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Maps of Ilythiir
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Resource s used
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Religion
Each city within the realm has its patron deity, the devotion shown varied from population
centre to population centre. New Attornash was the epicentre for worshippers of Ghaunadaur.
His worshippers were a mixture of all races resident within the city, the majority being Dark and
Moon Elf worshipers. Ghaunadaur was known as the God of Darkness, Destruction,
Domination, Submission and Change. Later followers of other Dark Seldarine Gods came to
dominate their individual city states leading to much internecine strife which later developed
into the classic political games of the great Dark Elven houses.
Many of the elves in the south worshipped Vhaeraun. His followers were like him: proud
enough to have believed themselves destined for power, and ruthless enough to seize it any
way they can. As they grew in number, Vhaeraun grew in might. With each tribe the Ilythiiri
enslaved, with each city they destroyed, Vhaeraun's influence spread like a bloodstain upon the
land. Finally, he became strong enough to achieve that which he most desired. Vhaeraun hated
Eilistraee. He bid his worshipers harry and destroy all who followed her. He would see her
destroyed, if such were in his power. Though he was then but a young god, Vhaeraun was vain
and malicious, quick to attack those who did not give him homage.
For millennia the worshippers of Vhaeraun and Ghaunadaur vied for power, caught between
the warring followers of chaos were those few worshippers who followed the teachings of the
Dark Maiden. At the end of the first great schism, the followers of the Slime Lord were
triumphant and became the ruling elite, whilst the followers of Vhaeraun found their power
base amongst the disaffected commoners in the outer cities and settlements of the first Ilythiiri
empire. Exiled from the south the followers of Eilistraee, wandered north for centuries before
finally settling down and establishing the northern Dark Elven realm of Miyeritar under the
leadership of House Olryth.
A History of Ilythiir
Headstrong, and set in their ways, but they do have a certain sense of honor and
dignity about them. Certain of their leaders - leaders being what they are - sought more
power, and became corrupted by the forces they dealt with - Ka'Narlist chief among
them. Cults arose within their ranks, of dark gods and darker fiends, and the power of
the various churches extended their influence to whatever leaders who weren't already
corrupted. It was a downward spiral from there.
They weren't united at first - mostly wild tribes living in the vast southern forests and
jungles - but a few city-states arose, and from those the corruption spread. One could
wax philosophical about how civilization itself is a 'corrupting force', but I will leave
such musings to the philosophers. Just let it be said that the trappings of civilization
allow for idleness, and we all know what 'idle hands' are capable of.
Ka'narlist, the most powerful Dark Elven Sorceror, had solidified his control over his
city and sought to extend his influence to other lands. He sent emissaries (spies, really)
to the other Dark Elven Cities, and even to other Sylvan Elf kingdoms, seeking and
exploiting every weakness possible. If not for the Sundering, in which he disappeared to
the bottom of the sea, he may have manged to fulfill his dream of ruling all Elves,
everywhere.
It was during these early stages of corruption that the Ilythiir first became involved in
the War of Three Leaves. The leadership (already being lulled by power) used spies and
sabotage to undermine the budding alliance between their neighbors (without the
knowledge of the common folk, of course... such things happen, you know). Although no
proof was ever found of their meddling, it was suspected by all involved, and bad
feelings began to fester into hatred.
Time went on, and the Dark Elves of Illythiir became more solitary and xenophobic,
and much of this attitude was fostered by the leadership and cults, which were now
becoming one and the same thing. the 'Olde Religion' was forced out, and the Yuir Gods
forgotten, and the churches of the Dark Gods rose to power. Eventually this lead to
strife between the competing sects, and one rose to the top - that of Lolth. Her church
rose to supreme power in Attornash, after its leader and High priest - Ka'Narlist perished. Soon, the other city states fell before the might of Attornash and its armies of
mutated abominations and slaves. Most simply excepted them as their rulers without a
fight... after they had made examples of the first few cities which refused him.
During this millenia of internal strife and political upheaval, many Dark Elves who
would not agree with their leaders and their religious oppression fled for distant lands.
Some went north to join their Sylvan brothers in Aryvandaar, while others - who
themselves followed less reputable 'gods' - fled into the east (and some, it is said, crossed
'the great water' to a new land across the southern sea).
Eventually, Attornash's domination of the civilized Ilythiir was complete, but they had
trouble convincing the wild tribes to join them - they cared not for power or conquest;
they simply wanted to live in the old ways and enjoy their forests and plains. So the
leaders of the Ilythiir struck upon an idea - following in the footsteps of Ka'Narlist,
they sent spies north into Aryvandaar, and using magic and bribery, were able to
cause friction between the Eladrin of that realm and the Green Elves who lived
amongst them.
And so, much in the same way some of their own disillusioned Ilythiir had left for
'greener pastures', the dissatisfied Green Elves of Aryvandaar left and founded their
own realms, chief among them Miyeritar. Many of the Dark-Elven spies went with
them - some mighty wizards themselves - and Miyeritar soon rose to a greatness that
rivaled Aryvandaar itself. However, as much as the Ilythiir tried to control this fair
Realm from afar, it was not to be, and they were only able to have minor influence on
the trade and foreign policies. Indeed, many of their own people turned their back on
them as their own fortunes rose with the majesty of Miyeritar.
No one knows for sure what happened next - the Vyshaan claim that Dark-Elven spies
tried to assassinate their Coronal and blamed Miyeritar. The Miyeritarrans, for their
part, accused the Aryvandaar of lying, in order to get other Elven realms to side with
them against the growing might of Miyeritar. As for the southern Ilythiir Dark Elves,
no one thought to even accuse them, since they had become isolated from their fellow
elves and kept to their own devices (which included conquering the rest of the South
lands and enslaving other races and even other elves who did not agree with their
rule).
When the Dark Disaster occurred, all were shocked at what befell. The Arvandaar had
not counted on the destruction being so complete - some High Mages even claim that
some sort of corruption had gotten into the magic and tainted the spell, boosting the
chaotic forces beyond their control. As for the Ilythiir, they considered the destruction
of the Miyeritar an outrage, and their leaders declared a 'Feyhaad' (Elven Holy War)
on Aryvandaar and its allies (which unfortunately/conveniently included it's trading
partners near Ilythiir lands). With that single horrific act, the Vyshaan did what
Ka'Narlist himself could not do for so long - unite the wild tribes into a single empire,
bent on destructive vengeance.
The rest is history. For the common Ilythiir folk, they only knew what their leaders
lead them to believe, and as it is with any warlike people, they took to the fighting with
unsettling gusto. Forests were burned - some Ilythiir blamed Dragons, others blamed
wizards who 'appeared out of nowhere', and some even claim to have seen both.
Regardless, the Dark Elven armies did not put the forests alight - Sylvan Elves would
NEVER to stoop to such a thing. Alas, the rest of the Elven peoples of Faerun did not
believed their tales, and many blamed them for those unspeakable acts. Only Keltormir
remained neutral, and refused to take sides, doubting the motives and actions of all the
others involved.
The truth matters not - the Dark Elves - even the many innocent ones - all shared the
curse of the Seldarine. When the Dhaerow Ritual was held, the priests open a conduit to
the Divine Realms, to allow the free flow of power into them from the heavens. Once
again, something unexpected occurred and the levels of power were far greater then
they accounted for, and the priests were unable to control all the energy they had
summoned. Many blame Lolth for the surge, but others say they felt a more...
shadowy... presence.
So do not blame the Ilythiir for the evil of their leaders; like any loyal people they
believed what they were told and fought for what they thought was right. By the time
the descent Curse fell upon them, many had become corrupted themselves by all they
saw and did, but just as many remained unaware of the fell deeds taking place around
them. The Crown wars were started by greedy individuals, and the Elven race paid the
price. The entire truth may never be known.
34000 DR
The otherworldly realm of Faerie is ruled by
the fey (creators of korreds, sprites, and
pixies). One tribe of desert & jungle
dwelling elves, the Ilythiir, rebel against
their Fey masters and seek to establish a
kingdom and realms of their own far away
from their Eladrin Overlords. Thus begins a
civil war that lasts for millennia.
31000 DR
An unimaginable catastrophe strikes AbeirToril. Whole continents vanish in
earthquakes, fires, and windstorms, and the
seas are rearranged. Ancient sarrukh
accounts remark on the changing of the
stars, but no one now knows what this
might mean. Most scholars now speculate
that at about this date a comet or ice moon
fell from the sky, devastating much of
Abeir-Toril, and refer to this event as the
Tearfall. The four Inner Seas merge
-25260 DR
25100 DR
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
Dragons, a madness driving all dragonkind
into mindless destruction as well as turning
them against their own offspring. During
the weaving of the Dracorage Mythal,
Dragons who knew of the plot arrived and
began attacking the citadel. Through the
efforts of the Avariel, who take massive
casualties, the spell was completed.
With the collapse of the last Dragon
Baronies, Lady Abshialaa the Second, leads
Iylthiirs legions south in a war of slavery
and conquest. This army of Vhaeraun
whorshippers pushes south and east
conquering settlements and cities that
formeyly belonged to the Dragon Lords.
Within 500 years the southern jungles are
held under an uneasy alliance of Dark Elven
Lords and Ladies, each seeking to gain
power and influence over their neighbours.
11
-24846 DR
Under orders from Lord Kanarlist, roving
bands of corsairs, and slavers beging raiding
the southern borders of Sharlarion and
Occidian. At the same time the Ilythiiri
merchants push for exclusive trading rights
with the Sun Elves in an effort to cut out the
more mercantile Moon Elves further north.
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 unrivalled as the crossroads of
trade and commerce.
-24492 DR
An uprising begins within the city of
Barrassisk as rank and file Vhaeraun
worshippers within the army seek to
overthrow their Ghaunadaur worshipping
masters. Within a short time the rebellion
has spread to several other cities and
settlements and a full scale religious war
ensues in the northern city states. South of
the Demons Hump, the armies loyal to
Ghaunadaurs teachings are moved north to
quell the rebellion.
24000 DR to 23000 DR
24400 DR
The fiend Haeshkarr, summoned by
KaNarlist to punish Occidian for taking the
side of Sharlarion during a dispute between
the Moon Elven and Dark Elven nations,
begins gathering Orc hordes in the protoGalena mountains, and lays siege to
Occidian. The Sun Elf city is destroyed, and
Orc Horde moves on to Sharlarion next. The
23600 DR
-23821 DR
After a long and careful seduction, Lolth
reveals herself to her lover as an aspect of
the Goddess, Araushnee. Completely and
utterly under her spell, Lord Kanarlist
converts to her worship, becoming her
chosen High Priest. His first act is to order
the his vassals to convert. Those not
wishing to do so are put to death or if not in
the city, exiled upon pain of death never to
return.
Establishment of the
settlements of Ardeep.
first
moon
elf
-23590 DR
The Conclave of Houses elects Hamaranth
Othreier as the first Coronal of the newly
established Moon and Gold Elf city of
Yrchionmanthaar The City of Peaceful
Reverie. Within two centuries the borders
of Shantel Othreier are established and the
new realm in proclaimed.
23900 DR
23200 DR
Establishment of the first gold elf
settlements of Aryvandaar, (present-day
High Forest). Alarmed at this development,
the Ilythiiri rulers gather to discuss the
possibilities open to them to prevent their
23100 DR
-22323 DR
-22168 DR
Ilythiiri explorers travelling east from the
newly established citadel of Qmadoscheel
stumle upon another ruined Sarrukh city at
the eastern edge of a great Swamp Cyprus
forest. Looking for an easy way through to
the Thunder Wall Mountains the explorers
are attacked by groups of magic wielding
Yuan-ti and lizard men commanded by
Sarrukh liches.
-22166 DR
22500 DR
The Third Sarrukh War
Moon, Dark and Green elves from
Aryvandaar with sponsorship from Shantel
Othreier, migrate south via swan and
dragon ship. Led by the great granddaughter of Sharlario Moonflower, the
Duchess Allejandra Moonflower. Moon
Elves from Yrchionmanthaar help their kin
establish the settlements of Orlothia and
Shaarril in the Forest of Orishaar. The
collective heads of the three founding clans,
-21763 DR
The Great Burning (The Batrachi
Slaughter)
An outbreak of reptilian beings (Batrachi),
pouring up from beneath the mountains to
the west of Aleaviir leads to running battles
with the eastern colonies of Orishaar. The
Queen leads her heavy infantry and archers
east to drive the serpent folk east. The
ensuing battle see vast swathes of forest
burnt to the ground as the retreating
Batrachi conduct a scorched earth
campaign denying the elves a place from
which to rain death upon the serpent folk.
In the wake of the fires, the grass prairies of
the eastern Shaar, The Plains of Thunder,
and Low Shaardale are formed.
Driven to react by the destruction of their
northern settlements and steadings the
northern Ilythiiri unite under the banner of
the Scarlet Spider to drive the retreating
Batrachi from their lands. Utilising high
magic combined with the summoning of
hundreds of demonic servitor creatures, the
Dark Elves slaughter thousands of Batrachi
and their servant creatures before giving up
the pursuit at the edge of a giant Salt Lake
far to the east of Ilythiiri territory.
-21422 DR
Driven east by migrating herds of Loxo and
fleeing the predations of the few remaining
Batrachi, vast prides of Wemics begin
preying on wandering Green and Moon Elf
bands as they hunt along the edges on the
grasslands. Leading her troops once again,
the warrior queen, Velnetta Moonflower is
captured, slain and eaten by the implacable
warriors of the Brightclaw pride. The
araegisses of the realm, dowager princess,
15
21400 DR
Establishment of the green elf settlements
of Thearnytaar (present-day Thornwood).
-21006 DR
Driven by his sponsor and lover, the mighty
Spider Queen, Lord Kanarlist attempts to
undergo apotheosis by sacrificing 1000 sea
elves and a minor sea elven deity, the
Princess of Pearl Sheldashaara. Utilising a
high magic ritual that has taken years to
research, Arcorselutarr Kanarlist, the seas
elves and the unfortunate demi-goddess
disappear in a mighty flash of magic that
destroys much of upper Atorrnash in a
blinding magical explosion that kills
hundreds and injures thousands more.
With the apparent death of the High Lord,
Lolths highest ranking Priest/High Mage,
Lord Mantorax Baenre, assumes the crown
and rulers mantle of Atorrnash and its
surrounding vassal states.
21000 DR
Establishment of the green elf settlements
of Eiellr by a mixture of refugees from
Illythiir and an over-crowded Aryvandaar.
(present-day Winterwood).
-20320 DR
The seventh Rysar comes to a spectacular
end when it is revealed by Keltor Durothil,
(the Coronals nephew) that Kylandor has
been trafficking with devils, which in turn
explains his unusually long life span. His
1000 years saw a solidification of House
-20004 DR
-19600 DR
20000 DR
Orishaar and the southern dark elf nation of
Ilythiir begin skirmishes that continue on
and off for the next seven millennia when
Orishaaran troops attack the closest Baenre
border outposts. In the ensuing battles
becoming known as the New Moon Wars, a
large strip of rainforest is burned out
becoming the no-elfs land, known to both
realms as The Nek. Many see-saw battles
are fought by both realms as the border
area becomes a hotly contested wasteland
populated by the restless undead of
unclaimed battles.
-19700 DR
Lord Mantorax Baenre and much of
personal guard are slain by Dark Elven High
Knights and Priests from the city of
Sahdelmah. Leading the assassins is a now
youthful looking and newly re-emerged
Lord Kanarlist who now sports dark scales
and mighty bat like wings in his true halffiend form. Reasserting his right to rule
after months of bloody purges, King
Kanarlist begins forging an empire whose
sole deity will be his sponsor, the Spider
Queen herself.
