits' wizard, Kinon Perray, can use dimension door to bypass the portals and remove items, but that is the only means that the bandits have of removing anything (since the dispel magic option rarely works for Kinon). They continue to use the portal, because if they cannot take anything out easily, then anyone else trying to steal from them would not be able to either. But, the reliance on Kinon makes some of the bandits, especially Jaida, very nervous. It remains to be seen whether the band will move its treasure.

Kinon Perray: Male lightfoot halfling Rogue 2/Wizard 9; CR 9; Small humanoid; HD 2d6+2 plus 7d4+7; hp 36; Init +3; Spd 20 ft.; AC 16, touch 16, flat-footed 13; Base Atk +4; Grp -2; Atk +3 melee (1d3+2/19-20, dagger); Full Atk +3 melee (1d3+2/19-20, dagger); SA sneak attack +1d6; SQ evasion, familiar benefits, halfling traits, trapfinding, tressym familiar (Flitter); AL CN; SV Fort +4, Ref +9, Will +6; Str 7, Dex 16, Con 12, Int 15, Wis 10, Cha 14. Height 3 ft. 6 in., weight 41 lbs., age 47.

Skills and Feats: Appraise +7, Bluff +7, Decipher Script +9, Disable Device +9, Disguise +7/+9 in character, Hide +12, Knowledge (arcana) +9, Knowledge (the planes) +9, Listen +7, Move Silently +10, Open Lock +10, Search +7, Spellcraft +11, Spot +5; Craft Wondrous Item, Extend Spell, Improved Familiar, Nimble Fingers, Scribe Scroll, Stealthy.

Familiar Benefits: Kinon has chosen Flitter the tressym as his familiar. When his familiar is within 5 feet of him, he gains the benefit of the Alertness feat. He also gains the following benefits.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Flitter takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Empathic Link (Su): Kinon can communicate telepathically with Flitter at a distance of up to one mile. He has the same connection to an item or a place that Flitter does.

Share Spells: At Kinon's option, he can have any spell (but not any spell-like ability) he casts on himself also affect Flitter. Flitter must be within 5 feet at the time of casting to

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receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting Flitter if it moves farther than 5 feet away and will not affect Flitter again even if it returns to Kinon before the duration expires. Additionally, Kinon can cast a spell with a target of "You" on Flitter (as a touch range spell) instead of on himself. Kinon and Flitter can share spells even if the spells normally do not affect creatures of Flitter's type (magical beast).

Speak with Animals of Its Kind (Ex): Flitter can communicate with animals of approximately the same kind as itself. Such communication is limited by the intelligence of the conversing creatures.

Speak with Master (Ex): Flitter and Kinon can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Touch: Flitter can deliver touch spells for Kinon.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Kinon takes no damage with a successful saving throw.

Halfling Traits: Kinon has a +2 morale bonus on saving throws against fear, a +1 racial bonus on all saving throws, +1 racial attack bonus with a thrown weapon or sling, and a +2 racial bonus on Climb, Jump, Listen, and Move Silently checks (already figured into the statistics given above).

Trapfinding: Kinon can use the Search skill to find traps with Search DCs higher than 20.

Wizard Spells Prepared (4/5/4/2/1; save DC 12 + spell level): 0 -- detect magic (2), mage hand, resistance; 1st -- expeditious retreat, mage armor, magic missile, sleep, true strike; 2nd -- cat's grace, darkvision, detect thoughts, see invisibility; 3rd -- dispel magic, suggestion; 4th -- dimension door.

Spellbook: 0 -- all; 1st -- charm person, comprehend languages, detect secret doors, expeditious retreat, identify, mage armor, magic missile, reduce person, scatterspray (FRCS), shield; 2nd -- Aganazzar's scorcher (FRCS), bear's endurance, bull's strength, cat's grace, darkvision, detect thoughts, locate object, see invisibility, Snilloc's snowball swarm (FRCS), Tasha's hideous laughter, web; 3rd -- analyze portal (FRCS), arcane sight, blacklight (FRCS), clairaudience/clairvoyance, dispel magic, flashburst (FRCS), fly, hold person, lightning bolt, rage, suggestion; 4th -- detect scrying, dimension door, greater invisibility, locate creature, scrying, stone shape, stoneskin, thunderlance (FRCS).

