Elves of Faerun Volume I by Lord Karsus
Elves of Faerun Volume I by Lord Karsus
Volume I
The Elves of Faern
Project Manager: Steve Sypa
Lead Designers: Nicolas Costa, Steve Sypa, Markus Taylor
Contributors: BadCatMan, Nicolas Costa, Dark Wizard, Erik de Bie, Mark Diffendal
II, Matt Drozdowski, Daniel Felshiem, Ed Greenwood, Brian James, Sonja Laflure,
Longarm, Quale, Serge Racamy, roll8dn, Penknight, Steve Schend, Steve Sypa,
Markus Taylor, Marybeth Thompson, Zireael
Editor: Steven Sypa
Cover Art: Races of the Wild, Larry MacDougall
Interior Illustrations: Stephanie Pui-Mun Law
Table of Contents
Forward
Introduction
Elven Subraces
Elven Deities
Elven Magic
Elven Physiology
Elven Society
The Elven Language
Elven Names
An Elven Chronology
Page 3
Page 4
Page 5
Page 53
Page 113
Page 127
Page 132
Page 143
Page 150
Page 161
Forward
The Forgotten Realms is a very epic place, not in terms of D&D levels, but in
terms of the sheer scope and depth of the setting. As a friend has put it, looking up
information is an adventure in and of itself, since nine time out of ten, in doing your
research, youll find a new tidbit of information you were not aware of. Thats the beauty
of the Forgotten Realms- no matter how much you know, theres always one more little
bit that you dont.
Of the many races living in the Forgotten Realms, perhaps none as so iconic and
important to the setting as Elves. Many are first exposed to the Forgotten Realms through
Drizzt DoUrden, himself a Drow Elf. The Elves of Faern are so often tied to extremely
important things and events, such as the Rage of the Dragons, the Sundering, and Myth
Drannor, among others.
While Cormanthyr: Empire of the Elves, written by Steve Schend was an
excellent sourcebook, ever since coming to the setting, I always wondered why a
sourcebook detailing the Elves of Faern, and chronicling their impact on the Forgotten
Realms was never made, or ever in the works. After enough times of wondering out loud,
and doting on how nice such a sourcebook would be, I decided that it was better to be
proactive, and began the Elves of Faern project.
Embarrassingly, a number of years has passed since then, and Elves of Faern
still isnt finished! It truly was, and still is, a titanic undertaking. Perhaps it is impossible
to find and compile every little tidbit and factoid into a fully comprehensive compilation
on all matters Elven. This project represents a massive undertaking none the less, where
every precaution was made to leave no rock unturned.
Contributors- ranging from those simply voicing their support, to those
contributing entire articles- have come and gone over the years, but I feel that it is
necessary to give a special word of thanks to one particular individual, one Markus
Taylor. Markus has been with the project nearly since its inception, and has always been
around contribute ideas, constructively criticize ideas, to always be there to lend some
support, and to provide all kinds of other assistance. If this project can be compared to a
baseball game, and I am the manager of the club, Markus is my bench coach, the guy Id
go over strategy and bounce ideas over, the guy Id want to replace me if I got thrown out
for arguing.
For as much as this current PDF has in it, the project is nowhere near done. I
decided that, because certain portions of the project were complete, while others were
not, it was in the best interests of the project, and for the fans of the setting, to release
what has been finished, to be used as an informational resource. In the future, as more is
completed, more will be added. Heres to that goal.
I welcome any continued support, critique, criticism, comments and concerns.
Feel free to drop by the official Wizards of the Coast Forgotten Realms message board
Elves of Faern Project thread.
Steve Lord Karsus Sypa
Introduction
Fair be our meeting, for our hearts are light and our swords sheathed, we hold peace in our
hands and its light guides us.
I am Daerian Sunstar, loyal historian, wizard and loremaster of her majesty, Queen Amlauril.
Her majestys chief librarian, Elasha Evanara, bestowed upon me the task of chronicling Elven life of
the current age, for future generations to look back upon.
My divinations have provided me with a look of the future- one possible future, where much
is changed. We are on the cusp of unimaginable changes, I sense. The merging of two worlds, an
ancient plague, and a storm of shadow covering the continent. What exactly all this means, I cannot
tell. However, I find it imperative that the past and present be made known to the future generations,
lest it be forgotten.
For this monumental task, I have delved through text most ancient, interviewed TelQuessir
and NTelQuessir, and traveled far and abroad, to compile the most accurate of information for this
text.
Coupling my own experiences with those of others, I hope to have successfully weaved an
accurate picture of Elvendom on Toril.
Sweet Water and Light Laughter,
Daerian Sunstar, Loremaster of Evermeet
-Uktar, 1374 Year of the Lightning Storms
Elven Subraces
Sashelas began sending the leaders of the Aquatic
Elves dreams in their reverie, they began attending
these conclaves.
After the Descent of the Drow, in which the
AluTelQuessir participated in a passive manner, the
Aquatic Elves began settling down on the floors of the
seas across Abeir-Toril. Over the next thousands of
years, they would begin building settlements, outposts,
cities and colonies all across the ocean floor. Chief
among these would be the Sers, a joint venture
created by most of the benevolent races living under
the seas of Abeir-Toril, and Aryselmalyr.
Currently, the AluTelQuessir maintain
amiable relations with most other Elven subraces, and
some of the major Elven realms across the continent.
Because of this isolation, races that do not regularly
come into contact with them often pass Aquatic Elves
off as a myth.
Aquatic Elves
AluTelQuessir
Regions: The Inner Sea, Aglarond, Dragon Coast,
Impiltur, Sembia, Vilhon Reach, The Outer Sea
Racial Feats: Breathing Link, Landwalker, Rapid
Swimming
Racial Prestige Classes: Sashelan Aquarian
History
Across the seas of Abeir-Toril live tall Elves,
adapted to the world under the sea. They have long,
heavily muscled limbs. They have fingers that are
connected by webbing. Their leathery skin ranges in
color, from a radiant green to a deep blue, with hair that
appears akin to seaweed. But, perhaps, their most
striking feature are the gills that line their necks,
collarbones, and ribcages.
The Aquatic Elves, or Alu'Tel'Quessir, were
the last of the major Elven subraces to arrive in
Realmspace. On the Plane of Faerie, the Aquatic Elves
lived in the great lakes and oceans of the plane,
swimming among the multitude of fey water spirits. The
exact reason for the Aquatic Elves coming to
Realmspace is unknown, lost to the sands of time.
The AluTelQuessir first appeared on AbeirToril in the Great Sea. Instead of building undersea
cities, the Aquatic Elves spent years and years simply
exploring the new world they lived on, leaving no rock
under the sea left unturned. During this time, the
Aquatic Elves traveled in a large group, known as the
Great School. It is said that, because of a High Magic
Ritual that was cast, all of the Elves in the Great
School acted and thought with a unified hive mind.
When they first arrived in this Crystal Sphere,
the Sea Elves were curious. It was this naivety, their
legends say, which cost them something they held
dear- their magic. According to Sea Elven legends,
shortly after arriving on Abeir-Toril, a dark and mighty
wizard- some historians point to KaNarlist Ilythiir as the
individual in question- let loose a creature that single
handedly stole the magic from their cities, and placed it
all in a black pearl. Historians, in further attempting to
shed light on this myth, have divined that KaNarlist
Ilythiir did indeed wear a single black pearl around his
neck. Whether or not he was the one who stole the
magic from the AluTelQuessir, or this is simply
coincidence, is in the eye of the beholder, so to speak.
The Aquatic Elves knew of their air-breathing
cousins, but they were hesitant to allow that relationship
to become anything other than simple
acknowledgement because of the theft of their magical
abilities. It wasn't until the Fourth Crown War that, they
too, found themselves drawn into the ongoing conflict,
and began associating with their cousins once again.
Shortly after Ilythiiri SeluTaar cast
destructive High Magic rituals to call stones from the
sky and the earth to boil and the trees to scream, the
Elven kingdoms that existed at the time met multiple
times in great conclaves, to decide how to deal with the
war-like Ilythiiri. At first, the leaders of the
AluTelQuessir spurned their advanced, but when Deep
Outlook
The Aquatic Elves are aloof as any other
Elven subrace, although they still see value in alliance
and trade with other NTelQuessir races. The
AluTelQuessir are generally isolated from other Elves,
though they still have similarities in culture and history
with their land bound kin. Community, in any form, is
important, as are alliances, as the seas are a
dangerous place. They see the arrogance and
divisiveness of the other Elven subraces to be
detrimental to their survival, and as such, make their
best efforts to not emulate such behavior.
Those who do not fully understand the
psychology of a Sea Elf sees this kind of behavior as
paranoid, and skittish, as they are never fully trusting of
anyone who is not of their kin, or community. However,
as, in their history, the Aquatic Elves have been tricked,
and taken advantage of time and time again, the Sea
Elves have learned their proverbial lesson, and believe
they can only trust those they inherently know. All
outsiders, no matter how true and genuine they seem,
can and usually do have ulterior motives.
Aquatic Elf Characters
Because magic is nearly unheard of in their
society, Aquatic Elves tend toward more martial classes
than those of magic. Many become Fighters or Rangers
due to the presence of evil aquatic races that they find
themselves at odds with. Although the sea elves usually
dont find themselves drawn to the path of the Wizard or
the Cleric, they often become Bards. With the
properties of sound beneath the waves, song becomes
a powerful medium for magic and stories alike. Aquatic
Elves are more likely to become sorcerers than
wizards.
Favored Class
Fighter is the favored class of the Aquatic
Elves. Considering the sheer number of evil denizens of
the deep, fighting skills are valued. Sea elf fighters tend
to specialize in speed and melee combat over the
stealth and archery with which the surface elves are so
famed.
Prestige Classes
Winged Elves
(Avariel)
ArilTelQuessir
Outlook
The Winged Elves came dangerously close
to total extinction long ago, and their numbers have
only recently swelled enough that the subrace, as a
whole, no longer has to worry about their total
elimination. As a result of this trauma, Avariel are very
secretive and elusive. When confronted by a problem,
most run rather than confronting them.
When they are among their own kind, or
those who they feel they can trust, Avariel behave
much differently. This is because Avariel, inherently,
are free spirits with a zest for life. The sounds of cheery
laughter can constantly be heard. Winged Elves fly
confidently, taking whatever is given to them. They are
outgoing and friendly.
However, no matter how friendly and nice an
Avariel is, they all seem to have a slight condescending
attitude to those who do not have the natural ability to
fly. This includes even other Elves subraces! Most
seem to not even notice this natural bias against land
10
11
Draegloth
Outlook
Draegloth are sly and cunning creatures with
a penchant for wild rages that usually end in the death
of someone around them. They can be patient listeners
when around those they respect, and can be difficult,
petty and even childish around those they do not. Their
unique combination of rage, patience, intelligence and
ruthlessness makes them among the most dangerous
creatures in the Underdark.
To the mind of a Draegloth, anything that is
not a Drow, or a creature blessed by Lolth is either a
plaything to be toyed with, or cattle to be slaughtered.
As such, they have no problem with randomly and
indiscriminately killing a sentient creature, and regularly
devour such kills for sustenance. They do respect
power, however, and are not averse to respecting nonDrow who demonstrate that they are worthy of the
respect of a Draegloth. This doesnt stop the creatures
from plotting to kill such beings, however.
History
As a race of their own, Draegloth have no
history. Instead, they share their history with that of the
Drow. The two races share a communal history, with
the Draegloth owing more to the Drow than the Drow
owing more to the Draegloth.