Aryvandaar.
Nearby families from
Shilteuvandor and Miyerimista arrive to
join their cousins due to over-crowding.
They continue to maintain close ties with
their cousins back in Shantel Othreier
forming a deep and lasting bond between
the common peoples of both realms.
-18800 DR
After
centuries
of
friction
and
discrimination the southern clans led by the
High Mage Filraen Olrythii (the son of Duke
Velkanar Olrythii who led the rebels against
clan Hune), head south into the previously
lightly inhabited Miyeratma Plateau. This
leads to the establishment of the first elvish
settlements of Miyeritar, by green and dark
elves due to political differences with the
gold elves of Aryvandaar. Laranlor Filraen
Olrythii is selected as the first Coronal with
the laying of a mythal and the raising of a
rulers tower complex within the newly
established city of Myth Olriith.
-18244 DR
Queen Everlynda dies suddenly from a
previously unknown plague that sweeps
through the settled districts of the realms
all about the Sun Sea and Illythiir. The
disease, which rots a victims lungs from the
inside, kills 10% of all those living within
towns and cities whilst killing virtually no
elves who lead a nomadic life style. The
only Ilythiiri not affected by the black lung
are the devout followers of Ghaunadaur
who are accused of spreading the sickness
from the reaches of the Slime Lords Great
Swamp.
This in turn leads to the
persecution of Slime Lord worshippers in all
the northern and eastern cities of Ilythiir.
-18000 DR
Some
Ilythiiri
houses
re-discover
Ghaunadaur and begin to worship it in
secret. As a result many thousands of Green
and Dark Elven refugees flee north hoping
to avoid the more elitist and barbaric
practises of Lord Hunes sycophants and
toadies. They find a welcome home within
the hills and karst crags of Miyeritar.
Amongst them are several dozen agents of
Lord KaNarlist who begin a campaign of
sabotage, lies and murder designed to sow
fear and distrust of the new immigrants.
-18507 DR
-17941 DR
18800 DR
18
-17900 DR
After a thousand years of paranoia Ayagas
increasingly racist policies once again bring
Shantel Othreier to the brink of civil war.
Green elves are banned from owning
property within the larger citys their nobles
dispossessed of their lands in favour of
Ayagas lackeys. A resistance movement
springs up amongst the liberal minded
Moon Elves of Teualumista who rally
behind the banner of a previously unheard
of Moon Elf Bard, Korinnialass Moonflower
(a great..great grand-daughter of Sharlario
Moonflower and the wielder of his family
blade.)
Establishment of the great elvish
settlements of Keltormir (Present Day:
Forest of Tethyr which 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 elven realms. Lord Keltormir
establishes his holdings within the Crystal
Caverns of Dalach at the feet of the
Starspire Mountains. The gathered people
proclaim their new realm Keltormir in
honour of their new Lord and Coronal.
-17888 DR
The War of the Waxing Moon & Setting Sun
Ayaga The Lame is killed whilst laying siege
to the rebellious city of Fhaorhaven. He and
much of his besieging force is wiped away in
a giant Tornado that sweeps into the area,
whilst leaving the city untouched. Leading a
relief column from Seluvandaar to help lift
the siege Korinnialass Moonflowers Moon
Elf forces arrive in time to see a large group
of Sharn banishing a horde of devils and
yugoloths back to the Nine Hells.
20
-17190 DR
Lady Fionolla marries Queen Yvetths eldest
son, Prince Kamalliyn Hawksong of
Orishaar, bringing the two realms closer
together. The two then travel to Illythiir via
swanship to New Attornash for diplomatic
talks with their large southern neighbour.
An unlikely alliance of convenience begins
to form up as the two realm work together
to destabilise the slowly forming realm.
-17550 DR
-17121 DR
After 50 years of fractious leadership one
Dark Elf house Patriarch emerges stronger
than the rest. Lord Balok Glannath through
a variety of murderous schemes and
alliances, manages to have himself
proclaimed Coronal with the raising of a
Rule Tower over the newly built city of New
Attornash.
17500 DR
The independent realms of Thearnytaar,
Eiellr, and Syrpiir open discussions about
unifying the elves of the Satyrwood. Secret
negotiations take place within Myth
Gaellium. Agents of both Orishaar and
Illythiir take vital information back to their
respective rulers informing them of this
potential threat to their imperial ambitions.
-17342 DR
Lord Balok orders his agents to begin
finding ways to undermine the growing
alliance between the three Green Elven
realms. Utilising the ancient high magic
rituals of transformation, several hundred
Dark Elves, are transformed into green elves
and sent north to act spies and as agent
provocateurs.
-16997 DR
Orishaaran marines, heavy infantry and
eagle riders invade Thearyntaar coasts,
quickly taking the cities of Calaevum and
-16619 DR
-16423 DR
-16422 DR
Myth Bellavae falls to the Bolartusk orc
horde, but not before most of its
inhabitants are rescued by the sudden
arrival of swan-skyships from Myth Lurue
and Aelaviir to remove the citadels
survivors. The citadel then explodes as the
ravaging hoard unleashes the magical traps
laid down by the fleeing elves.
-16421 DR
The siege of Mir is finally lifted as the elves
allies arrive from Illythiir, Orishaar and
Thearyntaar. In the ensuing battles the
invading army of over 3000000 orcs and
gnolls is annihilated by an army of elves
almost as large. Not one orc or gnoll in 1000
survives the battle of the Bleeding
Mountains. The leaders from the four
nations pledge lasting friendship and a
treaty of mutual assistance in times of
emergency and war.
24
-16374 DR
Disgusted by the coronals approach to their
enemies to the north, the rival nobles
within Ilythiir begin plotting Kyorlin
Glannaths downfall. After months of bitter
infighting and countless murders and
political schemes, Lord Kyorlin finds himself
suddenly out of Lolths favour and upon the
sacrificial alter of the Grand Hall of Spiders.
In his place, the Priestess/Sorceress
Elvanshalee Lueltar seizes power in the
name of the Spider Queen, upsetting
millennia of tradition and angering many of
the more conservative houses of the
empire.
-15879 DR
-15555 DR
-15500 DR
-15550 DR
Coronal Deliia announces her intentions to
re-establish the capital on the southern
edge of the Mytharan Glades. Damarhynn,
25
-15300 DR
The elvish Vyshaan clan rises to power in
Aryvandaar under Coronal Ivsaar Vyshann,
deposing the Moon Elf Amarillis clan as the
rulers of Sharlarion, and the realm.
-15262 DR
Moon, Green and Dark Elven migrants begin
arriving from Sharlarion and Teutelalu,
along with economic migrants from
Miyeritaars northern borders. Coronal
Bella, allows them to settle in the south and
east of the realm, where they establish the
settlements of Dryarathon and Berkaddynn.
-15002 DR
A horde of giants, orcs, goblins and gnolls
lead by an ancient batrachi lich, pour out of
the Haungalyrr Mountains and across the
Nek. The horde of over 300000 beings sacks
and burns a dozen Orishaaran and Ilythiiri
settlements before the two nations put
-14716 DR
Unusual for an Ilythiiri leader, Lord Jaezred
dies peacefully in his sleep of natural causes
(if a dagger in the throat can be considered
natural). In his place the High Priest of
Ghaunadaur from the city of Athbarlon,
Honemmeth Seerear, becomes the newest
Arcoronal of the empire.
-14702 DR
Barely into her majority, young Queen
Amberlinn is murdered on her wedding
night along with her husband, a Dark/Moon
Elf prince of Miyeritar, Murtanaor Olryth,
third son of the ruling house of Miyeritar.
The assassins, a group of radical gold elves,
are tracked back to Illefarn by Royal Scouts
and High magi, but there the trail goes cold.
Queen Amellins niece, Crown Princess,
Hyoreen Moonflower, the Moon Knight
Leader, leads retributive raids into Ilythiir
and Aryvandaar as she tracks down her
aunts killers. Prince Sharlario Amellins
brother and current araegisses, rules as
regent in his nieces absence. In response to
these raids Ilythiiri high magi unleash
demonic horrors upon Illefarns southern
settlements.
-14527 DR
14000 DR
14700 DR
27
-13439 DR
With backing from Illythiiri dragon riders,
the principality of Mir declares its
independence from Keltormir. With
continued warfare in the north and
constant attacks by privateers operating
under Illefarns banner, Lord Feldorn is in no
position to do anything about Mirs
rebellious moves. Ilythiiri troops move into
Mir as Lord Brorn proclaims the lands of Mir
to be under his empires protection.
-13334 DR
Unable to deal with the pressures of her
office, the frail and winsome Coronal
-12882 DR
High Queen Kentyshia is assassinated by
disgruntled Moon Elf merchants and
Corsairs as they blame her for the empires
reversals of fortune that has seen merchant
fleets from Illefarn, and Ilythiir dominate
the trade routes along the southern and
western seaboards. Her grand-daughter,
the Princess Eminent of the Corsairs,
Omberlaer Amarilliss takes over the throne
from her vilified elder. Within months
Orishaars privateers are raiding the
merchant vessels of both rival empires.
-12775 DR to -12699 DR
The Wave Runner Wars
In a rare show of unity the Grand Admirals
of Illefarn and Ilythiir agree to combine
their forces and hunt down the raiding
Orishaaran pirates. In a series of titanic
battles over many years, both above and
below the waves, hundreds of vessels and
thousand of sailors from all three realms
are lost before the a truce is called by the
rival rulers of the realms as the war prove
ruinous to trade and the financial well being
of the three competing empires. In the end
it is the threat of financial collapse rather
than and altruistic feelings that leads to the
peace conference that finally ends the war.
-12650 DR
After a shaky and paranoid reign lasting less
than half a millennium Ytamaranth
Othreier finally succumbs to his paranoia.
Whilst attempting to collect the secrets of
those he is sure are plotting against him
Ytamaranth is driven to madness by a
servant of Lolth, whilst contacting an outer
planar power. Propelled by the voices in his
30
-12243 DR
Just like her mother, High Priestess,
Menzoberra Yril'Lysaen is assassinated by
followers of Vhaeraun in revenge for her
persecution of the Dark Princes followers.
Bloody murder is committed in Vhaeraun;s
name all across the empire in a week of
purges and massacres. Almost overnight the
political landscape is changed as the centre
of power and influence shifts to Orbvanaal
as The Bae'queshel Telphraezzar Darathlyn
Aelryth becomes the next Arcoronal of
Ilythiir.
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.
-11817 DR
The Demons Bane War
Assembled before the mighty blue granite
walls of Myth Ahkerynnar 12000 centaurs
and Elven cavalry, supported by 5000
dwarven artillerists and nearly 20000 Elven
archers and infantry confront the combined
armies of Aryvandaar. At first the Miyeritari
are triumphant, as they drive the Sun Elves
and their auxileries from the field. However
it is a pyrrhic victory as Aryvandaars vast
numbers and use of demonic magics more
than counters the greater fighting spirit of
the Miyeritari and the dirty tricks of their
Ilythiiri allies. Soon the battle field belongs
to the Vyshaan and Coronal Ivosaar takes
personal control of the final subjugation of
-11699 DR
-11690 DR
The Battle of the Seven Fords
33
11600 DR
The Ilythiiri destroy Syrpiir by fire taking
advantage of the extremely dry conditions.
Green Elf druids manage to lessen the
damage to the eastern forests and but turn
the wild fires against a large force of Ilythiiri
and their goblinoid troops. But in the end
vast swathes of the forest are destroyed
along with the cities of Myth Gaellium,
Elinn, and Vaerntillath. Fleeing refugees
flood across the border into Eiellur and
north into the Sea of Fallen Stars to stay
with their relatives beneath the waves. In
the end a vast firestorm wipes away more
than half of the Syorpiiran rainforests,
separating that region from its allied
neighbours and burning its homes to the
ground.
-11595 DR
Moving north in the wake of the great
firestorms, Ilythiirs armies are confronted
by much of Syorpiirs surviving force.
Thrown back across the river, the Dark Elves
finally force a crossing using flanking portals
and sheer weight of numbers, as the river
clogs with the dead goblinoids, the rest
cross atop their fallen comrades. Retreating
to Gildalaer the surviving Green Elves put
up such stiff resistance that the Corselutaar
of Ilythiir resort to using another war
mythal to destroy the citys heart, leaving
an empty clearing of bare rock where the
city once stood.
-11590 DR
Moving more carefullly in light of recent
devastating, unsustainable losses the
armies of Ilythiir begin the campaign season
by moving around the city of Ssrisaragoth,
whilst envoys approach the city attempting
34
-11557 DR
After more than 200 years leading a
guerrilla resistance, Lord Alton is killed in a
raid by Vyshaan Duskblades and dragons on
his forces hidden redoubt within the ruins
of Faerteldur. In retaliation Ilythiiri High
Mages working in nearby Myth Ahkerynnar
manage to unleash a horde of yugoloth and
demons to massacre the triumphant Sun
Elves. Lord Altons daughter, the Eilistraee
High Priestess, Anshalee Olrythii takes up
her fathers blades and continues the
resistance.
11500 DR
-11450 DR
The Sable Wars
Thearnytaar and Eiellr, with minimal
assistance from Keltormir and Shantel
Othreier, invade Ilythiir, intent on
destroying or reforming the dark elves
before more realms fall. Supplied by the
ever pragmatic Corsairs of Harnost the
forces of Thearyntaar and Eiellur advance
south, using Harnost as a staging point
before
invading northern
Orishaar,
bypassing the ruins of Aelaviir and
massacring the treacherous Green Elves of
the Misty Vale as they attempt to make a
stand at the Ford of Rivers Bend. After
months of battling the occupiers of Orishaar
and their goblinoid allies, the invading elves
of Thearyntaar and Eiellur along with a
contingent of marines from Harnost are
surrounded and destroyed by a huge horde
of Demons & Yugoloth and dragons ridden
by Ilythiiri High Magi at the Third Battle of
the Nek.
More than half their forces are decimated
by the corrupt magics of the dark elves who
make use of War Mythals (and other fell
weapons and magic), supplied to them by
agents of the Vyshaan who continue to use
theIllythiir as a cats paw to further their
own plans for Empire. The evil of the Dark
Elven leadership makes them the perfect
bogey monsters for the Vyshaan leadership.
11400 DR
In the north the stalemate is finally broken
and Eiellr falls, as the Ilythiiri once again
use fire to destroy an enemy and isolate it
from aid. The fall of Eiellur is aided in part
by traitorous green elves who think their
36
-11385 DR
-11320 DR
-11353 DR
-11300 DR
-11125 DR
Rebels led by Darathlyn Aelryth advance
into southern Aryvandaar and begin raiding
and burning smaller steadings and tree
villages. With the final defeat of Miyeritar
and the appaling losses suffered by Ilythiirs
expeditionary forces, angry nobles attack &
sacrifice
Lord
Geirildin
Sethomiirs
lieutenant in the Arcoronals absence.
Finding himself cut off and exiled, the
former emperor, maintains his holdings in
Arathmault expanding his worship of
Ghaunadaur in an attempt to gain the Slime
Lords favour and more power in the
37
-10880 DR
After giving birth to more than 50 children
in her long and successful alliance with the
balor Wendonai, Arcoronal Olorae is
transformed into a Yochlol the serve Lolth
as one of her specially chosen
Handmaidens.
In her place, the
Shadowblade/High Magi, Lord Allyndurr
Hune, is chosen by the more militant nobles
as Arcoronal to lead the crusade against
the hated Sun Elf foe.