Possessions: dagger, ring of protection +2, ring of counterspells.

Kinon tries to appear studious and powerful, but he is actually lazy and careless. Thus, he is always bluffing to some extent. That is why he gave up thievery; it was too much work. How he got through magical training no one knows, but it took him longer than it

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should have. He never stays anywhere too long, so that no one sees through his bluff. His real dilemma is that, being lazy at heart, he finds the mask he wears to be more work than he would like to do. However, he knows that in the cutthroat world, his real nature would get him taken advantage of or killed by those whose greed for power is greater than his own. He also has no physical strength at all, and he has to depend on others to defend him. In return, he feels he must appear to contribute. Thus, he may give off the impression that he wants to take over the bandit group, but he never would really want to do that because leading is too much work. He is very happy with the security of his current role and with his relative isolation from the greedier wizards that he might cross elsewhere. He is expected to use his magical knowledge only on the portals and to defend the ruins, but not to engage in any raiding himself or to assist the raiders with more than an enhancement spell or two. He is curious, as most halflings are, but knows when to keep his nose out of something for fear of angering the wrong person. He has a great respect for Kaldrav, and a fear of Jaida, and does not interact with the rest of the band much at all. He likes the solitude.

Flitter: Male tressym familiar; CR --; Tiny magical beast; HD 1/2 d10 (effective 7d10); hp 18; Init +2; Spd 30 ft., fly 50 ft. (good); AC 18, touch 14, flat-footed 16; Base Atk +4; Grp -8; Atk +8 melee (1d2-4, claw); Full Atk +8 melee (1d2-4, 2 claws) and +3 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.; SQ darkvision, low-light vision, poison immunity, scent; AL CG; SV Fort +2, Ref +7, Will +6; Str 3, Dex 15, Con 10, Int 12, Wis 12, Cha 13.

Skills and Feats: Balance +10, Climb +4, Hide +19, Listen +6, Move Silently +11, Spot +6; Weapon Finesse.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Flitter takes no damage if he makes a successful saving throw and half damage even if the saving throw fails.

The Shrinking Portal

Besides the ruins and the portals in the lost civilization they found, the Bandits of the Iron Wind have their own treasure hunt going on. They raid and collect the wealth of others, but something they found in the ruins indicates that there is a pile of treasure just waiting for them to lay their hands on it, if only they could.

The records that they discovered in one of the wizard's towers in the ruins have shown them a number of portals and the secrets for using them. However, the journal that they found in what was once the house of a minor official (or so they think) has caused the most stir among them. It mentions a portal that leads to the city's treasury, which is a secure cavern from which trusted (hopefully) officials could take such wealth as was needed. The location was secure from theft because, according to the journal, it was warded by detection-foiling spells and permanent dimensional anchors that prevented teleport access except through one portal. The cavern was sealed with no mundane way out, and it was protected from digging by transmute rock to steel spells. The bandits found the portal easily enough, but it does not work.

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The reason that the portal does not work is that a shift in the earth when the chasm (from Part Three) was filled in caused the ledge on which the arrival point was set to crumble away, so the arrival point no longer meets the criteria for a safe arrival point. The bandits don't know this, of course, and they cannot find the cavern by scrying. They have been puzzling for months on how to make the portal work, and they think that they are missing a key (since most of the portals they have found have been keyed). They are partly right, but the secret of the key is in the journal they found. The key is a simple incantation in the ancient language of the lost civilization, and they have translated and tried it without success.

The portal has one other problem; it is shrinking. Some magic that washed over this place ages ago has caused this one portal to malfunction and begin to collapse on itself. It was created as a human-size portal set within an arch, but it is now a Tiny portal only 2 feet across. As time passes, it gets smaller and smaller as its magic leaks away somehow. Right now only Tiny creatures can pass through it, assuming they could get it to work at all. Within 10 years, it will close completely. The bandits don't know how long they have, so their wizard Kinon Perray devotes a lot of time to investigating this portal.