The actual point of origin of the race is
unknown, lost to history. Old and historically dominant
Drow Houses all claim that the very first Draegloth was
born a member of their family, a testament to the favor
Lolth held them in. Of course, while many stories are
told, only one can be true. It is widely believed that the
claims of House Baenre of Menzoberranzan are true,
since historical records state that a Draegloth was
present during the conflicts in the city thousands of
years ago, which left the Baenre the undisputed rulers
of the settlement.
Draegloth are not common at all. They
appear infrequently in Drow enclaves across the
Underdark, when a Lolthite priestess mates with a
Demon. Their status as physical manifestations of
Lolths favor afford them a special status within Drow
society, but in the end, they are usually nothing more
than tools to be used by the Matron Mother of a family.
Draegloth are sexless, but not genderless.
Upon birth, a Draegloth develops either a male or
female personality. What factors cause a Draegloth to
develop the personality of either sex is unknown, but it
is theorized that Lolth has a hand in choosing, and she
chooses whatever gender is likely to create the most
chaos and strife in the House.
Draegloth typically stand anywhere from six
to eight feet tall, and come with an extremely powerfully
built frame. They possess two sets of arms- a smaller
set with smaller, Drow-like hands that are used for
delicate processes, and a larger set, ending with large
clawed hands that are generally used for rending
enemies.
Wild Draegloth are not a new phenomenon.
In Drow society, a family that is assimilated by another
family usually has its members adopted and co-opted
into service of the stronger family. Draegloth are an
exception to this rule, and are almost always killed. To
escape death, many Draegloth flee into the wilds of the
Underdark.
The reasons as to why wild Draegloth
sightings have been rising are still unknown. While it is
easy to say that it has, or had something to do with the
recent Silence of Lolth, sightings have been steadily
rising for two thousand years now. These wild
Draegloth, which without Drow commanding them are
believed to be nothing but barely intelligent animals,
have also become more cunning. For example, a lone
Draegloth from the wilds of the Underdark was able to
trick the guards of the enclave of IrSylin into meeting a
Matron Mother, and then was able to trick her until it
sprang its trap. This Matron Mother is one of the few
survivors, as a teleport contingency spell whisked her
away as the Draegloths jaws were inches from her
throat. There were few survivors, in total.
During the Silence of Lolth, Draegloth were
kept, sometimes literally, on a very short leash. Many
grew to become more independent, no longer worrying
Draegloth Characters
Draegloth combine the traditional Drow
values with those of Demons. Many Draegloth use their
natural strengths, and train in the martial arts, becoming
Fighters. Some make use of their limited natural spelllike to conjure Dancing Lights, Desecrations, Faerie
Fire, Unholy Blight and Darkness, and pursue the path
of the Wizard. Others join the church of Lolth as Clerics.
Favored Class: The favored class of the Draegloth is
the Cleric. As a whole, Draegloth are deeply religious
people, as their entire existence is due to a whim by
Lolth. Clerics in Drow society also command the most
respect, and this appeals to a Draegloths inherent
nature to want to assert dominance over others.
Prestige Classes: There are no prestige classes
designed specifically for Draegloth. They are free to
pursue any paths that are open to them without any
stigmas. More than one Draegloth has become a
Selvetarmite Spidersword.
Draegloth Society
Draegloth do not have a society of their own.
Instead, they are part of the greater Drow community.
For all intents and purposes, they are treated, and they
act, as if they were high ranking Drow.
Language and Literacy
Draegloth speak both tongues of their
parents. Being born and raised in Drow society,
Draegloth are fluent in the Drow dialect of
Undercommon. At an early age, they are also taught
the language of their other parent, Abyssal. Draegloth
use their secondary, smaller hands to manipulate
writing instruments, and are almost always proficient in
the written languages as well.
Draegloth Magic and Lore
Draegloth have a natural affinity for magic.
They are magical creatures themselves, being able to
inherently conjure the effects of certain spells- Dancing
Lights, Darkness, Desecrate, Faerie Fire and Unholy
Blight. Their magical nature also gives them immunities
to acid, cold, electricity and fire as well.
Very few Draegloth take the path of the
mage, for whatever reason. It seems to me that the Art
is simply too much of an elegant force for the relatively
crude Draegloth.
12
Draegloth Deities
Because her very blessing is required for
their own conceptions to take place, Draegloth are
deeply devoted to Lolth. Their devotion to Lolth is so
great that some have even become Clerics of Lolthignoring the primal bloodlust churning within their souls.
Since the Silence of Lolth, many Draegloth
have taken to the worship of other members of the Dark
Seldarine, especially Selvetarm and Vhaeraun.
Whereas the Church of Selvetarm is, by proxy, the
Church of Lolth, Lolth allowed this slight, and punishedbut spared the lives of- these Draegloth. The Church of
Vhaeraun, however, is not associated with the Church
of Lolth, and eagerly accepts these members, as a sign
of changing times within Drow society.
Some Draegloth, shunning the worship of the
Dark Seldarine all together, take up the worship of their
own bloodline, joining and forming Demon cults,
elevating their fathers names.
Relations with Other Races
Like Drow, Draegloth get along best with
themselves, and even then, only barely. Draegloth are
socialized to think of themselves as superior creatures,
like Drow are. The fact that they are believed to be
living, breathing incarnations of Lolths blessing gives a
little more credence to the inherent Drow belief of
superiority in a Draegloths mind. When they have to,
they associate with other races, but they see no
problems with constantly pointing out their own inherent
superiority.
To the mind of a Draegloth, anything that is
not a Drow, or a creature blessed by Lolth is an animal,
that exists only to please them, or to provide them with
food, treasure and/or excitement. Draegloth have a
particularly strong antipathy for Elves and Gloamlings.
Draegloth Equipment
As a race, the Draegloth have no unique
items or equipment of any sort. Anything that they use
is created and given to them by the Drow. Some
Draegloth wear necklaces of the skulls of their victims,
as their bodies are physically large enough to do so, but
this is about the extend of Draegloth craftsmanship.
Arms and Armor
Draegloth are completely reliant on Drow for
their arms and armors. That said, however, most
Draegloth prefer not to use any sort of weapon or
armor. Because of their diabolic nature, a Draegloth
has an extremely tough hide, which is tougher and
stronger than certain types of armor. Their large size
and unique physiology also makes wearing normal
armor impossible.
Most Draegloth prefer to use their larger,
clawed hands as weapons, rather than any arms that
Drow weaponsmiths can produce. It is not that there
are no weapons that match the Draegloths natural
claws- far from it- but most Draegloth simply enjoy the
feeling of their own claws piercing their opponents,
13
Drider
Drider Characters
Driders are outcasts, who seethe with hatred
and anger because of their perceived failures that
resulted in their subsequent transformation from Drow
to spider monsters. Most tend to martial classes, since
there are many difficulties that stem from progressing in
a spellcasting class, because of their physical make-up
and society.
Favored Class: The favored class of the Drider is the
Barbarian. Driders are bloodthirsty creatures, seeking
any kind of prey to kill and consume. As such, the
ferocity and temperament of the Barbarian suits the
Drider perfectly.
Prestige Classes: There are no prestige classes
designed specifically for Drider. They are free to pursue
any paths that are open to them, which are somewhat
limited, due to prejudices and stigmas against Drider,
as well as their own temperaments.
History
As a race of their own, Driders have no
history. Driders are created when Lolth wills it. Although
most Drider are created when Lolth strikes a Drow for
failing her in some manner, the capricious Spider
Queen is not above randomly transforming Drow who
serve her well into Drider, because of the irony in it.
It is not known when Lolth created the first
Drider on Abeir-Toril. Drider exist on other planets, and
on other Crystal Spheres, so it is just as possible that
the first Driders were created on Abeir-Toril that they
were created elsewhere. Frankly, scholars do not know,
and this is not a question that is likely to ever be
answered, either.
Driders are only very rarely mention in Drow
historical records. As such, it is hard to tell if these
creatures had very little impact on Drow society at
large, or if the Drow have intentionally minimalized the
impact that these aberrations of nature have had on
their own society. Again, this is not something that the
objective truth will ever be made apparent.
Of recent history, many Drider communities
were active during the Silence of Lolth. When the secret
that Lolth had disappeared was made public and
spread around the Underdark, many Driders took this
as a sign that the Spider Queen had abandoned the
Drow, and that the Driders were now her favored
children. During this tumultuous time in the Underdark,
numerous Drider communities rose up and attacked
Drow communities. For the most part, these Driders
were beaten back, but in many places, the Driders
actually did a great deal of damage. In the city of
Karsoluthiyl, the Driders that rose up successfully
overthrew the Lolthite matriarchy ruling the city. Their
victory was short lived, however, as other Drow then
arrived and killed these Driders. This instance
demonstrates that, perhaps, the Driders less willing to
be stepped on and abused by the Drow.
Drider Society
Driders only have something that vaguely
resembles a society of their own. Driders usually live
nearby Drow settlements, far enough to be left alone to
their own devices, but close enough to be classified as
on the fringe of established Drow settlements. The
Drow allow this, to demonstrate to other Drow the
power of Lolth, and what befalls those who fail her,
while the Drider put up with this because it allows them
to prey on fools who get to close to their dens.
While Driders live in communities with other
Drider, there is very little unity and communion around
them. Instead, each Drider looks after his or her own
affairs. Because Drider cannot reproduce, there is no
concept of marriage in Drider settlements. There are no
children in Drider settlements. The entire race is wholly
dependent on Lolth cursing other Drow in surviving.
Language and Literacy
Driders speak any tongues that they knew
before they were transformed. The Driders themselves
have no special language, and communicate in the
Drow tongue.
Outlook
Drider Magic and Lore
Drider have a natural affinity for magic. They
are magical creatures themselves, being able to
inherently conjure the effects of certain spells- Dancing
Lights, Darkness, Detect Chaos, Detect Evil, Detect
Good, Detect Law, Detect Magic, Faerie Fire and
Levitate. Once per day, Drider can also inherently
conjure the effects of Clairaudience/Clairvoyance,
Discern Lies, Dispel Magic, and Suggestion.
Very few Drider follow the path of the mage,
because of the difficulty in obtaining spellbooks,
material components for spells, and similar items.
Drider who were Sorcerers before their transformation
are the most common Drider spellcasters. Because
Lolth ignores the prayers and pleas of the Drider, there
are no Lolthite Clerics among their numbers. Some
Drider are able to master the natural magic of the
Underdark, and become Druids, however.
Spells and Spellcasting
Drider mages prefer flashy Evocation spells,
that cause a lot of destruction, and are visually
stimulating, such as Fireball, or Lightning Bolt. Drider
magicians also like Enchantment spells, that allows
them to kill their prey without much of a struggle,
14
Drider Deities
Like the Drow that they once were, most
Drider worship Lolth. This is somewhat ironic, because
Lolth is the entity that transformed these unfortunate
Drow into Driders to begin with. Most Drider seem to be
of the mind that, if Lolth published them, she can also
restore them to their normal forms. Because of this,
most Drider continue their worship of Lolth, even
though, according to Lolthite priestess, Driders are
abominations of nature and failures in the eyes of Lolth.
Of the total population, only a small minority
of Driders no longer worships Lolth. These Drider
believe that Lolth truly has abandoned them, and that
the worship of another deity would be much more likely
to result in any kind of physical result. Ghaunadaur,
being the Drow deity of outcasts, is the most prevalent,
being that Drider are true outcasts of Drow society. A
small minority of Driders seek Selvatarm as their
patron, and, while on the outside, Selvetarm refuses
them, he secretly supports these Driders, as a way to
bolster his own worship base and escape from the web
of Lolth.