10700 DR
Battle of the Gods 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 died at the hands of elf and orc
-10449 DR
A combined force of Elves and Dwarves
blunts the Illythiiri attacks in the south,
stopping them cold in the Delzanmor Pass
by forces from Darghest Deep. In the north
the more powerful army reinforced by High
Magi, demons and dragons over run Myth
Bellavae and a series of border forts and
watchtowers.
-10440 DR
Ilythiiri forces besiege the city of Dryrathon,
after 6 months of fruitless battles high magi
of clan Hune unleash a war mythal that
wipes the city and most of its remaining
inhabitants from the face of Faerun. The
citys destruction brings a pause to the war
as the Coronal stops to rethink her strategy.
Before long, Lord Wuleth orders the
evacuation of all his remaining cities so as
to minimise future loss of life.
-10415 DR
-10450 DR
The Fourth Crown War
Illythiir's seething counter-attack to avenge
Miyeritar sees their open use of the corrupt
powers of Ghaunadar and other dark, evil
gods for the first time. The main army of
Illythiir pours across the eastern border into
Sarennestar, while a small force cross the
Straits of Galorn into the Alimir Mountains.
Allied with an army from Illefarn led by
Coronal Yloeneth, the Ilythiiri and Miyeritar
survivors attack Vyshaan outposts in a new
offensive. The Coronal is assassinated
bringing about an end to official (if covert)
Illefarn support.
-10380 DR
Illythiiri forces begin attacking the
communities around the abandoned city of
Berkaddynn. A retreating army of Green Elf
scouts and Light Infantry leads the Iliythiiri
into the city where Coronal Wuleth is killed
in vicious house to house fighting. A trio of
High magi unleash a ritual which collapses
the mythal upon the fighting armies, killing
all in a cataclysmic implosion. The new
Coronal,
Atteroth
Rilymntaarm
immediately orders a general retreat as he
learns of forces from Aryvandaar are
advancing on Shantel Othreier and
ultimately Keltormir.
-10300 DR
The elves of Keltormir, opposed on both
sides by the Vyshaan of Aryvandaar and the
dark elven clan Hune of Ilythiir, strategically
withdraw from eastern Keltormir, holding
their lines at Highlands' Edge.
Damarhynn is sacked by the forces of
Aryvandaar and then fought over by forces
of Illythiir. In the end the city is laid waste.
The very young, the old and infirm who
were too weak to flee from the approaching
armies are all put to the sword after being
discovered hiding within the confines of the
Tomb City. Their deaths and the magics
used by both sides forever taints the mythal
allowing the evils unleashed to leach into
the wider woods of the Dark Heart.
-10270 DR
The Stone and Claw Campaigns
The withdrawal of Keltormir's forces to
close and defend its own borders pitted the
41
-10085 DR
The Fall of Myth Ruavae (The City of
Starlight)
After three years of siege, the Gold Elf city
of Myth Ruavae, located at the eastern feet
of the Cloud Peaks, is destroyed by Dark Elf
Selutaar using a War Mythal. When the
maelstrom that they unleash finally abates,
the city and all its 52000 inhabitants is gone
with not a single stone or blade of grass left
standing. High Mages from Mir in turn
sweep the valley of Illythiiri with a war
mythal of their own, unfortunately killing
several thousand Sun and Moon Elf
prisoners in the process.
-10075 DR
The Slaughter of Greenheart Vale
After consolidating their hold over southern
Shantel Othreier, Lord Telantiw Hunes
armies push forward again through the
Green Woods and into the very centre of
the realm, the Greenheart Vale. The
dragons and the demonic horde that
followed, spear headed by brigades of
demonic Dark Elven half-breeds, and
tieflings, set almost the entire forest ablaze
between the Cloudpeaks and the Chionthar
River. In turn destroying the Moon and Gold
Elf cities of Seluvandaar, Myth Veluthil,
Teualumista and the only Green Elf city in
the realm Ardonvandar.
Coronal Atterothgar orders harrying raids
by his forces, and provides escorts and air
lifts to pick up refugees fleeing from the
hordes and fires. With the return of the
fleet from the southern lands, a new wave
of emigrants, some 40000 Green, Moon,
-9200 DR
9750 DR
-9600 DR
-9000 DR
-9600 DR
The early Drow civilisations make their
presence known by harassing and raiding
Vyshaan settlements killing and enslaving
any who support their ancient enemies. Not
all Dark Elves support such actions and
many worshippers of Eilistraee and
Angharad flee east in search of the Lost
Ones of ancient legend.
-9142 DR
After many bloody and vicious battles the
forces of Keltormir find themselves standing
before the ruined walls of occupied New
Attornash accepting the surrender of the
Vyshaan garrison there. Of the 20000 Gold
and Moon Elf prisoners taken here, less
45
46
ArCoronals of Ilythiir
-27000 DR until -10000 DR
Length of Reign
-25100 DR to -21006 DR
-21006 DR to -19700 DR
-19700 DR to -17600 DR
-17600 DR to -17550 DR
-17550 DR to -17121 DR
-17212 DR to -16583 DR
-16583 DR to -16374 DR
-16374 DR to -15002 DR
-15002 DR to -14716 DR
-14716 DR to -13900 DR
-13900 DR to -13767 DR
-13767 DR to -13005 DR
-13005 DR to -12561 DR
-12561 DR to -12243 DR
-12243 DR to -11500 DR
-11500 DR to -11125 DR
-11125 DR to -10880 DR
-10880 DR to -10415 DR
-10415 DR to -10400 DR
-10400 DR to -10270 DR
-10275 DR to -10000 DR
-10000 DR to -9000 DR
-9000 DR to -7700
-7700 to -7600
Rulers Name
Kanarlist Hune
Mantorax Baenre
KaNarlist Hune
Alliance of Laranlors
Balok Glannath
Malaggar Glannath
Kyorlin Glannath
Elvanshalee Lueltar
Jaezred Seerear
Honemmeth Seerear
Dhuunyl Seerear
Brorn Seerear
Felyndiira Yril'Lysaen
Menzoberra Yril'Lysaen
Darathlyn Aelryth
Geirildin Sethomiir
Olorae Aelryth
Allyndurr Hune
Undrek Sethomiir
Lualyrr Hune
Telantiw Hune
Alliance of Surviving Ruling
Lords & Ladies
Theocratic Council of the
Unseelie Deities
Civil War
47
Old Atorrnash
Population: 97500
Products: magical constructs, new slave races, slaves, weapons & armour, magical items, life
shaped creatures & objects, gems & jewellery, musical instruments, art objects, sculptures,
paintings, songs, education, war machines & magic, portal networks, sailing ships, galleys, silks,
wines, spirits & ales, plays & operas, leather goods, seafood, votive offerings, buildings,
mercenaries, herbs & flowers, grains, cattle, horses.
Who Rules: Archmage Ka'Narlist
Who Really Rules: Archmage Ka'Narlist
48
Temples: Ghaunadaur, Vhaeraun, Malar, Eilistraee, (Later Lolth), Umberlee, Queen of Air & Darkness
Notable Mages: Lunar Eclipse Circle of Life Shapers, Darkmoon High magi Circle, Hunters of the
Green Battle Magi College, Farseer Scryers, Yellow Wolf Life Shapers Circle, Sisters of the
Banshee, Seaside Scivereners & Scribes.
Notable Organisations: Black Lion Slave Takers Guild, The Slime Lords Pit Keepers, Draconshae
Riders Guild, Berenshee Slave Farmers, Fallron Geomancers Consortium.
Notable Locations: KaNarlists Keep - A vast castle of stark black stone whose turrets soared
into the sunset clouds. A high wall surrounded the keep, enclosing a vast estate.
The Bay of the Banshee - The waters around Atorrnash were too turbulent for the sheltered
place. In the night blew hot and dry winds from the south and the sea shrieked like a lost,
demented soul. The Ilythiiri called it for that reason The Bay of the Banshee. There were
rumours that many elves died, when the rocks of the city were magically drawn from the earth
and more died when the waters rushed in and filled the void.
Guest Quarters & Outer Castle Precincts - The guest dwellings were spacious and grand, and
the gardens were filled with lush flowers and playing fountains such as had been found on the
lost islands of Tintageer. A small army of servants was on hand to tend promptly to any request,
and luxuries and diversions of all sorts were offered. The guest quarters were set well outside
of the walls that surrounded Ka'Narlist Keep. Even the grounds, outbuildings, and paddocks that
surrounded the castle were separated from the guests' domain by high black walls.
Local Lore:
Created by High Magic, Atorrnash was an ancient city of dark elves in the southern parts of
Faern. It existed in the Dawn Age and was ruled by an Iythiiri Elder Archmage. The city was
perched at the very edge of the sea, on all three sides of a long, narrow bay that thrust deep
into the land. Many of the buildings were fashioned of dark stone that had been drawn up from
the depths of the ground in the form of finished buildings. Gemstones glittered in precise
patterns against the smooth stone, sometimes forming elaborate mosaics that covered entire
walls or even paved the walkways. Most wondrous of all, however, was a vast castle of stark
black stone whose turrets soared into the sunset clouds. A high wall surrounded the keep,
enclosing a vast estate. A similar, lower wall of black granite encircled the entire city, a wall
without seam or crack to mar its surface. It was a single expanse of solid rock. The use of magic
was intense in the city, and most dragons found this uncomfortable and gave Atorrnash a wide
berth. They did attack trade routes from time to time, but except in the savannahs and the
forest to the north, dragons were considered a minor inconvenience at worst.
According to the traditions of Tintageer many elven cultures shared the ancient custom of
exchanging gifts, and in many places the splendor of the gift was viewed as a measure of the
giver. But this generosity in Ilythiiri cities would go beyond what was considered normal. After
giving a gift, never once would an Ilythiirian elf accept a return token.
Many of the elves of Atorrnash were as dark-skinned as the goddess Eilistraee. These dark
elves, held most of the positions of influence in the city, while the fairer races were
gatekeepers, shop owners, and servants. Never in other Elven societies were there such starkly
drawn divisions among the various elven folk. The streets of the low city were filled with a
49
plethora of peculiar-looking beings that crowded the markets and the streets. The life shaping
Arts of which the Ilythiiri were masters had had a hand in shaping these creatures.
It was common practise for the followers of Ghaunadaur to find positions of power within the
strict hierarchy old Atornashan society. The fair folk were often taken in slave raids and were
regularly sacrificed in the Slime Lords dark ooze filled pits. The raiding for mercenary slaves and
breeding stock was common with whole nations of wemics and loxo taken to breed as warrior
slaves. Many more were created by the cities many High Magi life shapers through a variety of
experiments. Chief amongst these creations were the Sxahuagin and the elf like Malenti, a cross
breeding of sea elves, wemics and dark elves created to look like seas elves, initiated by Lord
Kanarlist in his war against the Sea Elves. There were many wizards in the city who
experimented with powerful magic, and in the process created twisted beings of all
descriptions. There was an art and a science to such things, but most of the wizards were poor
practitioners of the art and the result was the appalling hodgepodge of suffering monstrosities.
It was the city of Ilythiiri, dark elves and ancestors of the drow, but it was also a place of
merchants and many of other folk came as visitors or lived there as minor classes. Some of the
strangest creatures may have been created by magical means as slaves for the dark elves.
Atorrnash was destroyed during the changes and earthquakes following the Sundering. The
mortal body of Ka'Narlist had been swept away by the terrible floods, and the wondrous city of
Atorrnash reduced to legend.
Nova Attornash
Population: 327000 (Dark Elf 50%, Green Elf 10%, Moon Elf 5%, slave races 30%, others 5%)
Products: Slaves, weapons & armour, ships, chandlery, exotic pets & beasts, clones, magical &
religious items, silks & cottons, fish & seafoods, whale oil, perfumes & artworks.
Who Rules: Patriarch of House Hune
Who Really Rules: Patriarch of House Hune & Council of Priests of Ghaunadaur
Temples: Ghaunadaur, Kiaransalee,
Notable Mages: The Witches of Azzurlom, Sorcere - Academy of Wizardry, The Necrocors,
Slanos heethir'ku Life Shapers Guild, Brotherhood of the Blue Sea Maritime Magi, Society of
the Jade Serpent
Notable Organisations: Tk'parhnvla'rinnyn Mercenaries Guild, Medritsoss Assassins Guild,
Qu'madonest ozam Ship Wrights, Mallalloun'az Jewel Smiths, Ky'hulorbbenlodtyna Cloth
Weavers & Merchants, Mara killian Weapon Smiths, Fanatics of the Overflowing Pit Sisterhood
of the Obsidian Sphere The Necorallis Society
Notable Locations: S'lozankyorlen Citadel, Krik'vlicss kestal Slave Market, Drorothen Breeders
& Stud Masters College, Drostanragar Miners Guild Hall, Knanindro, Farmers Market,
Mei'qvrine'winith Caravanserai, Velveoloth Arena, Valsharentagnik'zur Aerie, Wanre el'lar
Commons Narkuthmagthere Hall of Scholar Thalacks ultrinnan Harbour, Valsha zress Forum
of the Patriarchs, Dark Weavings bazzar, Melee-Magthere, Ashtarlaxk Portal Network, Hall of
50
Shadows Theatre & Festhall, Arachus Gladotorial Arena, Necropolis Plaza, Font of Delights &
Sorrows, The Great Gate
Local Lore: Built upon the western shore of Houfalor River and meant to reflect the glory of its
ancient predecessor, the city of Nova Attornash is a thriving metropolis dedicated to the gloru
of the People. A centre for the arts and learning, the city is dominated by small bands of
powerful High Magi who gather together to cast spells beyond the imagining of any solitary elf.
Each Circle is based in a tower, which are the focal point of different political bodies of Dark
Elven society. One of the more immediately useful functions of the towers is the ability to send
communications swiftly from one Elven city to another, preventing the communities from
becoming isolated. The citys elders often send Dark-Elven raiders from the south to forage
northward, attacking trade routes and farming villages. Some of these raiders settled in the far
north, hiding in caves by day, and coming out to strike under the cover of darkness. Originally
considered the capital and cultural heart of the Ilythiiri Empire, the city lost its influence over
time as competing noble houses and political and religious bodies took away much of the citys
former power. Ever the jewel in the imperial crown, Nova Attornash was ever the city most
fought over whenever there was a shift in power or change in imperial leadership.
A hub of trade and home to the most cosmopolitan community in Ilythiir, the citys massive
harbour is capable of holding hundreds of ships and the dockside community is home to beings
from not just across the globe, but across countless planes of existence as well. The most
dominant buildings of thew citys skyline are the many high magic towers, and temples to the
Dark Seldarine.
With the fall of the empire and the Descent of the Dark Elves, Nova Attornash still held over
150000 beings of a hundred different races. The city was besieged for many months before the
surviving high magi from Illefarn and Orishaar made use of high magic to erase the above
ground remnants of the ruined metropolis forcing the 50000 survivors to flee into the forests
and savannah to the north.
51
Ujuulwaqen
Population: 51000 (Dark elves 65%, moon elves 10%, Green elves 5%, slave races 15%, others
5%)
Products: ships & chandlery, rope, seafood products, mother of pearl, trade goods, furs & skins,
wines & ales, poisons, exotic animals, whale oil, household magical items
Who Rules: Patriarch of House Baenre
Who Really Rules: The patriarch & council of wizards & warriors.