Note: The contents of the lost civilization's treasury is left to you, but it should be substantial. Eventually, the bandits can find the following two spells in another location in the ruins, or perhaps the PCs can.

Transmute Rock to Steel Transmutation [Earth] Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Stone in a volume of up to two 10 ft. cubes/level (S) Duration: Permanent Saving Throw: None Spell Resistance: No

This spell transmutes a volume of rock into worked steel, removing impurities and refining the rock instantly. The makeup of the rock is not relevant to the spell's effect. No matter what kind of rock is affected, the result is steel. The metal so produced has the same form as the original rock, so a pile of rock becomes a solid pile of metal, and a rock wall in a cave becomes a metal wall. The metal must be shaped by another means, such as the metalshape spell.

Creatures made of rock, such as stone golems and earth elementals, cannot be affected by this spell.

Arcane Material Component: Metal shavings.

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Metalshape Transmutation [Earth] Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Touch Area: Metal object touched, up to 1 cu. ft. + 1 cu. ft./level Duration: Instantaneous; see text Saving Throw: None Spell Resistance: No

You can shape metal objects into other forms of your choosing. You must work the metal in your hands, but it becomes pliable like putty while you work it. Fine detail is impossible, as is sharpening, but you can make gross shapes such as breastplates or swords and then refine them through mundane processes. To make a functional object with this spell, you must make the appropriate Craft check. You cannot make any object with a Craft DC of 15 or higher with this spell, nor can you make mechanical devices with moving parts. The casting time indicates only the activation of the magic; you have 1 minute per level to work the metal once the spell is cast

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Appendix III

Monsters of Illefarn

Faernshay

(Banshee Rider) (Halls of the High King TSR FA1 Pg 48) CLIMATE/TERRAIN: Any/any FREQUENCY: Rare ORGANIZATION: Solitary (always mounted) ACTIVITY CYCLE: DIET:Nil INTELLIGENCE: High 13-14 Highly (13-14) TREASURE: Nil ALIGNMENT: NE NO. APPEARING: 1 ARMOR CLASS: 0 MOVEMENT: (mounted) 24, Fl 18 (C) HIT DICE: 9 or better (plus by class) THAC0:11 NO. OF ATTACKS: 1or 2 DAMAGE/ATTACK: 2d8 + 2/2d6 SPECIAL ATTACKS: Death wail, Trample (mount) SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: M (but always mounted, on an L) MORALE: Fanatic (17) XP VALUE: 7.000

The rare undead .Banshee Rider. is seen only at night, always appearing as an eyeless, glowing white elven maiden with long, streaming white hair. Clad in ornate plate armor, she rides a longmaned, eyeless horse and attacks beings she encounters with the lance she bears. The shee slays those she can catch. Rider and mount can both see (with 90. infravisionl despite their empty, dark eyesockets. They will turn towards and chase most creatures they encounter (ignoring a target on a 2 in 6 chance). Combat: The translucent shee will never dismount from her shadow horse, cannot be unhorsed, and will try to ride down any beings who stand in her path. Unless they move with her to continue combat, the Shee will attack a creature only once before galloping on

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into the night. The strike of a shee.s shadowy, insubstantial lance does 2d8 + 2 damage and causes a l-point Strength loss (strength so lost will return in an hour). Such losses are cumulative. A shee’s lance cannot be grasped, nor can it impale, catch on anything, or be turned aside by shield or armor. If a lance attack misses, or the Shee is attacking another being, the shadow horse will trample opponents. Anyone so trampled is flung to the ground (fragile carried items may have to make saving throws) and suffers 2d6 points damage. The horse is not related to the undead being known as a shadow, despite its name, and is AC0 and THAC0 11. Some bards and sages believe it is not a separate creature at all, but part of the shee. Shee may be struck by any sort of weapons and do not exude magical fear. Their touch is said to be cold, but not magically chilling. Shee are considered as ‘Special’ when priests attempt to turn them; a successful turning merely causes the shee to avoid attacking the priest and gallop towards another target. Like other undead, shee are immune to sleep, hold, charm and related spells and magical effects. Shee cannot be commanded by other undead or by any known magic and are immune to illusions, hypnotic effects, and other forms of mental influence. Shee regenerate 1 lost hit point per turn. Any successful attack on a shee will cause her to vanish. As she fades away, she will scream. Beings within 60. of her disappearance must save vs. death magic or perish. A vanishing shee is actually slowly shifting to another random locale on the same plane. This transfer requires an entire round to complete. In both places, while vanishing a shee canbe readily attacked and is AC7.