Relations with Other Races
Above all, Drider despise Drow. This is not at
all a surprise, being that all Driders were once Drow.
This hatred is a psychological phenomenon that is in no
way surprising. Drider are Drow who were cursed by
Lolth to wear the forms that they wear. As such, Driders
hate Drow, in that Lolth has not cursed them. If given
the opportunity, despite the hate they have for Drow,
any Drider would jump at the chance to become a Drow
once more.
Because Driders were once Drow, their
perceptions on other races have been colored by Drow
society. Driders dislike surface Elves, so called Faerie
Elves, as Drow do, for the reasons that Drow do. Like
Drow, Driders consider themselves superior, above all
other lesser creatures- all other lesser creatures being
everything that is not a Drider, of course.
Drider have a basic understanding and
affinity with Chitine and Aranea, being as all three are
Drow spider creatures. If given the opportunity,
however, no Drider would pass up tearing an Aranea,
or a Chitine limb from limb, however.
Drider Equipment
As a race, Driders have no unique items or
equipment of any sort. Anything that they use was
either taken with them upon their transformation from
Drow to Drider, or scavenged from slain enemies.
Drider society does not create items, and thus, anything
that they use is taken from others, willingly or
unwillingly.
Arms and Armor
Drider cannot use most armors created by
Drow, for obvious reasons, chiefly among them, their
transformed physical stature. Some Drider do use
armors that only cover the upper torso, such as chain
shirts. Because most Driders are seen as savage
beasts, and are anathemas in Drow society, few are
able to come across such treasures. Those who do
protect what they have, and take as good of these
items.
15
that you will find I have provided all that you have
requested, and quite a bit more.
- Lazarus Tymiiri, Sage Supreme of the Kulian Tower
of High Knowledge
Drow Elves
(Dark Elves)
Regions: The Underdark, Cormanthor, Dambrath,
Calimport
Racial Feats: Arachnid Rider, At Home in the Deep,
Blend into Shadows, Blooded, Daylight Adaptation,
Dazzling Fire, Deceptive Illumination, Deepening
Darkness, Elfhunter, Fade into Darkness, Fascinating
Illumination, Gift of the Spider Queen, Highborn Drow,
Improved Levitation, Instinctive Darkness, Intensify
Darkness, Lolths Blessing, Lolths Meat, Master of
Shadows, Radiant Flicker, Stealthy, Survivor, Twin
Sword Style, Vermin Trainer, Verminfriend
Racial Prestige Classes: Arachnomancer,
Cavestalker, Drow Judicator, Darkmask, Eye of Lolth,
Ghaunadauran Slimelord, Dread Fang of Lolth,
Insidious Corruptor, Kinslayer, Minion of Ghaunadaur
(Use Thrall of Jubilex PrC from BoVD), Yathrinshee
History
Dark Elves. Ssri'Tel'Quessir. Drow. All of
these names we have been called, and rightly so. All
modern day Drow can trace their lineage back to the
mythical world of Faerie, where they, along with all
other Elves, came from originally. A prouder and more
assertive group of beings would have been hard to find.
The Dark Elves lived in the mountainous regions of
Faerie, in a fairly rigid and structured society, unlike
most of their other Elven kin on the eldritch plane, led
by the mighty and enigmatic emperor.
This was the way things were for untold
generations. In their mountain abodes, the Dark Elves
watched in a combination of pity and disgust as their
forest cousins danced naked under the stars, while they
worked hard to perfect themselves, mentally, physically,
and even socially. Shortly before 27,000 DR, however,
things would change slightly.
KaNarlist Ilythiir, a young and charismatic
magician of some power, secretly killed his father, who
served in the Circle of Eight, a small group of eight
advisors who advised the Emperor when he asked for
advice. KaNarlist, ambitious even among Dark Elves,
and possessing very few morals, was looking to change
the status quo by convincing the Emperor to have the
armies of the Dark Elves march from their mountain
fortresses to seize other parts of Faerie. Time and time
again, he put the suggestion forth, and time and time
again, he was rebuked. Eventually, KaNarlist became
disgusted with the Emperor, who he saw as holding the
Dark Elf race back, and began plotting a coup.
He soon realized that plotting to destroy the
Emperor was borderline suicidal, even for a mighty
magician such as himself. The ambitious KaNarlist
soon turned his eyes elsewhere, however. In his
mountain abode, he witnessed various Wood Elves get
tricked through portals leading to another world- which
we know today as Abeir-Toril. Intrigued, KaNarlist kept
note of where these portals were, and scried on this
new world. Seeing its mostly untapped riches and
resources, KaNarlist decided to abandon Faerie for this
new world, like many Elves in the past had done,
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17
Drow Characters
To excel at all things is the ultimate goal of
every Drow, even the few good ones. There is no
greater feeling then to defeat a hated rival. Weather in
combat, or merely embarrassing them, this is the one
true joy of a Dark Elven heart. All Drow feel this way,
even though some, like the followers of Eilistraee, try to
deny, and believe such feelings to be taints on their
soul.
Since the Descent of the Drow, most Drow
Elves have chosen to remain hidden beneath AbeirTorils surface, occasionally raiding the surface world
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Drow Deities
The Drow worship a pantheon of deities
known as the Dark Seldarine, led by Lolth, the Demon
Queen of Spiders. It is a rather bitter and unhappy
family, resembling their Drow worshippers in that
respect. At best, the Dark, or Anti-Seldarine can be
defined as a group of loosely allied deities who have
come together for one common goal. This goal is to
destroy the Seldarine. Unlike most other racial
pantheons, there is more in fighting between the deities
of the Dark Seldarine than there is against the actual
Seldarine.
Also known as The Dark Maiden, Eilistraee
is the daughter of Lolth and the only good member of
the pantheon. Normally only worshipped by surface
Drow, she is a goddess of music and beauty. Her
ceremonies always include song and dance, usually
under the stars on a moonlit night. Eilistraee
encourages her followers to accept others and treat
them with kindness, and not to participate in the
ruthless power struggles and wars other Drow enjoy.
Ghaunadaur, The Elder Elemental God, or
That Which Lurks, is the patron of Outcasts, Slimes,
Oozes, Jellies, and so on, not to mention other semiamorphous creatures such as Gibbering Mouthers,
Ghaunadans, and Ropers. It is believed that this entity
was once a much more powerful being, but in a fit of
rage it killed many of its worshipers and destroyed the
intellect of most of the others. Its new place in the
cosmic scheme of things is as an underling to Lolth, a
position which infuriates it further and drives it to cause
harm to Lolths worshippers. The deitys Drow followers
do not number many, because this bizarre alien being
forces most of them to sacrifice themselves. There is a
very small group however, who have managed to
obtain its favor, and are granted much power.
The goddess Kiaransalee, it is said, was
originally a mortal necromancer who has ascended to
become the Drow goddess of vengeance and undeath.
It is said that she sacrificed the entire population of her
home world of Threnody to achieve godhood, before
Araushnee herself fell from Corellons grace. She is a
petty, vindictive deity, and has had very little interest in
the affairs of mortals. Recently, however, things have
changed, and she is looking to gain followers both
among humans and the surface Drow.
Lolth, The Demon Queen of Spiders is the
uncontested ruler of the Anti-Seldarine. Among the
people of Menzoberranzan, she is called Lloth, and in
that city- like many other Drow settlements- every
aspect of Drow life revolves around her worship. She is
the absolute ruler of her pantheon, as well as the Dark
Elves. She was once a lesser power of the Seldarine,
and the paramour of Corellon Larethian, but her dark
ambitions led to her eventual downfall. Cursed by the
Elven deities, she spent untold millennium rebuilding
her power and plotting her revenge. She projects her
hatred of the Seldarine to their mortal followers, the
surface Elves, and has made her own worshippers into
her instrument of vengeance. She considers all nonLolth worshipping Drow traitors, and has no love for
Orcs, either. Even amongst other dark deities, she is
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21
Feyri
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Outlook
Above all, any Feyri wants one thingRevenge. Long ago, their fellow Elves imprisoned them.
For thousands of years, they sat within their prisons,
brooding. The hatred of their fellow Elves grew infinitely
greater. Since being freed, and being defeated by other
Elves once more, the surviving Feyri are even more
consumed with vengeance.
Feyri feel superior to all other Elves, and in
fact, all other living creatures. They have a particular
enmity for Moon Elves. Of course, since they were once
Sun Elves, this makes sense. We Sun Elves are known
for our superiority complexes. In their minds, the Feyri
are the pinnacle of Elven civilization, and they want to
restore the world to the way it is supposed to be- A
grand Elven Empire with a Dlardraegeth heading it, and
other Feyri serving their Coronal at the upper echelons
of society. Of course, the Feyri are so twisted that they
dont even realize that they are no longer even Elves,
thanks to the Fiendish blood within them.
Most Feyri are very confused about the world
today. When Ascalhorn was finally destroyed, and the
Feyri freed, many was totally disoriented and
bewildered. The world they left still had Elves on the top
of the societal totem pole, and other races were still
simple savages (and many still are to this day, though
not necessarily in the same ways). Now, Humans were
the most prevalent species on Faern, and all of the
Elven empires they knew and supposedly loved were
long gone. This further agitated the Feyri and caused
them to hate nearly everything even more. This, I do
not blame them, though. I know that were I ever to be
Feyri Society
Feyri society is very close-knit. Oddly
enough, this doesnt mean that the Feyri like each
other. In fact, it is quite the opposite- most Feyri
actually detest each other. A Feyri may know a relative
enough to know how they would react in a certain
situation, but they dont necessarily have to like the
person.
I have two theories on why this occurs. One
reason may be because, deep inside, their Elven
natures take affront to the Fiendish taint of their kin.
The other reason may be because their Fiendish
ancestors were so chaotic, and so rebellious that they
were not able to get along with anyone. This, in turn,
has manifested itself in the Feyri as a slight loathing for
one another.
As a result, Feyri is based upon power and
fear, much like Drow society. Power prompts a Feyri to
follow the commands of their superior. Fear of being
utterly destroyed is what prompts a Feyri to actually
listen to the commands of a superior, and carry them
out.
23
Feyri Deities
Because of their dealings with the denizens
of the Lower Planes, and because of their fiendish
heritages, the Feyri, as a whole, do not worship the
Seldarine anymore. Unlike other Planetouched, they
seldomly take to worshipping the Demons that spawned
them. Many Tieflings worship the demons that created
them. Feyri rarely do.
Individual Feyri sometimes take to the
worship of Fenmarel Mestarine, or Shevarash. Both are
members of the Seldarine, but exist on the fringes of
the Elven Pantheon. Neither Fenmarel Mestarine nor
Shevarash tolerate Feyri worshippers, however, and
they both consider the Demonic Elves to be aberrations
of nature that need to be destroyed. Shevarash goes so
far as to say that Feyri are just as vile as Drow, and
commands his Dhaerowathila to hunt Feyri as well.
Neither Shavarash or Fenmarel Mestarine grant spells
to Feyri who worship them.
The fell deity Ghauanadaur has a foothold in
Feyri society. Nearly a century ago, the Elder
Elemental God manifested to the elders of House
Floshin, and the house adopted him as their patron.
Through word of mouth, and forced persuasion,
Ghaunadaurs worship has spread to the other Feyri
houses. It is the closest thing the Feyri have to a
patron.
The fact that the Feyri openly worship a
Drow deity is evidence that shows just how twisted they
have become. They believe themselves to be the
truest, purest Elves, but yet, they worship a deity that
no Elf in his right mind would ever consider paying any
kind of homage to.