Temples: Lolth, Malar, Vhaeraun, Umberlee
Notable Mages: The Ashen Scimitar Brotherhood, Sisters of the Web, Sorcere - Academy of
Wizardry, Slanos heethir'ku Life Shapers Guild, Faernelam High Magic Circle, Brotherhood of
the Blue Sea Maritime Magi, aerthil" (their name for a baelnorn Society of the Jade Serpent
Notable Organisations: Fin'rai Armourers, Vel'xundussa Mercenaries Lodgings, Xukuthe'l
Hunters Lodge, Orbbentsoss Military College, Qu'madonest ozam Ship Wrights. The Sable
Ghosts Thieves & Assassins Guild Servants of the Demon Pits Blood Wolves of the Dark Hunt
Brotherhood of the Deep Blue Lore Ladies & Lords of Narkutharach
Notable Locations: Nec'perya Ship Wrights, Ssin'urn Jewel Smiths, Chuth Weapon Smiths,
Lisse'lea Festhall, Drith'na Citadel, Sca'varn Arena, Vlosinssriggdrathir Hunters Lodge, Khaliizi
valbylis Geomancers Towers, Knanindro, Farmers Market, Mei'qvrine'winith Caravanserai,
Velveoloth Arena Elamshinfaern Citadel Wanre el'lar Commons Thalacks ultrinnan Harbour,
Valsha zress Forum of the Patriarchs, Melee-Magthere, Ashtarlaxk Portal newok Font of
Delights & Sorrows, The Great Gate Seven Silver Moons Amphitheater, Hall of the Gods Justice
Local Lore: Once a quaint little fishing village on the northern shores of Baenthrae Bay, the
citys inhabitants soon became famous as fearless whalers, fishers and pirates. Baenre Castle
dominates the skyline with its many amethyst crystal spires that glitter with breath taking
intensity at night. The city is famous as a centre for ship building and for the fencing of stolen
cargoes, no questions asked. Dominated by the church of Lolth the citys rulers often donate
52
many slaves to the Silken Pits in order to gain the Dark Queens favours in their mercantile and
piratical endeavours.
The sailors of the city are infamous throughout the southern seas but are also much sought
after as captains and mates, able to sail where others fear to go. The scrimshaw carvers have
gained a reputation of producing heart breaking sculptures from the teeth and bones of the
whales they catch. These artworks and the mother of pearl have made the city a destination
where merchants travel to gain these rare treasures. Less well known amongst the citys many
artisans are its silk growers and weavers who have developed armour that is as light as triple
weave silk yet as strong as elven chainmail.
Orrbvanal
Population: 139000 (Dark elves 50%, green elves 10%, moon elves 10%, slave races 18%, others
2%)
Products: timber products, fish, river boats & barges, wooden weapons & leather armours,
gems & jewellery, skins & furs, trade goods, fresh water pearls, pack & riding animals.
Who Rules: Patriarch of House Aelryth
Who Really Rules: The patriarch & council of trader nobles.
Temples: Vhaeraun, Eilistraee
Notable Mages: Valdruk High Magic Circle, Enzzeirscra'qyo Battle Magic College, Gulu'dainkatril
High Magic Circle, Heethir'ku Life Shapers Guild, Sisters of the Silver Sun High Knights of
Eilistraee, Brotherhood of the Blue Sea Maritime Magi
Notable Organisations: Tk'parhnvla'rinnyn Mercenaries Guild, Mallalloun'az Jewel Smiths,
Mara killian Weapon Smiths, Mei'qvrine'winith Caravanserai, The Sable Ghosts Thieves &
Assassins Guild Blessed Servants of the Mithral Moon
Notable Locations: ur'thalrss Caravanserai, phraktos Gardens, halrathn Fortress
Barrasargtlinen Fortress, Drostanragar Miners Guild Hall, Khaliizi valbylis Geomancers Towers,
Knanindro, Farmers Market, Velveoloth Arena Wanre el'lar Commons Narkuthmagthere Hall
of Scholars Thalacks ultrinnan Harbour, Valsha zress Forum of the Patriarchs, Dark Weavings
Bazaar, Melee-Magthere, Ashtarlaxk Portal network, The Great Gate Hall of Shadows Theatre &
Festhall, Seven Silver Moons Amphitheatre, Hall of the Gods Justice
Local Lore: Long considered the sea going rival of Ujuulwaqen, this sprawling metropolis of
rickety tenements and slums set against a back drop of canal and riverside temples, towers and
palaces marks its presence by the pollution and stench rising from its fish farms and tanneries.
The rough and ready people of this no frills city are proud and war-like when it comes to
defending their rights to fish and trade. Pirates receive short shrift in this city and the evils of
the other temple ridden dark elven citys are absent here. Many a religious and political exile
has found refuge amongst the anonymous slums. People here are judged not by their past but
what they do in the present. The poor are catered for by the Sisters of the Silver Sun and the
armed forces are filled with and lead by fanatical followers of Vhaeraun. Both are staunch
defenders of the peoples and citys independence.
53
A number of streams meander through the districts of the city, and flow into the much larger
Sefrenaer River. Most of the springs from which many of these streams emanate are now lined
with large blocks of granite and canalised. These canals link with several other satellite towns
whose residential areas range from luxurious, wooded suburbs, to shanty towns and squatter
settlements.
Qmadoscheel
Population: 180000 (Dark elves 45%, moon elves 20%, lizardmen & yuanti 20%, slave races
15%)
Products: drakkars & longships, chandlery, ropes & sails, fishing vessels, fungi, leather goods,
maritime weapons & armours, maritime magical items,
Who Rules: The patriarch of House Glannath
Who Really Rules: The mariners council with the patriarch as its titular head. (The Shadow
Serpent Collective Coven of Sarrukh Liches).
Temples: Sseth, Umberlee, Vhaeraun
Notable Mages: Brotherhood of the Blue Sea Maritime Magi, aerthil" (their name for a
baelnorn Society of the Jade Serpent
Notable Organisations: Tk'parhnvla'rinnyn Mercenaries Guild, Qu'madonest ozam Ship
Wrights, Mara killian Weapon Smiths, The Sable Ghosts Thieves & Assassins Guild
Draconshae Riders Guild Blessed Servants of the Mithral Moon Brotherhood of the Deep Blue
Notable Locations: Barrasargtlinen Fortress, Khaliizi valbylis Geomancers Towers, Knanindro,
Farmers Market, Mei'qvrine'winith Caravanserai, Wanre el'lar Commons Narkuthmagthere
Hall of Scholars Thalacks ultrinnan Harbour, Valsha zress Forum of the Patriarchs, MeleeMagthere, Ashtarlaxk Portal Network, Font of Delights & Sorrows, The Great Gate, Seven Silver
Moons Amphitheater, Arachus Gladotorial Arena, Hall of the Gods Justice, Necropolis Plaza
Local Lore: This western most of Ilythiirs cities is home to the most fanatical Ghaunadaur
worshippers in the empire and its architecture is heavily influenced by the large population of
reptilians that call the city home. The city extends from east to west, to the swamps in the west
to the highland hills 6 miles to the east. It sits upon a series of artificial islands in the middle of a
shallow lake and is connected to the mainland by causeways leading north, south, and east of
the city. These causeways are interspersed by bridges that allow canoes and other river boats
to pass freely. The bridges can be pulled away if necessary to defend the city. The city itself is
interlaced with a series of canals, so that all sections of the city can be visited either on foot or
boat. For drinking, water from magical springs is preferred. The city is divided into 6 districts,
with each district divided into cantons with each canton crossed by streets. There are 6 main
streets that cross the city, each leading to one of the three causeways to the mainland. Each
district had its own marketplace, and there is also a main marketplace. In the centre of the city
are the public buildings, temples and schools. Inside a walled square, 1000 yards to a side is the
ceremonial plaza with a huge slime filled pit and alters dedicated to the Slime Lord at its center.
Despite all this grandeur the city is also home to beggars, thieves and prostitutes. At night, in
the dark alleys one can find scantily clad ladies with heavy makeup and purchase all manner of
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illicit and intoxicating substances manufactured from exotics herbs and fungi brought from the
western swamps.
Athbarlon
Population: 240000
Products: drakkars & longships, chandlery, ropes & sails, fishing vessels, fungi, leather goods,
maritime weapons & armours, maritime magical items,
Who Rules: The patriarch of House Lueltar
Who Really Rules: The mariners council with the patriarch as its titular head.
Temples: Umberlee, Vhaeraun, Kiaransalee
Notable Mages: Brotherhood of the Blue Sea Maritime Magi, aerthil" (their name for a
baelnorn Society of the Jade Serpent
Notable Organisations: Tk'parhnvla'rinnyn Mercenaries Guild, Medritsoss Assassins Guild,
Mara killian Weapon Smiths,Qu'madonest ozam Ship Wrights, The Sable Ghosts Thieves &
Assassins Guild Brotherhood of the Deep Blue The Necorallis Society
Notable Locations: Barrasargtlinen Fortress, Khaliizi valbylis Geomancers Towers, Velveoloth
Arena Narkuthmagthere Hall of Scholars Thalacks ultrinnan Harbour, Valsha zress Forum of
the Patriarchs, Dark Weavings Bazaar, Melee-Magthere, Ashtarlaxk Portal Network, The Great
Gate, Hall of Shadows Theatre & Festhall, Seven Silver Moons Amphitheater, Hall of the Gods
Justice Necropolis Plaza
Local Lore: Athbarlon is built on a promontory with inlets to the sea to the north and south with
a large island protecting the citys massive harbour from the worst of the monsoon storms. The
city's location makes it master of Ilythiiri maritime trade. All ships entering Baenthrae Bay have
to pass the city affording it great power and influence. The citys large harboor was built and
divided into halves, one for holding the city's massive navy of 220 warships and the other for
mercantile trade. A seawall topped with watch towers overlooks the harbour. The city has
massive walls, 10 mile in length. The city has a huge necropolis dedicated to Kiaransalee,
market places, council house, towers and a theatre and is divided into six equally sized
residential areas with the same layout. Roughly in the middle of the city stands a high citadel
called Barrasargtlinen Fortress. The navy of Athbarlon is the largest in Ilythiir. The sailors and
marines of the navy are predominantly recruited from the citizenry. The piratical navy offers a
stable profession and financial security for its sailors. Their navy includes some over 200
warships and its massive merchant fleet traverses the trade routes at will. Athbarlon is not just
famous for its navy it also produces finely embroidered and dyed textiles of cotton, linen, wool,
and silk, artistic and functional pottery, incense, and perfumes. Its artisans work with glass,
wood, alabaster, ivory, bronze, brass, lead, gold, silver, adamantine and precious stones to
create a wide array of goods, including mirrors, highly admired furniture and cabinetry, beds,
bedding, and pillows, jewellery, arms, implements, and household items.
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Chaxukuth
Population: 136000 (Dark elves 40%, green elves 20%, slave races 38%, others 2%)
Products: timber products, herbs, fruits & beers, rare birds & feathers, leather goods, skins &
furs, gold & silver, jewellery, exotic pets, religious items, tomes & lore gems, vellum.
Who Rules: The patriarch of House Oblodra
Who Really Rules: The High Priest of Ghaunadaur (who is also the patriarch of Oblodra) a vassal
of the Hunes.
Temples: Ghaunadaur
Notable Mages: aerthil" (their name for a baelnorn Society of the Jade Serpent
Notable Organisations: Tk'parhnvla'rinnyn Mercenaries Guild, Mallalloun'az Jewel
SmithsFanatics of the Overflowing Pit Sisterhood of the Obsidian Sphere
Notable Locations: S'lozankyorlen Citadel, Krik'vlicss kestal Slave Market, Drorothen Breeders
& Stud Masters College, Knanindro, Farmers Market, Mei'qvrine'winith Caravanserai,
Narkuthmagthere Hall of Scholars, Valsha zress Forum of the Patriarchs, Dark Weavings
Bazaar, Melee-Magthere, Font of Delights & Sorrows, The Great Gate, Arachus Gladotorial
Arena
Local Lore: The city is famed for the Polished Obsidian Temple of Ghaunadaur. Alongside the
temple complex is the great library of Elchallus, and its theatre, which is capable of holding
25,000 spectators. This open-air theater is used not just for concerts, operas, dramas and
political gatherings, but also for gladiatorial combats. The citry also has several major bath
complexes, built at various points within the city. The city has one of the most advanced
aqueduct systems in the empire, with multiple aqueducts of various sizes to supply different
areas of the city, including 4 major aqueducts. Caravansaries and bathhouses are well
populated by both locals and foreighners. The Temple Ghaunaauar is the largest temple in the
city. Along side it are the Fountains of Ferinthax, erected in honour of the citys founder. There
are two open air plazas one for commercial and one for state business. Situated around the
central plaza are The Seven Sleeping Guardians, commonly referred to as the "Seven Sleepers,
a series of giant Adamantine Golems under the control of the city Patriarch & highly psionic,
said to contain the spirits of 7 house patriarchs from the distant past.
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Olothinthel
Population: 56500 (Dark elves 75%, slave races 20%, others 5%)
Products: flying creatures & mounts, dragons & wyverns, weapons & armours suitable for aerial
combat, magical items, beers & ales, gems, adamantine, silver, copper, lead, mining equipment.
Who Rules: The patriarch of House Seerear
Who Really Rules: The Wyrm Breeders & Riders Council
Temples: Tiamat, Vhaeraun
Notable Mages: Slanos heethir'ku Life Shapers Guild, Aerthil (their name for a Baelnorn),
Society of the Jade Serpent
Notable Organisations: Mallalloun'az Jewel Smiths, Mara killian Weapon Smiths, The Sable
Ghosts Thieves & Assassins Guild Draconshae Riders Guild
Notable Locations: Barrasargtlinen Fortress, Drostanragar Miners Guild Hall, Khaliizi valbylis
Geomancers Towers, Velveoloth Arena, Valsharentagnik'zur Aerie, Elamshinfaern Citadel
Narkuthmagthere Hall of Scholars, Valsha zress Forum of the Patriarchs, Melee-Magthere,
Ashtarlaxk Portal network, The Great Gate Hall of Shadows Theatre & Festhall, Seven Silver
Moons Amphitheater, Hall of the Gods Justice.
Local Lore: Under Jaezred Seerear, Olothinthel threw off rule by Elvanshalee Lueltar and
became the capital of the Ilythiiri Empire. With the recovery of independence, a new era of
architectural activity ensued, and his successor, Honemmeth made Olothinthel into one of the
wonders of the empire. Honemmeth ordered the complete reconstruction of the imperial
grounds, including rebuilding the Temple to Tiamat and the construction of the Dracoinaar Gate
the most spectacular of eight gates that ringed the perimeter of the city.
The walls of Olothinthel are indeed impenetrable, with the only way into the city through one
of its many gates .The city is famed as a centre of learning, magical advancement and
commerce. The fortress like temple of Vhaeraun also contains shrines to Selune andSetth. The
largest building in the city is the Tower of the Dragons Aerie. The Tower of Tiamat is
enourmoud, some 3000 ft in height. The demonic wyrm riders of the city ranged far and wide
setting fire to huge swathes of forest and killing millions of beings in the process. One group of
Ilythiiri more than any other, the Wyrm Riders of Olothinthel are infamous in the the dark
annals of the Crown Wars.