A shee only vanishes when struck; it cannot travel about at will by this means, but must otherwise gallop. Shee are known to usually head towards the maximum number of targets nearby, but it is not known if they can control their teleports to arrive in specific lands, or deliberately gallop in certain directions-if they have any concept of locations or destinations as living creatures do. Undead are unaffected by the wail of a shee, but all other shee attacks will affect them, and shee often attack undead. Shee seem immune to special undead abilities and attacks. If a shee is not attacked, she will gallop away after attacking every being present once, and will not wail. Habitat/Society: Shee seem to gallop continuously in dark regions, hunting living beings to attack. They have been encountered at sea, galloping across the sky low over the waves. In particular they hate the leShay, being they blame for corrupting their souls and trapping them in this state. A Faernshee will go out of its way to attack a leShay if one is present, at the expense of all other considerations. Ecology: A shee’s appearances seem related to disasters or important events. Shee may be attracted to great gatherings or outpourings of magical energy. A being that has been struck (but not killed) by a shee or her mount gives off a faint, pearly luminescence in darkness. This is known as .The Mark of the Shee, and those who bear it are regarded with great respect by intelligent beings native to the Northern Illefarn and the Moonshaes. A marked creature will not be attacked by common bandits, villagers, and the like; lesser undead the Realms over will avoid attacking a marked creature. This condition is permanent, unless removed by a limited wish (dispel magic will not suffice).

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Appendix iV: The Empire of Illefarn-9000 DR

The Empire of Illefarn -9000 DR

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Cities of the Empire of Illefarn

-9000 DR

1. Llewyrrvael City

2. Sharandar

3. Myth Iliyannar

4. Myth Coronthaar

5. Occidian

6. Larchford

7. Sarthandor

8. Everanshee

9. Aelinthaldaar

10. Deepening Moon

11. Tellorin

12. Aluvandaar

13. Orlumbor

14. Silversgate

15. Teu’tel’ondathyr

16. Fhaorenhaven

17. Firewine Bridge

18. Myrlochvael

19. Myth Kerymnar

20. Faer’tel’miir

21. Mhilamniir

22. Teu’tel’alu

23. Sharlarion

24. Chrysalis

25. Seluvandaar

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Sources used

Volo‟s Guide to the North & Waterdeep, Dwarves Deep, Under Illefarn,

Demi-Human Deities, all the FRCG‟s I to IV, All the DMG‟s & PHB‟s,

Dragon Magazine‟s 95, 145, 172, 176, 187, 200, 220, 223, 232, 234, 246, 250, 259, 270, 267, 273, 274, 278, 280, 300, 350, A City of Splendors FORGOTTEN REALMS® Web Enhancement, Grand History of the Realms, Forgotten Realms Adventures 2E, The North Boxed Set, Cloak and Dagger, The Atlas of Faerun, Waterdeep Trail Map, Waterdeep and the North, The Savage Frontier, Cormanthor: Empire of the Elves, The Fall of Myth Drannor, The Ruins of Myth Drannor, Elves of Evermeet, Complete Book of Elves, Elves of Faerun online Web Source by Lord Karsus, Unearthed Arcana 1,2,3 E, Manual of the Planes 1,2,3 E, Fiend Folio, Spell Compendium. FA1 Halls of the High King, FR1 The Moonshaes, Sarifal; Brian R James, Dragon 376, Ed Greenwoods answers to questions on Loremaster.org, George Krashos answers on Candlekeep. Internet Resources: Various Articles by the Scribes of Candle Keep Various Forgotten Realms Wiki articles Various Wikipedia articles.