Relations with Other Races
Just as no Elf in his/her right mind holds any
love for the Feyri, no Feyri holds any love for we
TelQuessir. Even though they may have had similar
goals, the Feyri and the Drow have no love for each
other, either. The Drow see Feyri as lesser creatures,
while the Feyri still have their Sun Elven disdain for the
Drow.
Of all the Elven subraces, Feyri can identify
the most with Sun Elves, mainly because they were
once Sun Elves themselves. Over the course of the
centuries, Feyri have had forced breeding programs,
where Sun Elf women have been kidnapped, and then
forced on by Feyri males. The children would possess
Demonic blood, and thus, be Feyri. After giving birth,
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25
Lythari Characters
Lythari are beautiful, fey and otherworldly,
even for Elves. This is true in both their lupine and
humanoid forms. In Elven forms, they are pale skinned,
tall, and usually have light blue or green eyes with long,
flowing, silver hair. In their lupine forms, they are
equally as attractive. They always have pale gray or
silver fur, and possess keen and intelligent eyes, in
26
Lythari Society
Lythari society is shrouded in mystery. There
are very few resources that discuss the Lythari, and
there are even fewer that talk about how they live. Even
Elminster of Shadowdale would need to collect his
thoughts and think before giving an accurate
dissertation on Lythari society.
Lythari live in dens on a plane entirely
different than the Material Plane. Where exactly their
dens are is no known. Arilyn Moonblade, daughter of
Amnestria Moonflower, once traveled to the den of her
companion, Ganamede. From what she observed, I
believe that Lythari make their dens on the legendary
plane of Faerie, where we Elves originally come from.
Lythari are pacifists. They would rather run
away from a problem than face it head on. And, being
that they have the ability to instantly teleport back to
their dens on Faerie, this does not surprise me. This
also does not come as a surprise, because of their
extremely low numbers.
When they are positively forced to fight, or
when they are defending their young, the Lythari fight
with viciousness. In their lupine forms, they bite and, to
a lesser extent, claw their enemies. While in Elven
form, Lythari fight like all other humanoids. Like other
werecreatures, Lythari are resistant to normal blows.
Only enchanted weapons, or weapons coated in silver,
truly hurt a Lythari.
Most sages consider Lythari lycanthropes,
but yet, they are interfertile. Unlike normal lycanthropes,
who do not necessarily pass on their disease while
reproducing, Lythari give birth to more Lythari. Like
other Elves, Lythari can breed with Humans, though
these unions are extremely rare, and most children
born to these couplings do not live past birth.
Interestingly enough, Lythari can also bestow upon any
willing Elf the ability to become a Lythari themselves.
Both the Lythari and the Elf in question need to be
willing participants.
Lythari dens are small and totally communal.
There are no leaders, and there are no subordinates.
Every member of a den is completely equal. One might
think that his causes a little confusion, but because
Lythari have completely shut the rest of the world out
from their society, it does not.
The Lythari of the Endless Wastes, the Vil
Adanrath, live differently. They live in tribes, ruled by
leaders, called Omahs, or Chiefs. The strongest Omah
is the Omah Nin, or the Highest Chief. The Belkagen,
or Good Seer is the spiritual leader of the Vil Adanrath.
The Belkagen is very much a shaman of sorts.
Lythari leave their dens when they go hunting
on the Material Plane. The Lythari prefer to hunt deer,
wild boar and other medium sized game. During the
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Moon Elves
(Silver Elves)
TeuTelQuessir
Outlook
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Star Elves
(Mithral Elves)
RuarTelQuessir
Outlook
To others, Star Elves are cautious and aloof.
They keep a distance, often both physically and
mentally, from events. They can be judgmental, even
though they do consider many factors before passing a
judgment on a particular person or place. For example,
Star Elves have a natural distrust for Humans- it was
because of Humans that the entire race had to retreat
into their extraplanar refuge. But, there have been
cases where once a Star Elf has gotten to know a
particular Human, they have put aside their racial
prejudice against them.
Once won, a Star Elfs friendship is long
lasting. Conversely, their enmity is long lasting, as well.
The Star Elves have had apathy for Humans for well
over one thousand years, and it does not seem to me
that this feeling will go away any time soon.
Star Elves, like all TelQuessir, enjoy beauty.
This beauty can take on any form, and can be anything
natural and Elf-made. Sometimes, Star Elves even
enjoy taking in the beauty of Human-made items and
structures.
Among their own, Star Elves enjoy song,
dance and celebration. Star Elf songs are usually
upbeat, but even the most joyous song has a slight hint
of underlying sadness to it. Star Elf death requiems are
particularly haunting, and profoundly impact those who
hear them. A Star Elven death requiem would cause
even Szass Tams eyes to well over in tears.
When they are not among their own, Star
Elves are reserved. While not in the Sildyuir, they
often try to pass as Moon Elves. They fear that should
anyone else learn of the Sildyuir, it would spell doom
for the extraplanar realm and the Moon Elves. Among
NTelQuessir friends, they act less reserved, but
continue their faade. Only under magical enchantment
or in extreme circumstances would a Star Elf reveal any
information about the Sildyuir.
Star Elf Characters
Star Elves are rarely found outside of the
Sildyuir. Those who are found outside of the Sildyuir
are either exploring Faern, or already live in Alglarond.
Some Star Elves are convinced that they will eventually
have to leave the Sildyuir, and are scouting hositible
places to live in once they are forced back to Faern.
Star Elves adventurers are most commonly
Bards, Druids, Fighters, Rangers, Rogues and Wizards.
Their love for nature allows them to make good Druids
and Rangers. Their Elven natures lend them the
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34
Sun Elves
(Gold Elves)
ArTelQuessir
Outlook
We Sun Elves believe ourselves to be the
chosen defenders of Elven culture and tradition,
selected specifically for the task by Corellon Larethian
himself. Some take this role very seriously, throwing
themselves into their chosen tasks with verve and
enthusiasm. Others do not, and are less concerned
about how other Elves act.
Many Sun Elves- and, I do not include myself
in this group- believe that only ArTelQuessir are true
Elves, and as a result, look down upon NTelQuessir
and TelQuessir alike. I find this viewpoint somewhat
disturbing, and flawed in its logic. Most of those who
truly feel this way hide their true feelings, but they
manifest themselves nonetheless. Even though those
Sun Elves who feel this way are in the relative minority,
there is a misconception amongst NTelQuessir that all
Sun Elves are this way. This simply is not true.
We ArTelQuessir are methodical and
careful. Our artisans spend years perfecting their arts.
Smiths craft every piece of armor and every weapon
with painstaking precision. Warriors train endlessly with
single-minded devotion, Clerics study the words of the
Seldarine with fierce devotion, and Wizards study the
Arcane with burning desire.
Some- even other Elves, at times- find the
patience, attention to detail, and thoughtfulness that
dominates our personalities a flaw. Actions are rarely
taken without being first given considerable though,
discussion, consideration, and debate. To those who
feel this way, I say this: Only by giving every situation,
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Wood Elves
(Green Elves)
SyTelQuessir
39
Outlook
Wood Elves, simply put, are at one with the
world around them. Over the years, they have lost the
urge to built and replace nature with walls and ceilings.
Instead, they are content with their natural setting. They
work with it, creating magnificent cities literally built
from the trees, unlocking the potent secrets of the
smallest and most unassuming herb, and other feats
that most city dwelling folk- including fellow TelQuessirwould find nearly impossible.
This intimateness with nature seems to come
at a slight price, however. Wood Elves often times have
trouble understanding anyone who isnt a fellow Wood
Elf, including their fellow Elves who are of a different
subrace. This oftentimes drives Wood Elves into
seclusion, and in some cases, it seems that they
devolve into primitive and nearly feral creatures that,
asides for physical characteristics, only vaguely
resemble Elves.
While, for the most part, Wood Elves are
calm and serene, very little can match the enraged fury
of an angered Wood Elf, or an entire community of
Wood Elves. Wood Elves value their privacy, and
almost always subtly steer intruders away from their
communities within the woods. Other times, they use
various methods to cause intruders to forget what they
have witnessed, employing magic, and various natural
herbs. When enraged, however, Wood Elvesespecially the more primitive tribes- have no qualms
with simply slaying intruders, and leaving them as a
warning to others.
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42
Aranea
Aranea are strange spider creatures that do
not have their origins tied to Drow Elves, but instead,
Calashite Humans. Their creation is another chapter of
the history book in which Humans were the dominant
species that leads me to arch my brow. Like many other
things that Humans have done, over the course of the
centuries, this particular event- the creation of the
Aranea- puzzles me.
Aranea are intelligent, shapechanging spider
creatures, with natural sorcerous powers, such as the
ability to cast various spells, mainly illusions and
charms. These creatures have many different forms.
Their natural form, a large orb-weaver spider, is about
three feet in length, with a leg span of about seven feet,
and a total weight of 150 pounds. This form has a pair
of mandibles at the front of its body, with two smaller,
humanoid arms close by, both about two feet in length,
with four many jointed fingers and one double jointed
thumb on each. A small bump on the creatures thorax
houses its brain.
When the creature wills it, it can transform
into one of two different forms, very similarly to a
Lycanthrope. The Aranea has a humanoid form and a
hybrid form. Its humanoid form is determined at birth,
and cannot be changed. The Araneas transformation
into a humanoid creature is so complete that it even
gains the special abilities of those creatures it
transforms into. So, for example, if an Araneas
humanoid form was that of a Dwarf, the transformed
Aranea, in this guise, would gain Darkvision, like a
Dwarf. The Araneas transformation into its hybrid form
combines its natural guise with that of its humanoid
guise. While, upon first glance, the Aranea may seem a
normal version of the creature that it transformed into,
further inspection will reveal fangs dripping with poison,
spinnerets, compound eyes, and similar traits.
The first Aranea were created in 741, by a
Calashite necromancer by the name of Tulan el Akada
yi Calimport. At the time, Calimshan was involved in the
Night Wars, a series of conflicts involving a few
southern Faernian nations- primarily Calimshan- and
the Drow- primarily from the temple city of Guallidurth.
The Humans were at the mercy of the Drow, who used
hit-and-run tactics to raid small cities and then flee back
into the Underdark before much of a resistance could
be mustered.
The Syl-Pasha of Calimshan at the time, Ruj
el Drakhon, put out a call for any Calashite citizens to
offer solutions as to how to defeat the Drow. The
necromancer Tulan el Akada yi Calimport came
forward, and told the Syl-Pasha of some of his
experiments. According to the necromancer, he could
create a race of spider-men that could have the
intelligence of a Human, and the guile of a Drow, that
would chase the Dark Elves out of Calimshan. The SylPasha signed off on the idea, and gave the
necromancer capital to fund his project.
After a few failed tries, Tulan el Akada yi
Calimport successfully created the first Aranea. To
create them, he magically mutated the body of a spider,
magically augmented it, and added into it the shattered
spirits of both a Human and a Drow. The
necromancers most loyal Aranea were trained and let
loose in the hidden byways under Calimport, that had
connections to the Underdark. These Aranea fortified
the citys defenses from beneath, against the Drow.
43
Celadrin
Desert Elves
EDITORS NOTE: The following is an excerpt from a
letter authored by Celebrius Seasparrow, adventurer
extraordinaire
My first encounter with these People came
years ago when I was trading along the coast of
Zakhara. While in the glorious city of Hiyal, I came
across a group of desert nomads in the marketplace. At
first, I mistook them for Humans, because their heads
were completely covered with the wrappings customary
for the area. Once I saw their eyes, however, I knew the
truth of it.