Velsharensheel
Population: 18000 (Dark elves 50%, moon elves 5%, green elves 5%, slave races 35% others
5%)
Products: slaves, weapons & armour, pack animals, gems, jewellery, adamantine, silver, lead,
iron mongery, fungi, spider silks, clothing & art works. ceramic vessels, silver statues,
Who Rules: Patriarch of House Ti-kundtl
Who Really Rules: Council of Spider Priests & the Patriarch of House Ti-kundtl
Temples: Lolth
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Notable Mages: Faernelam High Magic Circle Society of the Jade Serpent
Notable Organisations: Orbbentsoss Military College, Mallalloun'az Jewel Smiths Servants of
the Demon Pits Draconshae Riders Guild Lore Ladies & Lords of Narkutharach
Notable Locations: Krik'vlicss kestal Slave Market, Drorothen Breeders & Stud Masters
College, Drostanragar Miners Guild Hall, Knanindro Farmers Market, Mei'qvrine'winith
Caravanserai, Elamshinfaern Citadel, Narkuthmagthere Hall of Scholars, Valsha zress Forum
of the Patriarchs, Melee-Magthere, Ashtarlaxk Portal Newok, Font of Delights & Sorrows, The
Great Gate, Arachus Gladotorial Arena
Local Lore: Velsharensheel is located high above sea level, situated on a mountain ridge above
Afanarthre Plains. Originally the city was built as an estate for the Ilythiiri emperors and the
site is built on and around mountains that hold high religious importance in the Dark Elves The
surrounding jungle has grown over much of the site, and few outsiders know of its existence.
The location of the city is a military secret, and its deep precipices and steep mountains provide
excellent natural defenses. The city sits in a saddle between the two mountains with a
commanding view down two valleys and a nearly impassable mountain at its back. It has a
water supply from springs that cannot be blocked easily, and enough land to grow food for
about four times as many people as ever live there. The hillsides leading to it have been
terraced, not only to provide more farmland to grow crops, but to steepen the slopes which
invaders would have to ascend.
Velsharensheel is divided into five main sections Sacred District, the Popular District to the
south, and the District of the Priests and the Nobility, the urban and agricultural Sectors,
divided by a wall. The Agricultural Sector is further subdivided into Upper and Lower sectors,
while the Urban Sector is split into East and West sectors, separated by wide plazas. The central
buildings of Velsharensheel use the classical Ilythiiri architectural style of polished basalt and
obsidian walls. Temples, sanctuaries, parks, and residences that include houses with steeply
tiled roofs are found throughout the city. Numerous water fountains dot the complex. These
are interconnected by channels and water-drains perforated in the rock that are designed for
the irrigation system. The irrigation system is used to carry water from a holy spring to each of
the houses in turn.
Vloxuth
Population: 15000 (Dark elves 30%, green elves 20%, slave races 40%, others 10%)
Products: river boats & barges, trade goods, drakkars & longships, fish & fungi, wines & spider
silks, leather goods, timber products, gold, fruits & vegetables.
Who Rules: The Patriarch of House Darketh
Who Really Rules: Patriarch of House Darketh & council of merchant nobles
Temples: Vhaeraun, Umberlee, Malar
Notable Mages: Slanos heethir'ku Life Shapers Guild, Brotherhood of the Blue Sea Maritime
Magiaerthil" (their name for a baelnorn
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Kyorlquaval
Population: 435000 (Dark elves 65%, moon elves 10%, green elves 10%, slave races 10%, other
5%)
Products: river boats & barges, trade goods, drakkars & longships, fish & fungi, wines & spider
silks, leather goods, timber products, gold, fruits & vegetables, adamantine, silver, copper, iron,
lead.
Who Rules: Patriarch of House Yril'Lysaen
Who Really Rules: the Patrirch & council of noble merchant, miners & smithies
Temples: Vhaeraun, Eilistraee, Selune.
Notable Mages: Sisters of the Silver Sun High Knights of Eilistraee, Brotherhood of the Blue
Sea Maritime Magi
Notable Organisations: Tk'parhnvla'rinnyn Mercenaries Guild, Qu'madonest ozam Ship
Wrights, Ky'hulorbbenlodtyna Cloth Weavers & Merchants, The Sable Ghosts Thieves &
Assassins Guild, Blessed Servants of the Mithral Moon
Notable Locations: Barrasargtlinen Fortress, Drostanragar Miners Guild Hall, Khaliizi valbylis
Geomancers Towers, Knanindro, Farmers Market, Mei'qvrine'winith Caravanserai, Velveoloth
Arena Narkuthmagthere Hall of Scholars Thalacks ultrinnan Harbour, Valsha zress Forum of
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the Patriarchs, Melee-Magthere, Ashtarlaxk Portal Network, Font of Delights & Sorrows, Hall of
Shadows Theatre & Festhall, Seven Silver Moons Amphitheatre, Hall of the Gods Justice
Local Lore: "Fortress of the Azure Rose", It occupies a strategic position at the headwaters of the
Azureflow River. Situated at the western end of the high mountain lake its principal port,
harbours a high density of workshops, factories, and warehouses that distribute food and
merchandise throughout the city and surrounding communities. An open and tolerant city,
Kyorlquaval thrives as a regional centre for commerce, trade, and religion. Kyorlquaval is
believed to be under the protection of the goddess Selune. Her great temple is one of the most
prominent structures in the city because of its majestic domes and spires. The great Temple of
Eilistraee and the nearby necropolis area contains a sacred grove of trees from Faerie. Eight
Obsidian lionesses guard the temple and serve as a magical mounts for the citys elite in times
of crisis. The Kyorlquaval triad, consisting of Vhaeraun, his Eilistraee, and their guardian
Selune, form the main focus of worship in the city. The royal residence is alongside the temple
district. The royal and temple districts are surrounded by quarters inhabited by craftsmen and
labourers, dedicated exclusively to the construction of statuary and jewellery. Kyorlquaval
is a true megalopolis, with temples connected by sacred avenues, and impressive towers
connected by skyways and canals. The perimeter of the city thus extends into a vast urban
sprawl into connecting mountain valleys and dales. Its centre remains around the temple
complex. Important as a commercial and artistic centre, the Royal palace is also the centre of
commerce and trade with the main plaza being a huge market 4 days out of 10. The city is filled
with woodlands and gardens of immense size that are embellished with parks and lakes. The
cosmopolitan heart of the city is the lakeside harbour district that contains a royal palace, a
fortress, barracks and armouries alongside many craftsmen's workshops, arsenals, and
dockyards. Also are residential neighbourhoods, some of which are inhabited primarily by
foreigners
Killianelg
Population: 198000 (Dark elves 50%, moon elves 10%, slave races 30%, others 10%)
Products: drakkars, & sailing ships, seafood, magic items, weapons & armours, grains, cloth,
spider silks, music, plays, art works, lore & learning, books & scrolls, lore gems & other storage
devices, leather.
Who Rules: Patriarch of House Sethomiir
Who Really Rules: Patriarch of House Sethomiir
Temples: Ghaunadaur, Umberlee
Notable Mages: Brotherhood of the Blue Sea Maritime Magi Society of the Jade Serpent
Notable Organisations: Qu'madonest ozam Ship Wrights, Mallalloun'az Jewel Smiths,
Ky'hulorbbenlodtyna Cloth Weavers & Merchants, Fanatics of the Overflowing Pit Sisterhood
of the Obsidian Sphere Brotherhood of the Deep Blue
Notable Locations: S'lozankyorlen Citadel Drorothen Breeders & Stud Masters College
Mei'qvrine'winith Caravanserai, Velveoloth Arena Wanre el'lar Commons Narkuthmagthere
Hall of Scholars Thalacks ultrinnan Harbour, Valsha zress Forum of the Patriarchs, Dark
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Weavings Bazaar, Melee-Magthere, Ashtarlaxk Portal Network, The Great Gate, Arachus
Gladotorial Arena, Hall of the Gods Justice
Local Lore: Known for its rich history, art, culture, architecture, music it is the most densely
populated major city in Ilythiir, filled with elegant villas, aqueducts, public baths, a gladiatorial
stadium, a theatre and the Temples of Umberlee and Ghaunadaur. Underneath Killianelg
there is a series of caves and structures created by centuries of mining, which is in part of an
underground geothermal zone. The subterranean city consists of reservoirs dug out from the
hard stone on which, and from which, the city is built. There are also large catacombs in and
around the city. This system of tunnels and cisterns covers most of the city and lies
approximately 100 feet below ground level. In the area surrounding Killianelg are the islands of
Perathian, Cellaxador and Ishasha, here are many private institutions of arcane and martial
might, isolated from the corrupting pleasures offered by the citys many festhalls and pleasure
houses. The city became an important passage for goods that arrived by sea and had to be sent
toward the central city states or Southern Ilythiir. Agriculture, mining and wine production are
also important. The city is known for its architectural treasures and artefacts, elegant palaces
and its classical Ilythiiri cityscape. Several annual fairs, shows, and festivals, are held each year
the most famous being held in the huge ancient amphitheatre built by the first nobles of the
city in honour of the Queen of Air and Darkness.
Tosekolath
Population: 17000 (Dark elves 60%, green elves 10%, slave races 30%)
Products: spider silks, leather goods. Timber products, adamantine, weapons & armour,
magical items, religious offerings, slaves, exotic birds & feathers, forest herbs & fruits, fungi,
wines & ales, cloth.
Who Rules: Patriarch of House Huunzariin
Who Really Rules: Patriarch of House Huunzariin & the Spider Council
Temples: Lolth (Eilistraee)
Notable Mages: Faernelam High Magic Circle, Sisters of the Silver Sun High Knights of
Eilistraeeaerthil" (their name for a baelnorn Society of the Jade Serpent
Notable Organisations: Orbbentsoss Military College, Mara killian Weapon Smiths, Servants of
the Demon Pits Draconshae Riders Guild Blessed Servants of the Mithral Moon Lore Ladies &
Lords of Narkutharach
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Notable Locations: Krik'vlicss kestal Slave Market, Khaliizi valbylis Geomancers Towers,
Knanindro Farmers Market, Mei'qvrine'winith Caravanserai, Elamshinfaern Citadel Wanre
el'lar Commons, Narkuthmagthere Hall of Scholars, Valsha zress Forum of the Patriarchs, Dark
Weavings Bazaar, Melee-Magthere, Ashtarlaxk Portal Network, The Great Gate Hall of Shadows
Theatre & Festhall, Seven Silver Moons Amphitheater, Arachus Gladotorial Arena
Local Lore: Constructed and covered an area of approximately 5 miles of territory on the north
bank of the Paradonzaer River; the west bank, is set aside to provide crops for the city's
population. The entire city is encircled with a defensive boundary wall interspersed with several
temples of Lolth in her many aspects. The city is divided into different sections, the Royal
residences are generally to the north, in what is known as the north city, with a central
administration and religious area and the south of the city is made up of residential suburbs.
Located within the north city area is the Palace of the Spider Moon, the main residence of the
Royal Family. Between this and the central city, the northern suburbs is a prosperous area with
large houses, but the house size decrease and became poorer the further from the road they
are. Most of the important ceremonial and administrative buildings re located in the central
city. Here the Temple of the Gossamer Webs and the adjacent complex of halls and plazas are
used for religious functions and between these the Great Royal Palace and Royal Residence are
the ceremonial residences of the Ruling Families, and are linked by sky bridges and ramps.
Located behind the Royal Residence was the Bureau of Correspondence of Pharaoh, where the
To the south of the city are the southern suburbs. It contains the estates of many of the city's
powerful nobles. This area also holds the studios of the citys many sculptors and artsians many
of whom are nenowned throughout the empire for their life like works of art. Royal necropolis
is in a narrow valley to the east of the city, hidden in the many hillside barrows and tombs.
Maelthralu
Population: 142900 (Dark elves 50%, green elves 30%, slave races 20%)
Products: spider silks, leather goods. Timber products, adamantine, weapons & armour,
magical items, religious offerings, slaves, exotic birds & feathers, forest herbs & fruits, fungi,
wines & ales, cloth.
Who Rules: Patriarch of House Alurdobluth
Who Really Rules: Patriarch of House Alurdobluth & the Spider Council
Temples: Lolth, Malar
Notable Mages: Slanos heethir'ku Life Shapers Guild, Faernelam High Magic Circle
Notable Organisations: Tk'parhnvla'rinnyn Mercenaries Guild, Orbbentsoss Military College,
Mara killian Weapon Smiths, Valsha zress Forum of the Patriarchs, Servants of the Demon Pits
Blood Wolves of the Dark Hunt Lore Ladies & Lords of Narkutharach
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Sahdelmah
Population: 36000 ( Dark elves 35%, green elves 20%, slave races 40%, others 5%)
Products: spider silks, leather goods. Timber products, adamantine, weapons & armour,
magical items, religious offerings, slaves, exotic birds & feathers, forest herbs & fruits, fungi,
wines & ales, cloth
Who Rules: Patriarch of House Thaeyalla
Who Really Rules: Patriarch of House Thaeyalla & noble merchantsw & the Spider Council
Temples: Lolth, Malar
Notable Mages: Faernelam High Magic Circle Society of the Jade Serpent
Notable Organisations: Orbbentsoss Military College, Mara killian Weapon Smiths, Servants of
the Demon Pits Blood Wolves of the Dark Hunt Lore Ladies & Lords of Narkutharach
Notable Locations: Vlosinssriggdrathir Hunters Lodge, Krik'vlicss kestal Slave Market,
Drorothen Breeders & Stud Masters College, Knanindro Farmers Market, Mei'qvrine'winith
Caravanserai, Velveoloth Arena Elamshinfaern Citadel, Narkuthmagthere Hall of Scholars,
Valsha zress Forum of the Patriarchs, Melee-Magthere, Ashtarlaxk Portal Network, Font of
Delights and Sorrows.
Local Lore: The city is referred to as "The Luminous Citadel" a reference to the glowing lights and
illusions covering the city. Sahdelmah has a historical status as a center of learning, literature,
and culture. Sahdelmah is a commercial and industrial center famous for its cotton and spider
silk fabrics, perfumes, ivory works, leather goods. Timber products, adamantine, weapons &
armour, magical items, religious offerings, slaves, exotic birds & feathers, forest herbs & fruits,
fungi, wines & ales and sculpture. The city is a world renown center of religious, educational,
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and artistic activities, has several small cottage industries, including Spider Silk Cloak weaving,
the production of textiles such as hand-woven carpets, and handicrafts. Spider Silk is known all
over the world for its finery and softness, fire resistance and strength. This ancient and densely
settled labyrinthine Old City is rich with culture, and a deservedly popular destination for
travellers. Of old Sahdelmah was a city of temples, before the coming of the Spider Queens
followers who purged the city of its ancient polytheistic beliefs. Almost every road crossing has
a nearby temple now dedicated to an aspect of Lolth. Such small temples form the basis of daily
local prayers and other rituals. But there are many large temples too, erected at different times
through out the history of Sahdelmah that are now either centres of learning of have been
rededicated to the Spider Queen.
Barrasisk
Population: 43000 (Dark elves 80%, green elves 5%, slave races 15%)
Products: spider silks, leather goods. Timber products, adamantine, weapons & armour,
magical items, religious offerings, slaves, exotic birds & feathers, forest herbs & fruits, fungi,
wines & ales, cloth
Who Rules: Patriarch of House Ssh'starm
Who Really Rules: Patriarch of House Ssh'starm & the Spider Council
Temples: Lolth
Notable Mages: Slanos heethir'ku Life Shapers Guild, Faernelam High Magic Circle
Notable Organisations: Tk'parhnvla'rinnyn Mercenaries Guild, Orbbentsoss Military College,
Ky'hulorbbenlodtyna Cloth Weavers & Merchants, Mara killian Weapon Smiths, Servants of
the Demon Pits Lore Ladies & Lords of Narkutharach
Notable Locations: Krik'vlicss kestal Slave Market, Drorothen Breeders & Stud Masters
College, Drostanragar Miners Guild Hall, Knanindro, Farmers Market, Mei'qvrine'winith
Caravanserai, Elamshinfaern Citadel Wanre el'lar Commons Narkuthmagthere Hall of Scholars,
Valsha zress Forum of the Patriarchs, Melee-Magthere ashtarlaxk Portal Network, The Great
Gate, Hall of Shadows Theatre & Festhall, Arachus Gladotorial Arena
Local Lore: The city lies in a fertile basin bounded by ranges of hills to the north and south. The
city is surrounded on all sides by walls about 30 ft high. These are in turn surrounded by a deep
wide moats, and also include over 30 towers in various locations. Large gates on the 8 sides of
the walls provide the only entrance to the city., Temples, baths, and houses, dispersed among
the gardens and apartment buildings are all fed waters by ancient aqueducts. Because of its
need for trade the inner city abounds with guest houses and many taverns and festhalls. The
city grew rich on the slave trade and local agriculture, it is also major trading center formeat,
wool, cotton, silk, skins & furs, food grains, fresh and dried fruit, andand pipe-weed. The region
produces fine fruits, especially pomegranates and grapes, apricots, melons and other sweet
fruits.