I approached them and greeted them in
Elvish, but was returned only blank stares. I put my
hand out for them to take, thinking perhaps that they
might be more familiar with this Human custom, but
instead they just put their hands on their swords, and
the nearest one pulled up his veil (I was to later find out
that they are not allowed to kill un-veiled, a rather
disturbing local custom). I tried again in common, and
then finally in Midani, the Human language in this part
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45
LeShay
While I have often had difficulty finding
information about this minor Elven town that existed
centuries ago, or about this odd cultural offshoot that
grew from a larger, more mainstream culture, I have
never encountered so much difficulty researching a
singular topic as I had with this topic, the enigmatic
leShay. In collecting my research, I delved deep into
the libraries on Evermeet and in Candlekeep, entered
into correspondence with scholars in Tabot and Shou
Lung, as well as scholars from different planes and
Crystal Spheres.
For all intents and purposes, the leShay are
the Fey Creator Race on Abeir-Toril. This is slightly a
misnomer, however, as I will now explain. The other
Creator Races to walk our fair planet- the Aearee, the
Batrachi, the Humans, and the Sarrukh- had a direct
hand in either creating or becoming numerous races
that walk our fair planet today. For example, the Aearee
had a hand in creating, or became themselves, the
Aarakocra, Kenku and Tengu. The Batrachi had a hand
in creating, or became themselves, the Bullywug, Siv,
and the Slaadi. Humans have, ironically, devolved,
resulting in Neanderthals that roam the Great Glacier,
and perhaps points north, if such places exist. The
Sarrukh had a hand in creating, or became themselves,
Lizardfolk, Yuan-Ti and other reptilian creatures.
The leShay, on the other hand, did not create
the various creatures that exist on Abeir-Toril, nor did
they evolve into these creatures. Instead, the leShay
were the first to open gates from Abeir-Toril to the
Plane of Faerie. It is in this manner that the leShay are
the Fey Creator Race. Indeed, this sometimes causes
confusion among historians and scholars, and as a
result, many sources claim the Fey creatures of AbeirToril, and even of the Plane of Faerie, to be the
descendants of the leShay.
I am unsure if the leShay are native to AbeirToril or not. Evidence points to the fact that the leShay
are indeed interlopers, having arrived from somewhere
other than our fair planet, seemingly the Plane of
Faerie. This, in no way, however, means that they
cannot be among the Creator Races. Indeed, they are.
The earliest records of the leShay date far back, and
point to some sort of settlement in or around the
Yehimal Mountains. Very little remains of this
civilization, though archeologists and scholars from
Tabot and Shou Lung sometimes uncover relics of this
incredibly ancient society. For all intents and purposes,
however, this civilization of leShay, we know virtually
nothing about.
Some scholars believe that Elves are
descended from the leShay, in the sense that the
original Elves were once leShay, and that over the
millennia, these leShay eventually became Elves. To
these scholars, I offer a brief counterpoint. Elves do not
evolve, in the sense that Humans do. As such, it would
be impossible for ancient leShay to slowly evolve into
Elves. Such a theory, in my own mind, borders on near
impossibility, as leShay are immortal. Indeed, they have
a lifespan that does not end, and can only be killed in
unnatural manners. Because of this, it would be
impossible for leShay to evolve into Elves.
46
Eladree
The TelQuessir, more so than Dwarves, Humans,
Halflings, or any other race existing on Faern,
commune with our deities. Simply living is a celebration
of the Seldarine. It is this unity with each other, and with
our deities that places we Elves apart from the other
races of Faern.
Since his return from the Yuirwood, rumors
have been arriving on the Green Isle by soldiers
returning from the Elven Crusade in Faerns heartland.
Apparently, Araevin Teshurr, a young Sun Elf, and a
potential SeluTaar, is something more than Elven now.
A rosy glow constantly surrounds him, and some claim
that he can see magic itself just as clearly as I see my
own hand.
Although I first gave these rumors no mind, I
slowly came to realize that they may have been born of
some truths. Earlier this year, I was to present Queen
Amlauril with the results of some research I had been
doing at the time- the effects of Elven magic on the flora
and fauna of the Moonshae Islands. A group of
SeluTaar were meeting with her majesty before I, and
though I was not eavesdropping, it was not difficult to
hear what was being said, because of the thin walls,
and raised voices. The SeluTaar had learned that
Araevin Teshurr had performed an ancient High Magic
ritual, the Telmiirkara Neshyrr and was to be banned
from setting foot on Evermeet.
Naturally, being the inquisitive type, I began
doing research shortly after my audience with her
majesty was over. The results, though not shocking,
were certainly not anything I had expected. Araevin
Teshurr had indeed become something more than a
Sun Elf. He had become, according to my research, a
SurinTelQuessir, an Eladree, a Celestial Elf.
SurinTelQuessir- People of the Celestial
Place- in dramatically simplified reasoning, can be
thought of as the antithesis of Feyri. Whereas Feyri
47
Malenti
While not truly Elves, I believe that Malenti
are important enough to catalogue in this tome. Malenti
are, in truth, Sahuagin, who physically resemble
Aquatic Elves. Internally, they think like the Sahuagin
that they are, and are just as every bit deadly and
cunning, perhaps even more so because of their
outward appearance. Indeed, there is no way to tell a
true Aquatic Elf from a Malenti unless the Malenti
reveals its true nature.
How Malenti come to be is something that I
cannot say. It is not something that anyone can say.
They exist as mutants, obviously, and are only born in
Sahuagin communities that are within 100 miles of an
Aquatic Elf community. Why this is, I cannot say, nor
can any other scholars. There are two leading theories,
however. One involves a divine origin, while the other
involves a more conventional, but more sinister,
genesis.
According to the myth that gives Malenti a
divine origin, the great devil shark Sekolah is the
creator of the Malenti. The myth states that, during a
battle with Deep Sashelas and his consort, Trishina, the
devil realized that he could not triumph over his foes
through sheer force alone. After escaping, he, at some
point in the future, contacted Fraz-Urbluu, the Prince of
Deception and made a deal with him. In exchange for
some aid by Sekolah, Fraz-Urbluu would deliver a
grave blow to Deep Sashelas and Trishina.
Fraz-Urbluu transformed Sekolah into an
exact image of Deep Sashelas, down to every last
nuance and detail. Swallowing his pride, the
transformed sea devil entered the Prime Material Plane,
claming to be Deep Sashelas. Feeling numerous Sea
Elven women, he laid with them, filling them with the
seed of his own demonic nature. All around the
multiverse, Aquatic Elven women began giving birth to
Sea Elven children who looked like Sea Elves, but had
Sekolahs demonic nature and temperament. From
afar, he watched the Sea Elves raise his offspring.
When they had reached maturity, he
commanded his children to kill their foster parents, to
escape, and to go to Sahuagin settlements.
Forewarning his followers, the Sahuagin wearing Sea
Elven skins safely arrived in various Sahuagin camps,
and bred with the Sahuagin there. This, these legends
say, created the first Malenti.
Our myth that gives the Malenti a more
conventional origin, oddly enough, stems from myths
and legends told by the Wemic of the Shaar. Indeed,
one Shonasso Kin Taree, grandson of Kanjir, loreteller
of the Taree pride is the source of this legend. In doing
much of my research, I have discovered that there is
some sort of ancient connection between the Ilythiiri
(particularly their leader, KaNarlist), the Sea Elves, and
the Wemic. But, I digress
According to this legend, the Malenti were
created by KaNarlist and his twisted experiments that
dealt with the magic of the blood and of the spirit.
Mbugua, his Wemic slave, used this magic to a babe
born to a normal Sea Elf in one of the Dark Elfs twisted
experiments into the begotten son of KaNarlist, in both
Rockseer Elves
During the course of my research for this
tome, it has come to my attention that there may exist
an extremely secretive and an extremely rare subrace
of Elves living in the Underdark. These creatures, if
they do exist on Abeir-Toril, are extremely illusive- even
more so than the Lythari, or the Star Elves. These
reclusive Elves are known as the Rockseer Elves.
A single, unnamed tome dating back to
Aryvandaar around the time of the end of the Fourth
Crown War has a single mention, which first alerted me
to their possible presence. And, the Green Elves who
descended with the Drow were pitied by Fenmarel
Mestarine. The Lone Wolf blessed these wretched and
forsaken outcasts, allowing them to free themselves.
The now rock-seeing Green Elves fled to the deepest
reaches of the Underdark, fearing and fearful of their
above ground and underground kin.
Is there any truth to this story? While it may,
at first, seem farfetched that an entire subrace of Elves
could live for thousands of years in complete isolation
from the rest of the TelQuessir, I have uncovered some
factual evidence that will indeed back up this claim.
My first piece of evidence is a text about
fabrics and sewing, that dates back to DR 943. Written
by Marcel Duvue, a well-respected tailor in Waterdeep
at the time, the book mentions a particular garment
purchased in Skullport. Made of fungal fibers, and
treated with specific plant extracts, the garment, Marcel
claimed, was Elven made. Marcel included images of
this shirt, and based on them, I, too, can attest to the
claim. The garment was indeed made in an archaic
Elven style.
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52
Elven Deities
Who are they you ask? They are many things, they are the music and dance, they are the land, ocean
and sky, they are the visible beauty of the world and the invisible mystery of magic, young and old at
the same time, they are the creators and protectors of the Tel'Quessir.
-Jannalor Summerstars, priest of Labelas Enoreth, 1367 DR
who possess flying mounts, such as Asperii, Dragons,
Giant Eagles, Griffons, Hipogriffs and Pegasi. The Lady
of Air and Wind is revered by all non-evil avians,
particularly Aarakocra and other sentient avians, but
their numbers are small and declining as well. She is
also called on by Elves oppressed by overly lawful
creatures.
Aerdrie is both an aspect of Angharradh and
one of the three Elven goddesses - the other two being
Hanali Celanil and Sehanine Moonbow - who
collectively serve alongside Corellon in leading the
Seldarine. Aerdrie maintains close relations only with
those powers of the air who share a love of birds and
freedom as deeply held as the Lady of Air and Wind.
Aerdrie is particularly close with Syranita, the gentle
goddess of the Aarakocra, and some theologians
speculate the two may eventually merge if the bird-men
continue their steady decline. Aerdrie is also close with
the avian lords of the Beastlands, particularly the hawk
lord. Since the Time of Troubles, Aerdrie has been
romantically linked with her long-time ally, the human
god Shaundakul, the Rider of the Winds, but this new
twist in their relationship is undoubtedly little more than
a passing fancy, at least on the Winged Mother's part.
Aerdrie is often at odds with Talos and the
other Gods of Fury, for they challenge her control of the
winds and seek to wield them for purely destructive
purposes. The deep antipathy between the Winged
Mother and the Auril the Frostmaiden stems from the
war in Arvandor between the Seldarine and the antiSeldarine forces who were arrayed against them.
Aerdrie soundly defeated Auril in that battle, forever
banishing the Frostmaiden from Arvandor, and the two
goddesses have since continued their eternal war on
the myriad worlds of the Prime.
Aerdrie is the Elven expression of freedom
and impulse, and she dislikes being tied down to any
one place for too long. Aerdrie delights in the sound of
wind instruments and in creating unpredictable
atmospheric conditions, including fairly severe or violent
thunderstorms on occasion, but her primary joy is
simply feeling the air run past her with the ground far
below. The Winged Mother is a somewhat distant
goddess who rarely involves herself in Elven culture,
and she is far more chaotic than the rest of the
Seldarine. Of all the Elven races, only Aerdrie takes a
keen interest in the Avariel, and few of them remain in
the Realms.
Aerdrie Faenyas deific realm, the Aerie, is a
glittering palace built on the clouds above a large
mountain range. Aerdrie Faenyas realm is the only
thing in all of Arvandor that blocks ones view of the
clear, blue sky overhead. Her palace, made entirely of
glassteel, is constantly abuzz with activity.
The Seldarine
The Seldarine, a term that is translated into
the Common Tongue as The Fellowship of Brothers
and Sisters of the Wood are the divine powers that
created we TelQuessir. Legends say that we were
created from the blood of Corellon Larethian and the
tears of Sehanine Moonbow merging with the land
where the mighty Corellon fought one of his
innumerable battles against Gruumsh, the deity of Orcs.
The pantheon is led by Corellon Larethian,
with Sehanine Moonbow, his consort, at his side.
Various others fill out the membership of the Seldarine,
ranging in relative power and notoriety.
Aerdrie Faenya
The Winged Mother, Lady of Air and Wind, Queen of
the Avariel, She of the Azure Plumage, Bringer of Rain
and Storms
Symbol: Cloud with the silhouette of a bird
Home Plane: Arvandor (The Aerie)
Alignment: CG
Portfolio: Air, Weather, Avians, Rain, Fertility, Avariel
Domains: Air, Animal, Chaos, Elf, Good, Storm
Worshipers: Bards, Druids, Elves, Rangers, Sorcerers,
Travelers, Winged beings.
Aliases: Angharradh
Cleric Alignments: CG, CN, NG
Favored Weapon: "Thunderbolt" (Quarterstaff)
History/Relationships
Aerdrie Faenya (Pronounced Air-dree-fahane-yuh) is the Elven goddess of the air, weather, and
birds. As the bringer of rain, she is the closest the Fair
Folk have to a fertility goddess. At one time, the Winged
Mother's followers where composed largely of
Dogma
The ever-changing reaches of the sky are the
great gift of the Winged Mother. Take flight into her
53
Avatar/Manifestations
Aerdrie appears as a tall, slim elflike female
with sky-blue skin, feathered, flowing white hair and
eyebrows, and large birdlike wings whose feathers
seem constantly to change color - blue, green, yellow,
and white. The lower half of her body from the hips
down vanishes into swirling mist, so she seems never
to touch the ground. She favors wizard and priest spells
involving air, weather, flight, electricity, and gas,
although she can cast spells from any school except
elemental earth and fire.
Aerdrie rarely manifests in the Realms,
except through natural processes such as strong winds,
rain showers, and even powerful storms. The Lady of
Air and Winds manifests around Evermeet as great
storms, vast cyclones, and winds of hurricane force that
affect only nonelven ships. Her efforts also ensure that
no ill wind or weather can ever destroy the Green Isle.
Day-to-Day Activities
Aerdrie's priesthood is primarily concerned
with exploration and maintaining good relations with
sentient avian races, such as Giant Eagles, or
Aarakocra. With the decline of the Avariel, few Elven
priests of the Winged Mother are capable of flight
without magical aid. As a result, many Winged Siblings
work to create new spells and items by which magical
flight is possible, and a few of their more
adventuresome brethren seek lost relics of yore that
permit the same.
Similarly, members of Aerdrie's clergy raise
winged steeds employed by the aerial cavalries of
Elven realms and tend cotes of fanciful birds from faroff lands to dwell in formal Elven gardens and to supply
the molted plumage employed in Elven fashions. As
servants of the Bringer of Rain and Storms, Aerdrie's
priests work closely with elves involved in agriculture
and horticulture to ensure favorable weather systems
for their crops. Winged Brothers and Sisters are also
charged with destroying evil avians, such as Eblis,
Perytons and Simpathetics, as the Lady of Air and
Winds considers them perversions of nature.
Agents/Petitioners
The Seldarine call on Agathinon, Asuras, and ancient
Treants as their preferred servants, but Aerdrie Faenya
is also server by Aarakocra, Aasimar, Aasimon, Air
Elementals, Aerial Servants, Androsphinxes, Asperii,
Atomies, Avorels, Azmyths, Birds of all non-evil species
(particularly eagles, falcons, hawks, kingfishers, and
owls), Cloud Dragons, Cloud Giants, Crystal Dragons,
Djinn, Eladrin, Faerie Dragons, Firetails, Fremlins,
Frosts, Griffons, Gorse, Hippogriffs, Hollyphants,
Kenku, Kholiathra, Ki-rin, Lammasu, Liliend, Noctrals,
Opinicus, Pegasi, Pegataurus, Phoenixes, Pixies,
Reverend Ones, Rocs, Seelie Faeries, Shedu, Silver
Dragons, Sylphs, Spirits of the Air, Sprites, Storm
Giants, Sunflies, Swanmays, Sword Archons, Talking
Owls, Tempests, Tressym, T'uen-rin, Vortexes,
Windghosts, and Wind Walkers.
Aerdrie Faenya has a single proxy, an Avariel
by the name of Willim Fairfeather. Willim wanders the
planes, doing the bidding of his mistress. Willim can be
commonly found fighting for those who are seeking
freedom from bondage. Aerdrie Faenya has given her
proxy all kinds of abilities that manipulate the air and
winds.
54
Affiliated Orders
The Wing of Plumed Kingfishers is an aerial
military order composed primarily of Moon and Sun
Elven fighters and rangers. The order is subdivided into
aerial cavalry divisions by the species of their mounts,
with Asperii, Giant eagle, Griffon, Hippogriff and
Pegasi-mounted Plumed Kingfishers predominating.
Before the power of Elven civilization began to ebb in
Faern, this order patrolled the skies above most
forests of the Realms, protecting the land-bound elves
below from threats above.
Today only two major branches of the ancient
order of Plumed Kingfishers survive, one based in
Evermeet and the other in Evereska. The Wing of the
Green Isle includes a division of Moon Elves mounted
on Giant Eagles, a division of Sun Elves mounted on
Pegasi and a handful of Moon and Sun Elven Dragon
55
Angharradh
The Triune Goddess, the One and the Three, the Union
of the Three, Queen of Arvandor
Symbol: Three interconnecting circles laid out in a
triangle that points down
Home Plane: Arvandor (Crescent Grove)
Alignment: CG
Portfolio: Spring, Fertility, Planting, Birth, Defense,
Wisdom.
Domains: Chaos, Elf, Good, Knowledge, Plant,
Protection, Renewal
Worshipers: Community Elders, Druids, Elves,
Farmers, Fighters, Midwives, Mothers
Aliases: Aerdrie Faenya, Hanali Celanil, Sehanine
Moonbow
Cleric Alignments: CG, CN, NG
Favored Weapon: "Duskshaft" (Longspear or
Shortspear)
History/Relationships
Angharradh (Pronounced On-garh-rath) is the
face of the power who is both three separate
goddesses - Aerdrie Faenya, Hanali Celanil and
Sehanine Moonbow who are collectively known as the
Three - as well as a single goddess - the One - who
subsumes their separate aspects. The Triune Goddess
presents many faces, depending upon circumstances.
During the spring and during harvest time she
is a fertility goddess. She watches over the planting of
crops, blessed births, and keeps the land green and
growing. In wartime, she is a grim warrior who wields a
red sword and mercilessly slays the enemies of the
elves. When wisdom is required, the One and the Three
is a source of guidance and council.
Among the Fair Folk, Angharradh is
worshiped nearly exclusively by Moon Elves and a
handful of Half-Moon Elves. The other Elven subraces
worship Angharradh's aspects as separate goddesses,
but they rarely give homage to the Union of the Three.
Whether Angharradh is truly a combination of the three
goddesses or a separate deity in her own right actually
lies in the hearts of her individual worshipers.
According to Moon Elven mythology,
Angharradh was born from the essence of the three
greatest goddesses of the Seldarine before the first of
the Fair Folk walked the forests of Faern. The Triune
Goddess arose in the aftermath of a great battle
between the Seldarine and the anti-Seldarine, a host of
evil powers who had invaded Arvandor at the bequest
of Araushnee, Corellon's traitorous consort. When an
arrow launched by Eilistraee at an onrushing Ogre god
was subtly warped by the magic of treacherous
Dogma
Through unity and diversity there is strength.
Be ever vigilant against She Who Was Banished and
work together in defending the lands of the Fair Folk
from those who would work evil. Celebrate the One and
the Three for their collective purpose and individual
expressions of life. Through the melding of widely
different skills and interest, creativity, life, and artistry
56
Avatar/Manifestations
Angharradh appears as a female elf of
unearthly beauty and grade who is gloriously gowned
and shining with gems the color of starlight. In times of
war she appears in a suit of gleaming silver Elven plate
mail. Angharrad can also manifest in any of the ways
employed by Aerdrie Faenya, Hanali Celanil and
Sehanine Moonbow.
Agents/Petitioners
The Triune Goddess is served by the same
creatures as the Three and demonstrates her favor or
disfavor in ways identical to those of the Three.
Affiliated Orders
The Angharradhan church has no special
orders specifically affiliated with the Triune Goddess.
However, some members of orders affiliated with
Aerdrie Faenya, Hanali Celanil or Sehanine Moonbow
worship their order's patron as an aspect of
Angharradh.
Day-to-Day Activities
Priests of Angharradh serve the Triune
Goddess much like the clergies of Aerdrie Faenya,
Hanali Celanil and Sehanine Moonbow. Most priests of
the Triune Goddess are affiliated with one aspect of the
Three, and their activities reflect their association with
that particular aspect. A handful of female Moon Elven
priestesses are practitioners of the ancient secrets of
totemic magic. These mysterious Elves create small
wood or stone charms inscribed with pictorial symbols
that can pass special magical abilities on to their
owners. Totem-sisters are also considered wise women
and sages and are often consulted on important issues.
They also serve as priests of Aerdrie Faenya,
Hanali Celanil and Sehanine Moonbow, as well as their
single embodiment, Angharradh. Totem-sisters craft
beneficial totemic images of their tribe and are
considered great sources of wisdom and comfort. They
attend births, bless young children, help with planting
and harvest, and bless warriors going into battle.
Particularly successful totem sisters are sought out by
other tribes and apsiring totemic practitioners for advice
and counsel.
Priestly Vestments
Angharrad's priest wear the ceremonial garb
of the clergies of the Three. Some priests wear the garb
of one aspect of the Triune Goddess, while other
priests incorporate pieces of each fashion into their holy
vestments.
Adventuring Garb
In combat situations, clerics of the One and
the Three favor ornate, gleaming suits of Elven
chainmail or, in rare situations, Elven plate mail. Their
preferred weapons include long and short bows, long
and short swords and spears, although most are trained
in a wide range of weapons. Shields emblazoned with
the symbol of the Triune Goddess are common among
the faithful, as are heraldic charges per pall (parted in
three, as the letter Y) with the symbol of Sehanine on
top, the symbol of Aerdrie in the lower left, and the
symbol of Hanali in the lower right as viewed by the
shield-bearer. Totem-sisters favor long bows and
spears and use only nonmetallic armors.
57
Corellon Larethian
Creator of the Elves, the Protector, First of the
Seldarine, Protector and Preserver of Life, Ruler of All
Elves, Coronal of Arvandor
Symbol: Silver Crescent Moon
Home Plane: Arvandor (The Crescent Grove)
Alignment: Chaotic Good
Portfolio: Arts, Bards, Crafts, Elven High Magic, Elves,
Magic, Music, Poetry, Poets, War, Warriors
Domains: Chaos, Elf, Good, Magic, Protection, War
Worshipers: Arcane Archers, Artisans, Artist, Bards,
Bladesingers, Elves, Fighters, Good Leaders, Rangers,
Poets, Sorcerers, Warriors, Wizards
Aliases: N/A
Cleric Alignments: NG-CG-CN
Favored Weapon: Sahandrian (Longsword)
History/Relationships
The leader of the Seldarine, the Elven
pantheon, Corellon Larethian (Pronounced Core-ehlonLah-reth-ee-yen), is said to have given birth to the
entire Elven race, although sometimes Sehanine
Moonbow, or Angharradh, are given credit as well.