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Lorudelmah
Population: 16000 (Dark elves 25%, green elves 50%, slave races 25%)
Products: spider silks, leather goods. Timber products, herbs & fruits, fungi, wines & ales,
weapons & armour, pack animals, gems
Who Rules: Patriarch of House Blackhawk
Who Really Rules: Patriarch of House Blackhawk & Hunters Council
Temples: Malar, Selune, Eilistraee
Notable Mages: Faernelam High Magic Circle, Sisters of the Silver Sun High Knights of
Eilistraee Society of the Jade Serpent
Notable Organisations: Ky'hulorbbenlodtyna Cloth Weavers & Merchants, The Sable Ghosts
Thieves & Assassins Guild Blood Wolves of the Dark Hunt Draconshae Riders Guild Blessed
Servants of the Mithral Moon
Notable Locations: Vlosinssriggdrathir Hunters Lodge, Drostanragar Miners Guild Hall, Khaliizi
valbylis Geomancers Towers, Knanindro Farmers Market, Mei'qvrine'winith Caravanserai,
Narkuthmagthere Hall of Scholars, Valsha zress Forum of the Patriarchs, Melee-Magthere,
Ashtarlaxk Portal Network, Font of Delights & Sorrows, Seven Silver Moons Amphitheater, Hall
of the Gods Justice
Local Lore: The main metropolis sitis in a wide valley surrounded by a circle of eight hills at the
center of which is a prominent central hill on which the rulers palace and high magi towers are
erected. The radius of the circle is about 10 km. The city is enclosed within an ancient wall that
has nine gates and is surrounded by a broad deep moat. The bulk of the tree filled city is made
up of large estate houses and ancient temples and plazas dedicated to the old gods. The citys
markets are alway filled luxury goods, such as bolts of shimmering spider silks, spices and dyes.
Lorudelmah also is home to local products such as flax & linensl, agricultural products and rare
forest spices and extracts. The Central Citadel, a large fortress built atop a huge, partially
artificial mound rises 200 feet above the city, the rulers palace sits at the heart of the citadel
palace located near the citadel.
Gernvalsath
Population: 162000 (Dark elves 50%, slave races 50%)
Products: weapons & armour, magical items, clothing, spiders & silk, votive offerings, slaves,
leather goods, timber products, gems & jewellery, lore gems & scrolls, spells & prayers,
mercenaries.
Who Rules: Matriarchs council of Houses Jaelre, Lucrath, Nasadra & Claddath
Who Really Rules: The 4 Matriarch Priestesses of Lolth
Temples: Lolth
Notable Mages: Slanos heethir'ku Life Shapers Guild, Faernelam High Magic Circle, Aerthiltheir name for a baelnorn
Arena Elamshinfaern Citadel Narkuthmagthere Hall of Scholars, Dark Weavings Bazaar, MeleeMagthere, Ashtarlaxk Portal Network, The Great Gate, Hall of Shadows Theatre & Festhall,
Seven Silver Moons Amphitheater, Arachus Gladotorial Arena, Hall of the Gods Justice
Local Lore: The city is a major political, religious and military power in the north, it always has
been. The Living Webs Temple was once dedicated to the elder gods of the old pantheon, and
the central temple complex is surrounded by the ancvient royal fortress of Galfathreal. Outside
of this complex is the The Wintermoon Palace, with it 860 rooms and 60 suites. The entrance
to the central complex is through a fortified gate-house. The outer city is a webwork of roads
and canals all connecting several residential palaces, an ancient temple Eilistraee, festhalls, elite
villas, houses & apartments for the regular folk of the city. The palace contains many audience
halls, central halls, courtyards, villas, smaller palace complexes for the ruling family, and
apartments for officials. At the center of the complex is a large lake from which sprout several
canals that interconnect with the outside flows and aqueducts.
Harolshanaal
Population: 156000 (Dark elves 30%, slave races 30%, tieflings & demon breeds 40%)
Products: slaves, demonic weapons & armour, magic items of war, mercenaries slave soldiers,
siege weapons, fell magics & potions, demonic servants, spiders, war golems, silks, demonic
dragons, mutant slaves, Deep Spawn clones, spies & assassins.
Who Rules: The Spider Council of the Dark Pits
Who Really Rules: Matrirach Priestesses of the Spider Queen
Temples: Lolth, Malar, Kiaransalee, Vhaeraun
Notable Mages: Slanos heethir'ku Life Shapers Guild, Faernelam High Magic Circle
Notable Organisations: Tk'parhnvla'rinnyn Mercenaries Guild, Orbbentsoss Military College,
Marakillian Weapon Smiths, Ky'hulorbbenlodtyna Cloth Weavers & Merchants, Medritsoss
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Assassins Guild The Sable Ghosts Thieves & Assassins Guild Servants of the Demon Pits Blood
Wolves of the Dark Hunt Draconshae Riders Guild Blessed Servants of the Mithral Moon, The
Necorallis Society Lore Ladies & Lords of Narkutharach
Notable Locations: Barrasargtlinen Fortress, Vlosinssriggdrathir Hunters Lodge, Krik'vlicss
kestal Slave Market, Drorothen Breeders & Stud Masters College, Khaliizi valbylis Geomancers
Towers, Knanindro Farmers Market, Mei'qvrine'winith Caravanserai, Velveoloth Arena,
Valsharentagnik'zur Aerie, Elamshinfaern Citadel, Wanre el'lar Commons, Narkuthmagthere
Hall of Scholars, Dark Weavings Bazaar, Melee-Magthere, Ashtarlaxk Portal Network, Font of
Delights & Sorrows, Seven Silver Moons Amphitheater, Necropolis Plaza
Local Lore: The strategic and economic importance of ancient Harolshanaal is due to its
position astride the major trade route to the northern Elven realms. The road leading through
the mountainous country led to the existence of only two practicable roads through to the
north. The city is surrounded by a tower topped wall 8 miles long city 30 wide at the base
tapering upward 30 for a top width of 10. Beyond this wall a 20 wide moat with a depth of
30 is spanned by 50 long stone bridges. Twelve gates pierce the citys wall at equi-distant
points .The 16 avenues divide the city into 16 districts. These districts are subdivided into 160
wards. Outside the city, well maintained paved roads lead to numerous mountain redoubts and
townships. The main gate between the city and suburbs is flanked by 4 50 tall obsidian golems
shaped as giant figures of Vhaeraun. The district north of the Rulers Palace is the most
exclusive. The main market is the terminus for many foreighn caravans comingin to the empire
but not wanting to descend into the harsh and oppressive heat and humidity of the Ilythiiri
rainforests. An intricate network of underground passages connects the Rulers Palace with
other palaces and the city. Harolshanaal is a cosmopolitan city with a considerable foreign
population, its status as the premier trading city on the northern empire guarantees that it will
be fought over by armies across the ages. This constant danger means that the citys standing
army is drawn from all across the empire thus guaranteeing the citys neutrality in all but the
worst internal conflicts. After all trade is the chief engine of Ilythiirs economy and nothing is
going to get in the way of the pleasures and profits to be made from it.
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The lower forested slopes of the western Thunder Wall Mountains are filled with herds of wild,
cattle, rothe and auroch, that are cultivated by the Ilythiiri for food. Here the temperatures
rarely reach 100, and the rains are not nearly as frequent or severe. The Dark Wall Mountain
are high, towering 20,000 feet or more. Snow covers the tallest peaks all year round whilst in
the rainy season great glaciers form upon the upper slopes that quickly meltr leading the highly
destructive floods in the forest filled lowlands. Monsters, including cyclopskin, manticores,
rocs, cockatrices, and medusae make their homes on the forested slopes. Amongst the
mountains are the sites of some of the purest electrum deposits in the Realms. The winds blow
off the mountains bringing vast cloud banks filled with daily thunder storms. The winds help
make the life on the land more bearable.
The Vale of Lost Slaves
The Vale of Lost Slaves is a largely unexplored, thickly overgrown, stiflingly hot jungle tucked
between the Dun Hills, the Cliffs of Talar, and due east of the Great Sun Sea. The Fair Folk of the
Vale are simply a primitive and highly xenophobic clan of green elves, albeit with a significant
amount of moon elven and dark elven blood, The fall of Eiellur was aided in part by traitorous
green elves who thought their appeasement actions could help restore the peace. After each
defeat at the hands of the dark elves, the surviving populace was enslaved by the Ilythiiri. In
most cases, the enslaved moon elves and green elves were absorbed into the general
population by the genetically dominant dark elves within a generation or two. The betrayers of
Eiellur were rewarded by the Ilythiiri with an untamed, tangled tract of jungle on a plateau
overlooking the River Talar. While few survived the horrors that had been previously unleashed
in the woodlands by dark elven sorcerers and still lurked therein, a small band, reduced to a
barbaric way of life, managed to survive with the protection of Fenmarel and took to calling
themselves the Or- Tel'Quessir or people of the woods. Over time their feral descendants were
joined by escaped moon elven and green elven slaves fleeing conscription and life on the
Ilythiiri slave farms, and the population grew. Although the Ilythiiri would have undoubtedly
hunted the Vale tribes to extinction eventually, the Descent of the Drow spared the OrTel'Quessir from that horrific fate.
The Dark Heart the Great Rainforest of Ilythiir
The Dark Heart is a huge place stretching west from the Thunderwall Mountains all the way
east to the Gulf of Chaarlisst. The Forest is a lush, tropical place, where the temperature rarely
falls below 90, even at night. Humidity is high, and insects and plant life abound. The most
striking feature of the forest is the trees. Over half of the trees in the forest are the fast growing
mathiri trees, more commonly known as bluewood. The wood is actually ivory colored with
faint blue streaks, but, with polishing, it has a deep luster that resembles the glow of a polished
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gem. It is prized for making furniture because it is easy to cut, yet durable. A skilled
woodworker is required to bring out the true beauty of the wood. The demand for such
furniture always exceeds the supply. Dense tangles of suthwood stretch for miles, forming
natural barriers at various locations throughout the forest. Vast stretches of tropical
shadowtops and slightly shorter bunya pines fill the gaps between the suth tangles, and thick
climbing figs and blood thorn vines vie for space in the understory alongside ferns, mosses, and
ground dwelling giant bromeliads. Kudzu trails over everything, while cypress and fruit trees
abound. Though little direct sunlight reaches beneath the boughs that form the canopy, the
rainy climate keep the interior damp and hot, making the Dark Heart a perfect haven for
endless swarms of crawling and flying insects. The Dark Heart is filled with life. All normal
tropical animals of the forest can be found here: jaguars, tigers, gorillas, wild boars, and
parrots, macaws and other tropical birds. It also supports a large population of carnivorous
apes. The apes are abundant in the northern part of the forest, but can be found elsewhere.
Choke creepers and giant snakes are common and the rhino beetle is also present.
The Demons Hump Mountains
The Demons Hump is a small range at the heart of the empire. Most peaks are less than 9000
feet high with the highest peak reaching to just 11, 512 feet high. The southern slopes have
several rich silver and electrum veins. More veins are discovered every year. In spite of the
conflicts with monsters and outlaws, the area is actively mined. The peaks of the Hump are also
the coolest places in the central empire having a light covering of snow for five months of the
year. The rest of the time the copses of pine, fir, shadowtop and suthwood that dot the slopes
appear as spots of dark green against the tan mountain meadows, which are dominated by
short, coarse grasses, similar to those on the savannahs to the north. Above the timber line,
more of this brown grass covers the mountains smooth, rounded domes. The Demons Humps
have been worn down over millennia by the daily rainstorms that build along the slopes and the
incessant sea breezes that blow from the south. The mountains are home to numerous slave
farms of gnolls. A few giants make their homes in this range. The mountains are home to
several aeries of great and terrible demonic red and black dragons that are bred and held in
thraldom somewhere in the mountains.
The Great Swamp of Ghaunadaur
This is a large ooze and slime filled swamp on the south-western corner of the empire. It is a
sweltering place of cypress and thick moss. Except in the rainy season, temperatures frequently
hit 110 and the humidity never drops below 90%. During the rainy season, the humidity rises to
100% while the temperature averages only 90. The place is a nightmare of giant leeches, giant
toads, snakes, lizardmen, shambling mounds, tasloi, and bullywugs. . It is the home of at least
one tribe of yuan-ti, as well as a colony of beholders that lurk deep in a swamp Cyprus forest.
Dark trees also make their home here. The air in the swamp is hot, sticky and foul smelling.
Most of the year the combination of high temperatures, wretched humidity, and endless clouds
of swarming, biting insects creates an oppressive environment that few creatures can tolerate.
Death results as often from exhaustion, sickness and over heating as from the dangerous
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creatures that abound here. The noxious fumes that bubble up through the water are the
products of decomposition and residual magic from long forgotten spell battles. Some clouds
of noxious green and purple gasses carry poisons that burn living flesh and corrode metals.
Other carry sickness and diseases that respond poorly to magical healing. Amongst the most
feared denizens of the swamp are the undead Sarrukh and oozes and slimes that serve the
Slime Lord in the ruins of the ancient Sarrukh city found at the heart of the swamp.
The Gulf of Baenthrae
Not only is it a safe harbor, but it is rich in swordfish, red snapper, mahimahi, and sea bass. It
produces a decent crop of pearls each year. Fishermen follow dolphins to the good schools of
fish, and sailors know that when the bay gets crowded with dolphins, a major storm is heading
north on the Great Sea. At dusk, the tens of thousands of dolphins in the bay gather for their
dance. This is not a real dance, but a complicated game that the dolphins have developed over
the years. If seen from overhead, the dance all fits together, over the whole of the bay. Since
the deaths of the last sea elves in the area millennia before the people of Ilythiir largely ignore
the dolphins unless there is great famine then the dolphins are harvested like any other
maritime resource. Vessels venturing from Ilythiirs port cities form a steady stream of vessels
plying the bay. The sailors have learnt to stay in the gulf when it fills with dolphins. Several
squadrons of drakkars and clippers are anchored in the gulf and they regularly venture forth to
raid the coasts and shipping of their rival Elven realms. Many a slave finds their way here on
returning raiders from points further north along the Great Black Sea.
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to their home plane. Fire spiders can ignite flammable objects if they rest on one for 2 or more
rounds.
As fire elementals, the fire spiders are immune to fire and are thwarted by barriers that block
neutral outsiders. Water or other non-flammable liquid (including acid) kills them, a flask
destroying 2d4 fire spiders in a targeted 5- foot square and causing 1 point of splash damage to
adjacent squares (killing one spider in each adjacent square). If some of the creatures die, the
swarm condenses, growing smaller in area, maintaining the density of six creatures per 5-foot
area.
Fire Spider Swarm
AC 0 HD 12 HP 78 each MR 25% (immune to heat & flame), double dg from cold, hive mind %
swarm qualities, Speed 20, atc 4d6 burn dg, + 3d6 fire damage from legs, save vs fire or burn for
1s4 rounds
Warded Walls
Abjuration
Level: Sor/Wiz 7
Components: V, S, M, F
Casting Time: 30 minutes
Range: Anywhere within the area to be warded
Area: Up to 200 sq. ft./level (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: See text
This powerful spell is primarily used to defend a stronghold. The ward protects 200 square feet
per caster level. The warded area can be as much as 40 feet high, and shaped as you desire. You
can ward several stories of a stronghold by dividing the area among them. The following spells
cannot penetrate walls protected by this spell: clairaudience/clairvoyance, disintegrate, dispel
magic, locate object, passwall, scrying, dimension door, and teleport.
Shelaraks Heavenly Retribution
Elven High Magic
Myriad Ritual:Evocation
Range: 5 miles
Components: VSM,XP, HP
Duration: 2d4 hours
Casting Time: 1 hour
Area of effect: 1000 cubic feet per level
Saving Throw: Special
This spell calls from the skies a powerful series of increasingly deadly disasters over the course
of the spell. At first heavily acidic rains begin to fall causing 2d4 hp damage per round. Before
long a howling wind blows in beginning as a stiff breeze and ending as a 300 mph hurricane that
tears up any tree or wooden structure in its path. Along with the tempest comes bolts of
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lightning 20 across doing 20d6 hp damage, 2d4 bolts per 10 minutes thunder down, the sounds
are deafening (literally), next comes the earth quake that shatters and topples and major stone
or crystaline structures and causes underground chambers to a depth of 1 mile to collapse or
cave-in. Finally after 1 hour of armageddon, the ritual leader calls down meteorites from the
sky, each varying in diameter from 1 foor to several hundred feet across. Each doing from 1d12
to 35d12 hp dg. By wrapping all the High Mages of this casting in a near-solid ward, five High
Mages can wipe away an entire army/forest or city.
Shilfhaortakal The Gift of the Twighlight Wyrm (Elven High Magic)
Transmutation
Components: V, S, XP, attunement
Casting Time: 1 hour
Target: Personal
Duration: 3d6+10 days
Saving Throw: Fortitude Negates (harmless)
Spell Resistance: Yes (harmless)
The Elven high mage transforms into a shadow dragon with all its abilities and immunities equal
to his age. Thus an ancient Selutaar could transform himself into a Great Wyrm Shadow Drake
and still use all of his or her own spells and innate powers as well as those of the Wyrm. Hit
points are re-rolled using a d12 plus the mages constitution bonus. This ritual is used only in the
direst circumstances as the backlash from transforming back into an elf is horrendous. Fully
25d6 back lash damage is taken when reverting to ones original form.
Song of the Sundered Crown (Elven High Magic) ShilfhaorTelOrar
Transmutation
Components: V, S, XP, Ritual, Attunement
Casting Time: 10 hours 11 min
Range: 12000 ft
Target: one 750 ft cube + 10 ft. lvl
Duration: Instantaneous
Saving Throw: Fort Half
Spell Resistance: Yes
By wrapping all the High Mages of this casting in a near-solid ward, five High Mages can
weather away an entire city. The near-untamed forces of the ShilfhaorTelOrar ritual find any
unnatural states for nonliving matter and restores it to its most natural state. Living matter on
the other hand is reduced to its most basic elemental components in an eye-blink of the ritual
starting. Stone buildings are reduced to the soil from whence they came, wooden buildings are
reduced to seedling trees, and so on. This ritual effectively deconstructs and reduces all
artificial constructs (including trees altered by High Magic) to their natural states. All buildings
vanish, reduced to component matter. This ritual is completely destructive to all living matter
such as plants and all forms of insect, bird and animal life. This ritual cleanses pollution by
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civilization and restores the natural order of a place. All that remains of an entire city and its
occupants is enriched soil and loam.
Greater Shadow Storm
(Evocation, Necromancy, Shadow)
High Magic
Range: 50 yd/level
Components: V,S,M
Duration: Special
Casting Time: 5
Area of Effect: 80 or 120 ft. radius
Saving Throw: None/Death Magic
This spell can have one of two effects, at the casters option: Either large shards of darkness
(50% cold & 50% negative energy) rain down for one round in a 80 radius area inflicting 1d8+1
points of damage per caster level (maximum 30d8+30) to any creature within the area of effect,
or a shroud of shadows descend upon a 60 radius area for one round per caster level. The
shadow inflicts a prickling sensation, as well as inflicting a 4 to all attacks within the shadow.
Likewise, any victim within the shadow must save vs. Death Magic at -4, or be reduced to half
their hit points, struck blind and deaf, and lose half their strength and dexterity (loss persists
until healed or dispelled).
Araushnees Wrath
High Magic
Range: 1 mile+50 yards per level
Components: VSM
Duration:Special
Casting Time: 1 Turn
Area of Effect: All creatures within a 10 yards/level radius
Saving Throw: Yes to avoid (-5)
Spell Resitance: None
This malevolent power spins silky threads enmeshing the target area in a web capable of
trapping a god. The creature/s are rendered immobile, and canot use any magical/mental
powers of their own or of any objects they carry unless they are divine origin. The spell then
wraps its victims in a whirling maelstrom that forms a spinning cloud of silky threads. It picks up
the victims, spinning them around until they are completely cocooned like an unawakened
butterfly. The victims stay this way in a state of suspended animation until released by either
the caster, a caster of greater power or another divine presence. The victims are completely
aware of what is happening to them but can do nothing about it. Cutting a victim free is only
possible if the original caster is slain, or a vorpal weapon is used. Even then the victims risk
taking damage from the blade as it cuts through the webbing.
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Guardian Staff
These staves were saved for the direst of occasions for once activated they could not always
safely be restored. In its normal appearance the Guardians Staff was made of
wood/iron/adamantine/ivory or crystal. Each radiated transformation/alteration magic and was
marked by up to 5 separate segments. When first created each staff could be wielded in battle
as a normal +5 staff. But by issuing certain command words segments could be detached from
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the staff and thrown down. They would then turn into multiple fighting golems of the type
appropriate to the staff. Each golem would be of the normal type and would stay in form for up
to 3 turns, after which, if it had not been destroyed, would return to the staff. If a golem was
destroyed then it was gone forever. If even a single golem remained after 30 minutes then the
staff would reform. The number of surviving golems would determine both the magical
strength of the staff and the number of segments it contained.
Battle Golem
Huge Construct/Large Construct
Hit Dice: 20d10
Initiative: -1 (DEX)
Speed: 20 ft. (Cant run)
AC: 0/20
Attacks: 2 Slams
Damage: Slam 2d12+10dg
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: 12d6 Chain Lightning 1/5 rounds
Special Qualities: Construct, Magic Immunity,
Alignment: Neutral
Magic Immunity (Ex): Immune to all spells and spell-like abilities, and supernatural effects
except as follows: An electricity effect slows it (as the spell) for three rounds with no saving
throw. A fire effect breaks any slow effect on the golem and cures one third of all damage it has
taken.
Rust Vulnerability (Ex): Is affected normally by rust attacks, such as that of a rust monster or
a rusting grasp spell.
Built to resemble bronze coloured 8 tall Dark Elf Warriors dressed in ancient scale and archaic
plate mail, these war constructs were built enmasse to accompany the Ilythiiri legions as they
laid siege to large Elvin settlements with a high proportion of mages and priests. Armed with
great-swords and fists, these golems move with surprising speed and able to strike up to twice
per round with a blade, and once with a fist. Once per turn they can strike the ground
unleashing a stunning blast of force into the ground that is stun all beings within 20 for 1d4
rounds unless they save vs spells to avoid its effects. The golems are commanded by a bronze
rod that allows to wielder to control up to 20 battle golems once each is attuned to that rod. If
the rod is destroyed the war golems will continue their last commands until it is fulfilled or they
are destroyed.
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Deathlance
Illithyiiri Death Lances are anywhere between seven and eleven feet in length, and are crafted
from various metals. When created, these weapons have two to six charges, and cannot be
recharged once a charge is expended. Anytime a creature is struck by the Deathlance, he, she,
or it must resist the vile magics that sit within the weapon. When an opponent cannot resist the
power of the magic within the lance, a charge s consumed, and the most insidious of the
dweomers laid on the weapon goes to work. Dark, writhing tendrils of murky black light crawl
down the lance, and enter into the being that was just injured by the weapon, via the wound
the weapon created. These tendrils literally leech the life of those who cannot fight off the
power of the latent magic.
Ilythiiri Battle Platform
The Ilythiiri Battle Platform is a bronze platform replete with merlons, crenulations and arrows
slits, 100 or more in diameter and only a few inches in thickness. When the magical command
word is spoken, the battle platform springs to life, floating 5-1000above the ground. With
naught but a thought, the operator of the Battle Platform can use a black obsidian control orb
to move the item, so long as he/she is within 120 feet of the object . A Battle Platform moves
about as fast as a normal, horse does, but is far more manoeuvrable, as it levitates off of the
ground. The maximum weight capacity of the floating disc is three thousand pounds. Hatches in
the bottom allow hot vats of oil or acid to be dropped on opponents. The platform can hold up
to 300 soldiers and their gear, 2 catapults plus shot, or items and supplies vital to an armys
needs.
Elven Chainmail of the Abyss
Crafted with the help of demonic smiths, these burnished silver and sable suits of adamantine
chainmail are as light and as durable as the finest mithral elf chain. They provide the usual
protection (AC5/15), but can be enchanted to hold a variety of protective enhancements.
Chainmail strength: +1 to +2/+2 to saves vs cold, -1 hp per dice of damage +3 to +4/+2 to saves
vs cold & acid, -1 hp per dice of damage/permanent feather fall+5/+3 to saves vs cold & acid
and electricity, -2 hp per dice of damage/permanent feather fall & protection from normal
missiles.
Scrying Globe of Araushnee
Greenish grey globes of translucent crystal ranging from 6 to 10 in diameter. They are used
by the goddess to keep tabs on those she has an interest in. They imbued with the power of
discern location, true sight, and clairvoyance/clairaudience. These powers are usable across
the planes regardless of distance if used by the goddess. When found or gifted to worshippers
of the goddess, Araushnee is able to communicate directly through the globes without burning
out the minds of her followers. Also users of the globes are able to communicate withy each
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other and see what is going on around another globe. Thus many early temples and fortresses
dedicated to Lolth were equipped with these globes allowing long distance communications as
well as allowing Araushnee to keep tabs on exactly what her disciples were up to.
Claws of Malar
Sliced from the very paw of the Beast Lord during his battle with Corellon, these two unholy
relics are imbued with the gods power. Each has been fastened to a bulette skin covered, ivory
hilt and shaped into a curved bone bladed dagger. Each is a +5 dagger of wounding and each
allows the bearer to assume the shape of a greater wolfwere for up to 2 hours a night. In
addition the bearer becomes obsessed with spreading the worship of the Beast Lord and
delights in killing elves. Against which the daggers do double damage and glow with a
malevolent green light whenever one of the fair folk is within a mile. Finally when battling
elves with one of these daggers the bearer has a 75% chance of dropping into a berserk rage
until they or all the elves are slain. Upon the death of the current bearer the dagger teleports
away to a random location somewhere within 10 miles of a Malar worshipper and then
proceeds to entice the worshipper with dreams and delusions of savage bloodlust and power.
The Sabre of Araushnee
An ornately carved hilt of obsidian, sheathed in shark skin with a slender, curved, leaf blade
covered in densely woven elven script. The pommel set with a single fist sized blood red
diamond, this sword was a gift fashioned by Corellon as a gift for his lover. When the goddess
was cast out the sword mysteriously vanished and later turned up in the hands of Lord
Kanarlist when he became Lolths consort.
The sword itself is a +5 vorpal sabre that does an extra 2d8 cold damage to those with elvish
blood. The sword is powerful enough to damage even a gods immortal form. Against upper
planar beings, particularly servants of the Seldarine the sword does triple damage and wounds
from this sword continue to bleed for 1d10 rounds doind 2d4+5 hp damage unless healed by
divine intervention. The sword wielder is immune to all spells cast by eladrin & fey creatures
except for high magic and those cast by priests of Corellon.
The Shard of Sahandrian
The shattered tip of Corellons sword during the Gods War of Arvandor became a holy relic held
in trust by the followers of Elistraee who took it with her into exile. The 6 inch long blade is set
within an ivory hilt with an adamantine cross guard. This dagger acts like a +4 dagger of hurling
& against dark elves & lower planar creatures it acts a wounding weapon. The wielder is
blessed with the powers of a speciality priest of Corellon and regenerates 3hp per turn whilst
holding onto the daggers hilt. The most important power of this weapon is its ability to
communicate with both the wielder and with Corellon. What this means for the shard bearer is
a mystery. It is however imbued with the soul energies of Corellon and his daughter, Eilistraee.
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Araushnees Slumber
Distilled from the very tears of a goddess this potion was used in Araushnees attempt to
depose Corellon. The vial in which it was stored has continued to produce a lesser version of
the potion for ever after. The potion in thr vial might not be deadly enough to kill a god, but it
will put them into a deep slumber. With repeated doses a god will never awaken from this
deathlike slumber. A single dose is enough to place a mortal in a state of suspended animation
indefinitely. Against a deity it will render them insensate for 365 days. The vial is a little silver,
tear drop shaped bottle holding 7 ounces of fluid; enough for 7 doses for 7 mortals, or enough
to keep one god under for a year. The vial refills on mid-winters eve every year, and not a
moment before. The potion becomes rancid water if stored outside of the vial. Those dosed
can only be awakened in the shadow of a full lunar or solar eclipse. They can be slapped awake
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as if from a normal sleep spell. Other than at these times only a greater god can awaken a
being affected by this potion.
Kanarlists Dagger
The weapon is a marvelous thing, with a bright satin sheen to the blade and a large ruby set in a
richly engraved hilt. The dagger upon command gives of enough light to read by and is finely
balanced for throwing. It is nominally a +3 dagger of throwing but its real power is that it
allows the original owner to track and scry upon the current bearer regardless of space, magical
wards, planar layers or distance.
Chainmail Vest of the Sea Elves Despair
Lord Kanarlists armour, often worn beneath his robes is a cunningly woven vest fashioned of
chain mail and thousands of dark pearlseach of which contains the essence and magic of a
slain Sea elf. This masterfully crafted suit of armour provides a +5 bonus to the wearers armour
class and gives them all the natural abilities of a sea elf including the ability to use magic under
water without ill effect. The vest absorbs up to 12 1 st-7th level spells per day and allows the
wearer to store this spell energy to be later released using memorises spells without losing
them from the casters memory. The greatest power of the vest is its ability to add a sea elfs life
and magical knowledge to the wearer. The life force of each slain sea elf adds its power and
vitality to the wearer so that if the wearer is sorely wounded or even reduced to 0 hit points so
long as they are wearing the vest their life is immediately restored the following round. One of
the pearls set into the vest then shatters into dust. It is unknown how many pearls are set into
the vest but it is at least several thousand.
The Crescent Blade of Eilistraee
The Crescent Blade is a magic sword created by the goddess Eilistraee out of "moon metal." The
blade is curved, resembling a crescent moon attached to a hilt. Eilistraee created the blade with
the eventual intention of killing Lolth. As such, the weapon was enchanted to sever the head
from the neck of any creature, including deities. +5 Vorpal Sword Imbued with part of the
goddesses very essence.The sword does double damage vs deities deities save vs spells or die
instantly via decapitation on a natural roll of 20. The sword is able to detect the true form of
said beings when within visual range of the sword bearer.