Elven lore states that the Fair Folk sprang from drops of
blood that Corellon shed during his epic battles with
Gruumsh, mingled with Sehanine Moonbows, or
Angharradh's tears.
The Creator of the Elves embodies the
highest ideals of Elvenkind, and he is the patron of
most aesthetic endeavors, including art, magic, music,
poetry, and warfare. All the Fair Folk, except for those
who have turned to the dark powers, which include
Lolth, Ghaunadaur, Vhaeraun, and others, venerate
him. Corellon Larethian is especially popular with Elven
and Half-Elven mages, musicians, and poets.
As ruler of the Seldarine, Corellon has a
strong relationship with all the other Elven powers,
including Eilistraee, his daughter by Araushnee, whom
he reluctantly banished from Arvandor, along with her
mother and brother, at the Dark Maiden's insistence.
Either Sehanine or Angharradh is now said to be
Corellon's consort, depending on the subrace of the
speaker, and the Protector works closely with the
Goddess of Moonlight and the Triune Goddess in their
dual aspects. Only Fenmarel Mestarine is somewhat
estranged from the Coronal of Arvandor, and the Lone
Wolf's differences with Corellon are not at all that great.
The Creator of the Elves has forged strong
alliances with the leaders of the other Demihuman
pantheons, in the face of the seemingly endless waves
of Human expansion and the ever-present threat of the
Dogma
The Tel'Quessir are both wardens and
sculptors of magic's endless mysteries. Through Art
and Craft, bring forth the beauty that envelops and let
the spirit gambol unfettered. The song of joy and the
dance of freedom shall ever soar on the wings of those
who dare take flight. Guard against the slow death of
stultifying sameness by seeking out new experiences
and new ways.
Ward against those who seek only to destroy
in their inability to create and commune with the natural
and mystical world. Be ever vigilant in force of arms and
might of magic against any return of the banished
darkness, and also be strong in heart against the
corruption from within which allowed the Spider Queen
to foment the chaos and evil of the Crown Wars.
Avatar/Manifestations
Corellon usually appears as an androgynous
Elf of truly unearthly beauty and grace, although he can
assume the form of either sex. Despite his obvious
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Agents/Petitioners
Corellon's primary servitors are identical twin
spirits, Lashrael and Felarathael. These two twin Solars
are held by some of the Fair Folk, particularly gold
elves, to be demipowers in their own right. Asides from
Lashrael and Felarathael, the Protector has multiple
lesser servants, including Aasimar, Aasimon,
Agathinon, Asuras, Ancient Treants, Baelnorn, Buraq,
Cathshee, Centaurs, Cooshee, Disenchanters, Dryads,
Einheriar, Eladrin (Firres and Ghaeles), Elven Cats,
Elves, Feystags, Firestars, Firetails, Gold Dragons,
Hamadryads, Hollyphants, Hybsils, Incarnates of
Charity, Incarnates of Courage, Incarnates of Faith,
Incarnates of Hope, Incarnates of Justice, Incarnates of
Temperance, Incarnates of Wisdom, Ki-rin, Kholiathra,
Lillendi, Lythari, Maruts, Moon Dogs, Moon Horses,
Noctrals, Nymphs, Oreads, Pers, Phoenix, Reverend
Ones, Seelie Faeries, Sharn, Silver Dogs, Silver
Dragons, Sylphs, Spectral Wizards, Spellhaunts,
Sprites, Sunflies, T'uen-rin, Unicorns, Weredragons,
and Wizshades.
Corellon Larethian has two proxies- Adarc
Brightleaf and Elmher Flow. Adarc is the more powerful
of the two, and has been given the gift of foresight by
his master. Elmher Flow, Corellons other Proxy, has
been gifted with the ability to automatically Charm
anyone and anything in Arvandor, except for the
Seldarine, or other visiting deities. Queen Amlauril
Moonflower has also been gifted special powers by
Corellon Larethian, and the rest of the Seldarine as
well, because she serves as his, and their Chosen on
Faern.
Felarathael and Lashrael are two powerful
Solars who serve as the primary agents of Corellon
Larethian. Both are tall, shining, androgynous Elves,
clad in gleaming white robes. The two deliver
messages for Corellon Larethian, as well as
manifesting on the Material Plane, to defend Elves in
peril.
Day-to-Day Activities
Priests and priestess of Corellon Larethian
are expected to serve actively in the defense and
artistic development of the Elven communities they are
in, and to work to mediate disputes that arise among
the Fair Folk or between Elves and other Sylvan
creatures. In service to the Protector, many Corellite
priests and priestess serve in the armed forces of their
homeland, defending Elf-claimed territories from the
relentless expansion of other races, and training their
fellow Elves in combat skills and magic. Seiveril Miritar,
the famous leader of the Elven Crusade, was a High
Priest of Corellon Larethian.
Others work closely with Elven artisans and
craftsmen, instructing them in the skills they need to
create works of wondrous beauty, as well as using their
own creative talents in similar pursuits. Finally,
members of Corellon Larethians clergy are often called
upon to act as diplomats, and arbitrators between
various clergies, various subraces of Elves, various
classes of Elven society, and even between various
Elven communities. While few priests of the Coronal of
Arvandor actually serve as rulers or councilors, many
work behind the scenes to ensure the smooth
functioning of government.
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Affiliated Orders
Corellon is the divine patron of many knightly
orders, many of which claim to trace their heritage and
membership hack to the Time of Flowers. Such orders
are typically composed largely of Fighters and Wizards,
but their compositions have varied widely over the
millennia and from culture to culture. Notable orders in
ages past have included the Knights of the Golden
Wyrm, the Blade of Sahandrian, the Fey Staghorns,
and the Swords of the Seldarine.
On Evermeet, the Wings of Yathaghera, the
Knights of the Alicorn, the Weavers of Bladesong, and
the Vassals of the Reverend Ones are all pledged to
support the Protector, in the defense of the Green Isle.
Few orders have remained on the mainland of Faerun
since the Retreat began, but of those that remain, the
Swords of Evereska are the most notable for their
unwavering defense of that alpine vale.
Outside of Elven homelands, the most
frequently encountered agents of an Elven order
pledged to Corellon Larethian belong to the Fellowship
of the Forgotten Flower, a loosely structured
organization dedicated to the recovery of lost Elven
relics, items and artifacts from long-abandoned Elven
realms, such as Aryvandaar, or Ilefarn.
Priestly Vestments
Ceremonial vestments for priests and
priestess of Corellon Larethian are often worn in
normal situations by choice, although such attire is not
required. The garb consists of azure robes, made of
gossamer and embroided with silver quarter moons.
Silver circlets engraved with the Protector's symbol are
worn on the brow. The holy symbol of the faith, a silver
or mithral crescent moon, is worn on a slender silver
chain hung from the neck.
Adventuring Garb
When adventuring, Corellon's priests and
priestess generally favor sky blue cloaks, Elven chain
mail, long swords, and long bows, in conscious
imitation of their divine patron. Leather, studded leather,
or Elven chain mail is favored in situations requiring
stealth, in addition to Cloaks of Elvenkind and Boots of
Elverkind, whereas Elven chain mail or Elven plate mail
are favored in situations requiring direct, head-on
conflict.
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Deep Sashelas
Lord of the Undersea, The Dolphin Prince, The
Knowledgeable One, Sailor's Friend, The Creator
Symbol: Blue Dolphin
Home Plane: Arvandor (Elavandor)
Alignment: Chaotic Good
Portfolio: Creation, Knowledge, Oceans, Sea Elves,
Underwater Beauty, Water Magic
Domains: Chaos, Elf, Good, Knowledge, Ocean, Water
Worshipers: Druids, Elves, Fishermen, Rangers,
Sages, Sailors
Aliases: N/A
Cleric Alignments: NG, CG, CN
Favored Weapon: Trifork of the Deeps (Trident)
Dogma
History/Relationships
Deep Sashelas (Pronounced Deep Sa-shehlahs) is the Lord of the Undersea and the patron of Sea
Elves, whom he created long ago by modifying
Corellon's land-bound creations. Sashelas is a
powerfully creative deity, who is forever changing the
environments below the sea, by creating islands and
reefs, by altering continental rifts, tinkering with
undersea volcanoes, and the like. He is also said to
create the deep undersea caverns that the Aquatic
Elves can use for air breathing when they wish.
Sashelas is known as the Knowledgeable
One, for he provides advice as to where food can be
found or the enemies are hidden. The Sea Elves also
claim that Deep Sashelas is the author of the
Chambeeleon, a resplendent spell tome held in the
royal vaults of Thunderfoam an age ago, but since lost.
However, followers of other aquatic deities make similar
claims.
Deep Sashelas is a member of the Seldarine
and remains on good terms with the other Elven deities,
but he directs most of his efforts toward maintaining an
alliance of nonhuman sea powers known as the
Asathalfinare. While he does not explicitly lead the
group, the Lord of the Undersea occupies a pivotal role
and mediates many potential conflicts and
disagreements. Other members of the Asathalfinare
include Trishina, the dolphin goddess- who is also
Sashelas's consort-, Surminare, goddess of the
Selkies, Syranita, goddess of the Aarakocra, whose
membership is somewhat of an anomaly, Persana, god
of the Tritons, Eadro, god of the Merfolk and LoCathah, and the enigmatic Water Lion.
The Lord of the Undersea opposes the
machinations of all evil powers of the seas, including
Abyssal lords such as Demogorgon and Dagon, as well
as those whose followers long ago retreated to the
Underdark, such as Blibdoolpoolp. Sashelas has a
special enmity for Sekolah the Great Shark, the
Sahuagin god, Umberlee, and Panzuriel the Enslaver, a
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Agents/Petitioners
Deep Sashelas is served by Aballins, Aquatic
Elves, Asrai, Balaenas, Delphons, Dolphins, Einheriar,
Eladrin (Novieres), Fish, Nereids, Porpoises, Reverend
Ones, Water Elementals, Ehales and Zoveri.
Deep Sashelas has a single proxy, an
Aquatic Elf named Ella Wavesdaughter. Unlike many
other Aquatic Elves, Ella has completely given herself
to serving the Dolphin Prince. She is most commonly
found in his divine realm, but is sometimes dispatched
across the multiverse to aid other Aquatic Elves in
need. Deep Sashelas has blessed Ella with the ability
to swim faster than any other underwater creature, and
to be able to summon Water Elementals.
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Affiliated Orders
The Knights of the Killer Whale are an order
of Sashelan warriors dedicated to the destruction of the
evil races of the sea, including Ixitxachiti, Koalinth,
Krakens, Merrow, Scrags, and Sahuagin. The order is
based in the Citadel of the Seven Seas, a great
hollowed-out undersea volcanic plug encircled by the
Mintarn archipelago in the Sea of Swords
The Lances of the Sea Unicorn are an order
of clerics and warriors who garrison a series of nine
undersea citadels, and numerous smaller redoubts that
stretch across the floor of the Sea of Fallen Stars, from
Delthuntle to Airspur. The order seeks to largely contain
the Sahuagin of the Alamber Sea to the eastern
reaches of the Inner Sea, as most Sea Elven
communities of the Sea of Fallen Stars are located to
the west of that border.
Deep Sashelas also sponsors several loosely
affiliated pods of Sea Elven druids and rangers, but
they are not considered part of his clergy.