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Notables of Ilythiir
Kanarlist Hune
and subjugating the fair races of elvesbut his ultimate goal required nearly the power of a god.
He was vain enough to believe it within his grasp....Elaine Cunningham Evermeet.
Lloth rather liked him. She smiled as she beheld the ancient, resourceful wizard. She approved
of his ambitions, and she eyed with interest the things he offered: a powerful army ready and
eager to crush the fair elves, magic that fell just short of godhood, followers that might well
become hers. That she would snatch him from his current devotion to Ghaunadar added hugely
to his appeal.The dark elf Ka'Narlist was a being she could truly enjoy. Perhaps it was time
that she take a new consort. She had no doubt that he would accept her joyfullythey were as
like each other as two dark pearls. She might even bear children to him, and why not? She would
not be the first god to be tempted by a mortal, nor was she likely to be the last. And the children
they might spawnah, the possibilities of breeding such delicious evil into a race of elves! Such
elves would trample Corellon's children, conquering the world and breeding worshipers for
Lloth, followers she could claim with pride! Ka'Narlist's dark and vaulting ambitions set new
flame to her own. Lloth would be a goddess once again. She who once had spun the thread of the
dark elves' destiny felt that her hands were set once again to the loom of fate.... Elaine
Cunningham Evermeet.
birth of two new creatures-a tawny beast who boasted Mbugua's proud black mane and
powerful four-footed body, and a humanlike infant with a wemic's dusky golden skin and catlike
eyes. he had two long legs rather than four, shapely human feet rather than paws, and a slender,
curvy body that would be the envy of any human or elven woman who set eyes upon her. Even
Satarah's face was more elfish than wemish, with delicate features and no hint of the blunt cat
nose that so often appeared on the children begotten of Mbugua's stolen blood. The few lingering
hints of her wemic heritage only served to make her appear more exotic: her silky black hair was
as thick and abundant as Mbugua's mane, her skin had a golden, sun-dusted hue, and her large,
almond-shaped eyes were a catlike shade of amber. Yes, she was very beautiful, and nearly ripe
for mating. Neither fact would long escape her master's attention.lion-things begotten from
Mbugua's stolen blood increased into a pride, and the near-human lad became but one of many
such servants laboring in the wizard's household, Though the castle's halls and stables and
dungeons were full of strange beings born of his magical experiments, the wizard was not yet
content. the dark elf intended to create horrific children from his own blood, children that would
be slaves at best, A mind-staggering variety of creatures thronged the vast room, going about
their appointed tasks with an alacrity born of fear. A flock of winged elves, their fingertips
sparkling with minor magics, fluttered high overhead as they labored on the multitude of long,
narrow windows that ringed the hall-each one of which was a priceless work of art fashioned
from multicolored gems. Several four-armed ogrish kitchen slaves bustled through on their way
to the dungeons, carrying the evening meal to those unfortunate creatures who awaited
Ka'Narlist's attentions. A score of miniature red dragons, each no bigger than a plump meerkat,
darted about, lighting candles and oil lamps with small gouts of flame. A horde of goblin slaves
busily scrubbed the intricate mosaic floor. This might have been a common enough sight, but for
the rare streak of whimsy that prompted Ka'Narlist to breed goblins with gaily colored hides:
sunny yellow, topaz blue, bright clear pink. To Mbugua's eye, the hall looked like a meadow
filled with hideous, two-legged flowers. The massive front door was flanked by a pair of minotaur guards, huge beasts armed with wicked scimitars and unnaturally long horns. Before
Mbugua could growl a command, the bull-men leapt into action. They raised the portcullis and
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then threw their combined weight against the wooden bolt that barred the outer door. The bar
gave way with a groan, and the doors swung outward. Mbugua padded out into the courtyard,
gratefully filling his lungs with the cool evening air. The wizard's lair was always filled with
smoke from the braziers, fetid steam from a dozen vile magical concoctions, and the ever-present
scent of death. The wemic made his way down a steep path to the rock-strewn coast below. There
was a small cove, ringed with high-standing stones. He could do what he willed here, for the
cove could not be seen from the castle windows and courtyard...mingled triumph and horror at
the black pearl that lay in his hand, vibrating with a silent song that only a shaman could hear.
The gem was a magical weapon-a device created by Ka'Narlist that could swallow the magic of
his enemies. Ka'Narlist kept a heaping basket of these hungry gems in his arsenal... Secrets Of
Blood, Spirits Of The Sea -Elaine Cunningham
Geirildin Sethomiir
Race: Dark Elf
Alignment: LE
Sex: Male
Armour Class:Height: 58
Classes: High Mage/Priest
Weight: 170 lbs
Levels: 25
18
Hair: White Blonde
Hit Points: ??
Eyes: Lavender
MR???%
Skin: Dusky Brown
God: Lolth
Strength 12
Constitution 16
Intelligence 20
Dexterity 14
Wisdom 19
Charisma 16
Languages: Ilythiiri Elvish, Elvish Common, Abyssal. + 2-4 others.
Standard Elven & High Magi abilities & immunities
"These are dark times, our enemies press us on every side. You will help us
turn the tide, Wendonai. The brutal conquests of Aryvandaar must be halted,
or we shall all be slaughtered Ilythiiri. " Geirildin Sethomiir
Geirildin Sethomiir was the coronal of the illythiiri house Sethomiir. He was a dark elf and
powerful mage during the time of the Crown Wars. He summoned the balor Wendonai in 11500 DR to help him against the Aryvandaari and to help him achieving a leading position
among the other dark elven clans. Ultimatly this drove the dark elves into the arms of Lolth and
was one of the causes for their socalled Descent. Lord Sethomiir built Narathmault after being
guided to the sight by the balor Wendonai. Narathmault was an underground fortress "Dark
Pit".
-11500 DR
Lord Darathlyn Aelryth disappears in the fighting around Sargoth and the Ilythiiri retreat in
disarray. The stalled advance of the Ilythiiri leads to a leadership change back in the capital
Attornash as nobles backing house Sethomir crown its patriarch the newest Arcoronal of the
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empire. Geirildin Sethomiir coronal and head of the Illythiiri house Sethomiir summons the
balor Wendonai to help him against the Aryvandaari and to help him maintain a leading
position amongst the other dark elven clans. Wendonai grants dark pacts with the Ilythiiri
House Sethomiir and its coronal, Geirildin.
-11125 DR
Rebels led by Darathlyn Aelryth advance into southern Aryvandaar and begin raiding and
burning smaller steadings and tree villages. With the final defeat of Miyeritar and the appaling
losses suffered by Ilythiirs expeditionary forces, angry nobles attack & sacrifice Lord Geirildin
Sethomiirs lieutenant in the Arcoronals absence. Finding himself cut off and exiled, the
former emperor, maintains his holdings in Arathmault expanding his worship of Ghaunadaur in
an attempt to gain the Slime Lords favour and more power in the process.
Darathlyn Aelryth
Race: Dark Elf
Alignment: CE
Sex: Male
Armour Class:Height: 6
Classes: Warrior/ Bae'qeshel
Weight: 200 lbs
Levels: 16
22
Hair: White Blonde
Hit Points: ??
Eyes: Black
MR???%
Skin: Dusky Brown
God: Lolth
Strength 18/36
Constitution 18
Intelligence 16
Dexterity 15
Wisdom 14
Charisma 14
Languages: Ilythiiri Elvish, Miyeritaran Elvish, Elvish Common, Abyssal. + 2-4 others.
Standard Elven & Bae'qeshel telphraezzar abilities & immunities.
. . . Ilythiir has launched an attack against Aryvandaar. On dragonback, its warriors sail the
winds to free the dark elves of fallen Miyeritar. Taranth tells me that the accursed sun elves
have used fire to ward off the Ilythiiri assaults, and the vandora of Shantel Othreier are ablaze.
The Vyshaan are in disarray, and we have attacked the tree-villages of Leurethil, Morynarth,
and Caelpiir to assist our Ilythiiri brothers. Taranth has nailed the heads of the sun elf elders to
the council tree in Caelpiir to warn off Vyshaan pursuers. This war has made us all desperate. . .
. Darathlyn Aelryth by George Krashos - GHotR
-12243 DR
Just like her mother, High Priestess,
Menzoberra Yril'Lysaen is assassinated by
followers of Vhaeraun in revenge for her
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.
-11698 DR
-11700 DR
-11595 DR
-11125 DR
Rebels led by Darathlyn Aelryth advance
into southern Aryvandaar and begin raiding
and burning smaller steadings and tree
villages. With the final defeat of Miyeritar
and the appaling losses suffered by Ilythiirs
expeditionary forces, angry nobles attack &
sacrifice
Lord
Geirildin
Sethomiirs
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13. ESP
14. detect invisibility
15. Prt/Good
16. burning hands
The Dark Flyers were used extensively in the second crown war against Aryvandaaran Dragon
Riders and against Orishaar and the Three leaf Realms spreading fires. But as the wars
progressed their numbers could not be replaced quickly enough and soon the more altruistic
Dark Flyers who had up to this time kept their natures hidden emerged as a political force and
grew sick of being exploited, no longer believing the lies of the charismatic leader Lord
Kanarlist. In the end hundreds of the Dark Flyers rebelled against their creators commands and
he was forced to use high magic to destroy most of them. The few dozen survivors took to the
wing and fled south across the ocean to the darkest Jungles of Chult where they hid for a few
centuries before setting sail south to parts unknown never to be heard from again in recorded
realms history.
Iron Spiders
Frequency: Uncommon
Climate/Terrain: Any Dark Elf Community with life shapers
HD: 8/10/12/14/18-20
No. Appearing:1+
Intelligence: 2-4
Mv: 48/44/36/24/18/14
Treasure: Nil
AC: Vitreous 4/Bronze 3/Iron 1/Steel 0/Adamantine -2 (all unenchanted)
Size: 20/30/40/50/60/80-100 in length
Crew: 3/4/5/8/10/15
Troop numbers: 10/15/20/30/40-50
Weapon/s: none/light ballista/light ballista/medium ballista/medium ballista/heavy ballista
Attacks: Pincers - 2d4/2d6/2d8/2d10/2d12/2d20 hp dg +poison (E death/20 hp dg 4 doses)
Claws - 1d4+1/1d6+2/1d8+3/1d8+4/1d10+5/1d12+6 hp dg
Magic Resistance: standard undead immunities to the spider but not to the crews.
Created from the animated bodies of enormous spiders specifically bred for the purpose, the
abominations are semi-intelligent and are able to follow simple commands. The spiders
abdomens and thorax are hollowed out and transformed via spells into vitreous carrying
chambers clad in plates of bronze, iron and later steel and adamantine. The abdomen would be
use to carry elite troops or heavy weapons and supplies, the thorax contains the commander
and the spiders pilots. The spider is able to attack with its venom coated pincers and its two
sharpened and spike cover front 4 legs.
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Classes of Ilythiir
Bae'queshel Telphraezzar - Whisperers of the Dark Queen
Baeqeshel (adapted from the original idea by Sam Kay
http://www.obsidianportal.com/campaigns/primus-sinister/characters/ryxis )
Specialty: A select order of High Bards from Dark Elven houses chosen to be Bae'qeshel trained
by master Dark Whisperers. to sing the praises to the Dark Mother.
Qualifications: (Dexterity of 12, Intelligence of 13,Wisdom 14 and Charisma of 15)
Introduction: Bae'queshel Telphraezzar - Whisperers of the Dark Queen. A tradition that came
down to the modern day drow from the Ilythiiri, kept up by some houses. It is the lore of the
ancient keening songs of the dark elven race.
Description: A very ancient Dark Elven custom brought from the mountainous southern islands
of Faerie, and adapted to suit the needs of the worshippers of the Spider Queen. Each
generation a select few individuals who showed innate musical talent were chosen to spend
long years studying Bae'queshel lore and learning how to raise the ancient keening songs of the
Dark Elves. In addition to being trained as bards the chosen few were also schooled as priests or
druids of the old gods.
Role: The Whisperers of the Dark Queen are taught the magic of baeqeshel, the gift of bard
magic through dark litanies to Lolth. The term Bae'qeshel is Darksong in the language of the
Ilythiiri. These Darksongs are the songs and lore of Lloth but not divine like clerical abilities.
Secondary Skills: Lore Keepers, Historians, Genealogists, Heralds, Healers.
Weapon Proficiencies: Short Sword, Mace, Crossbow, Hand Crossbow, Staff, Dagger, Sabre,
Short Bow, Hand Axe, (most one handed weapons).
Non-weapon Proficiencies: Bonuses: Religion, Ancient History, Singing, Musical Instrument,
Heraldry, Suggested: Dancing, Healing herbalism, Poetry, Crowd Working, Artistic Ability,
Astrology,
Armour/Equipment: Nothing heavier or more encumbering than elf chain mail.
Special Benefits:
Legend Lore: Dark Whisperers gain the same legend lore ability as True Bards. This ability works
in similar fashion, with the following exception: All of the optional rules suggested for the True
Bards legend lore ability are required for the Dark Whisperers.
Divine Lore: Through their devoted study of the glory of Lolth, Dark Whisperers come across
numerous texts on the divine lore of magic. They read all of these, hoping that some great tale
will be uncovered. Dark Whisperers eventually gain a fundamental understanding of many
strange divine magical items not normally usable by the bard class. Thus, Dark Whisperers can
attempt to use any clerical magical item. A Wisdom check is rolled; if it is successful, the Dark
Whisperer successfully uses the magical item in question. This does not mean that the Dark
Whisperer fully understands the operation of the item; only that his attempt to use it in this
particular was successful. Dark Whisperers also pore over scrolls and liturgical texts whenever
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they get the chance. This enhances their understanding of divine spells so much that they cast
preists spells from scrolls etc as if they were a priest of the same level.
Fascinating Song: Your beautiful and otherworldly melody fascinates your foe, stopping them
dead. The target is fascinated (save ends). While fascinated, the target is stunned, and suffers a
-2 penalty to its Will defense against your attacks.
Unearthly Harmony: How can your foe harm such unearthly beauty? The target must choose
another target for the attack or end its attack.
Dominating Song: You layer hypnotic commands into your song, enthralling your fascinated foe. 2d10
+ Charisma modifier psychic damage, and the target is dominated (save ends). This ends the
fascinated effect on the target, but when the dominated effect ends on the target, the
fascinated effect resumes.
Undeniable Will (11th Level): You gain a +1 bonus to attack rolls against Will.
Enthralling Action (11th Level): When you spend an Action Point to take an extra action, one
enemy of your choice within 5 squares of you makes a melee attack against itself or another
enemy of your choice. The attack uses your Charisma modifier, is treated as an attack using
your implement, and is made against the target's AC. The attack deals 1d10 + your Charisma
modifier damage.
Enthralling Will (16th Level): Enemies suffer a -2 penalty to saving throws against effects you
cause that require a save to end.
Thievs Skills: As per True Bard
Arcane Spells: The Bae'qeshel, also known as the Dark Minstrels, are worshippers of Lolth who
have been specially trained in the magic of song. Unlike divine magic, bae'qeshel tap into the
Weave, and do not require a connection with a deity to wield it. The songs have effects ranging
from the healing of wounds to sonic blasts capable of stripping bark off of trees.
Special Hindrances: Dark Whisperers are hated by rank and file worshippers of Ghaunadaur
and the other priests and lay worshippers of the Dark Seldarine and are often actively hunted
by such. This makes them prime targets outside of their own communities and each temple or
city has rival colleges and schools who also compete to Lolths favours almost as fiercely as the
priests of the temples they serve.
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Resources Used
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