Priestly Vestments
Priests of Deep Sashelas wear either loosefitting sea green robes, or armor created entirely from
shells. They totally eschew any form of head covering.
Shell mail, as it is known, effectively serves only an
ornamental role for Sea Elves, as it does not provide
much protection for the wearer. The holy symbol of the
faith- a lustrous pearl at least one half inch in diameteris always in the possession of any Sashelan priest or
priestess.
Adventuring Garb
Sashelan clergy generally eschew armor,
even when entering dangerous situations. They find
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Eilistraee
The Dark Maiden, Lady of the Dance, Lady Silverhair
Symbol: Nude female Drow, with long silver hair
dancing with a silver bastard sword, in front of a full
moon
Home Plane: Arvandor (Hill of the Dancing Moon) / The
Demonweb Pits (Eilistraees Temple)
Alignment: Chaotic Good
Portfolio: Beauty, Dance, Hunting, Moonlight, Song,
Swordplay
Domains: Chaos, Charm, Drow, Elf, Good, Moon Portal
Worshipers: Good Drow, Hunters, Elves
Aliases: N/A
Cleric Alignments: NG, CG, CN
Favored Weapon: The Moonsword (Bastard Sword)
History/Relationships
Eilistraee (Pronounced Eel-iss-tray-yee) is
the goddess of the good Drow, who yearn to return to
life on the surface, left behind by the Drow thousands of
years ago. She is a goddess of song, beauty, goodness
and light, and is worshiped through song and dance,
preferably on the surface world, under the stars of a
moonlit night. Eilistraee aids her faithful in hunting and
swordplay, and feasts usually preceded or follow her
holy ceremonies. She is usually seen only from afar,
but her song of unearthly beauty is heard whenever she
appears.
The Dark Maiden is the daughter of
Araushnee, who would eventually become Lolth, and
Corellon Larethian. Vhaeraun is her brother, and
Selvetarm is her nephew. Long ago, after nearly slaying
her father with a magically enchanted arrow during a
great battle between the Seldarine and a host of evil
deities bent on conquering Arvandor, the Dark Maiden
forswore the use of ranged weapons, although she
permits them to her followers. Her arrow went astray
because of Araushnee's treachery, for the Elven
Weaver of Destiny was secretly trying to kill Corellon
Larethian, and usurp his role as the leader of the
Seldarine. Eilistraee chose banishment from Arvandor,
and the Seldarine, as punishment, along with her
mother and brother. Although her father made it
abundantly clear that he did not find her at found, the
Dark Maiden elected to go anyway, foreseeing a time
when she would be needed to balance the evil of the
rest of her family.
On Abeir-Toril, the Dark Maiden strove for
centuries to counter the hatred of Vhaeraun, and his
corrupting influence on Dark Elves, and in particular,
the Ilythiiri. Although she was able to hold her own for
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Dogma
Aid the weak, strong, grateful, and churlish
alike; be always kind, save in battle with evil.
Encourage happiness everywhere; lift hearts with kind
words, jests, songs, and merriment. Learn how to cook
game and how best to hunt it. Learn new songs,
dances, and ways with weapons, and spices, and
recipes, and pass this learning on whenever possible.
Learn how to play, make, and repair musical
instruments. Practice music and sword-work. Defend
and aid all folk, promoting harmony between the races.
Strangers are your friends. The homeless
must be given shelter from storms, under your own roof
if need be. Repay rudeness with kindness. Repay
violence with swift violence, that the fewest may be hurt
and danger fast removed from the land.
The faithful must aid Drow who are in
distress. If the distressed are fighting with other drow,
the combat is to be stopped with as little bloodshed as
possible. So long as the Drow met with are not working
evil on others, they are to be aided and given the
message of Eilistraee: "A rightful place awaits you in
the Realms Above, in the Land of the Great Light.
Come in peace, and live beneath the sun again, where
trees and flowers grow."
Agents/Petitioners
Eilistraee is served by Aasimar, Aasimon,
Asuras, Cath Shee, Drow, Einheriar, Eladrins, Elves,
Mercury Dragons, Elven Cats, Feystags, Frosts,
Hollyphants, Incarnates of Faith, Incarnates of Hope,
Lythari, Mist Dragons, Moon Dogs, Moon Horses,
Mortal, Pixies, Radiance Quasielementals, Reverend
Ones, Silver Dogs, Silver Dragons, Sprites, Sunflies,
Tieflings, and normal-looking animals with solid silvercolored eyes.
Eilistraee has one Chosen- Qilu Veladorn.
The circumstances of her birth were unusual, to say the
least, but it is because of these circumstances that the
Drow woman is a Chosen of both Eilistraee and Mystra.
Qilu acts as the High Priestess of the Promenade, and
serves as the mortal conduit for advancing Eilistraees
wishes and goals.
Eilistraee has one proxy as well- Ingrid
Liansdottir. Ingrid is a Drow woman who, stories say, is
just as beautiful as her mistress. Like Eilistraee, Ingrid
is a beacon of good. Eilistraee has granted her proxy
the ability to seduce others with a single word, and the
ability to make her curses come true.
Avatar/Manifestations
The Dark Maiden rarely takes a direct hand in
the affairs of mortals, but she oftentimes appears in the
midst of dances in her honor, leaping amid the flames
of the feast unharmed. She also appears to her faithful,
radiance dimmed and clad in a plain, hooded cloak, at
their campfires by night, to test their kindness.
Eilistraee normally takes the form of a nude,
glossy-skinned female Drow, about nine feet in height,
with ankle length, sweeping hair of glowing silver. Her
hair and wandering silvery radiances cloak her body in
a smooth, continuously moving array of beauty. Most
worshipers see Eilistraee only from afar, standing on a
hillock or battlement, in the distance. She appears to
show her favor or blessing and often rallies or heartens
creatures by sounding her hunting horn. When
Eilistraee's hunting horn is heard but no foes are
present, her followers interpret it as a sign that
someone nearby needs their aid.
Eilistraee's most common manifestation is a
silvery radiance, sometimes accompanied by a
wordless melody, or a few echoing harp notes.
Eilistraee has also been known to aid her worshipers by
providing a faint silvery radiance when they need to find
something in darkness, follow an unknown trail by night,
or when childbirth occurs. She also manifests her silver
radiance to worshippers or non-worshippers who honor
her with a solitary dance to tribute. She sometimes
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Day-to-Day Activities
Whenever and wherever possible, the faithful
of Eilistraee encourage Drow to return to the surface
world and forsake the evil deities of the Underdark, and
work to promote harmony between Drow and other
surface-dwelling races, in order to establish the Drow
as benevolent inhabitants of Faern.
The faithful of the Dark Maiden nurture
beauty, music and song wherever they find it. Priestess
are skilled in the playing of at least one of the Dark
Maiden's favored instruments: the horn, the flute, or the
harp. They are also adequate singers, and fit, graceful
dancers.
Eilistraees faithful also assist hunters while
hunting, those who are lost, and help others with other
acts of kindness whenever possible.
Holy Days/Important Ceremonies
Traditional worship of the Dark Maiden
includes a hunt, followed by a feast, dancing, and a
Circle of Song, in which the worshipers sit and gather in
a circle, and each one in succession leads a song. If
possible, this is done outdoors, in a wooded area, on a
moonlit night. Daily prayers are sung whenever
possible, and priestess try to lead others in a song or
two every evening, even if no formal ritual is held.
Eilistraees faithful let out all of their emotions
for the day with an 'evensong', a personal, often
wordless song. Priests of the Dark Maiden who have
the coin to do so are expected to hire any minstrel or
bard they meet, for a song or two. Lay worshipers are
encouraged to do the same.
Whenever a sword is finished, or is first used
by a worshiper of the Dark Maiden, a priestess tries to
call down the blessing of the goddess upon it. This is
done by planting the blade point-down in the ground,
outdoors and at night, and dancing. The Sword Dance,
as this ritual is called, circles the blade, and involves
the priestesses in charge of the ceremony drawing
66
Affiliated Orders
The Darksong Knights are an elite order of
Eilistraeen warrior-priestess who, of late, have been
active in the south, beneath the lands of that once were
67
Erevan Illesere
The Trickster, The Chameleon, The Green Changeling,
The Evershifting Shapechanger, The Fey Jester, The
Jack of the Seelie Court
Symbol: Nova star with asymmetrical rays
Home Plane: Arvandor (The Gnarl)
Alignment: Chaotic Neutral
Portfolio: Mischief, Change, Rogues
Domains: Chaos, Elf, Luck, Trickery
Worshipers: Bards, Elves, Revelers, Rogues,
Sorcerers, Tricksters
Aliases: N/A
Cleric Alignments: CG, CN, CE
Favored Weapon: Quickstrike (Shortsword)
History/Relationships
Erevan Illesere (Pronounced Air-eh-van Illeh-seer) is the Elven deity of mischief and change, and
the patron of Elven and Half-Elven Rogues. The
Trickster's following is not as large as most of the rest
of the Seldarine, for Erevan is too unpredictable for
most Elves.
Nevertheless, he commands his share of
attention from the Fair Folk, particularly by those
engaged in thievery or other forms of knavery, those
who seek excitement so as to alleviate the boredom of
near-immortality, as well as many young Elves who
seek a life of adventure and danger. Some members of
the Sylvan races, such as Pixies, Sprites, and
Leprechauns, also revere Erevan but the majority of
such Fey beings revere the deities of the Seelie Court.
The Trickster often seeks the company of
similarly inclined powers of other pantheons, for the
patience of his fellow Elven powers has been worn thin
by eons of endless pranks at their expense. Despite his
fickle nature, however, Erevan is fiercely devoted to the
Seldarine, and the other Elven powers know that they
can count on him to come to their aid should they
require it.
Erevan is part of an informal group of
mischief makers that includes Brandobaris, Garl
Glittergold, and Tymora. He likes to play pranks with
them- and on them-, and as a result, he has made a
few enemies among the more serious and sober of
powers of many pantheons. The list includes, but is not
limited to Helm, Torm, Tyr, and the majority of the
Dogma
Change and excitement are the spice of life.
Live on the edge, unbound by the conventions of
society in a spirit of constant self-reinvention. Puncture
the self-righteousness, sanctimony, and pretension that
pervades orderly society with mischievous pranks that
both amuse and enlighten.
Inspire laughter and happiness, giddy
silliness, and welcome release from care so that the
routine of day-to-day existence does not become worn
so deep that it grinds all the joy from life. Celebrate the
spontaneous, and practice random acts of helpfulness.
Avatar/Manifestations
The Fey Jester appears as an Elf, Brownie,
Aerie, Pixie, Sprite, or other Sylvan creature. But,
because Erevan Illesere is ever changing his
appearance. Therefore, it is possible to encounter the
Green Changling without even realizing it. Erevan
always wears green somewhere upon his person, a
sign of his love of the woodlands the Fair Folk call
home.
Erevan rarely manifests himself directly,
instead preferring to dispatch an avatar to any unfolding
event that catches his attention. When he does
manifest, the Trickster's influence is as often disruptive
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Agents/Petitioners
The Seldarine normally calls on Agathinon,
Asuras, and Ancient Treants as their preferred
servants, but Erevan Illesere is also served by Aasimar,
Asrai, Atomies, Bacchae, Bariaurs, Cath Shee,
Centaurs, Change Cats, Chaos Beasts, Chaos Imps,
Coo Shee, Copper Dragons, Crystal Dragons,
Dopplegangers, Dryads, Einheriar, Eladrins (Coures),
Elven Cats, Elevs, Ethyks, Faerie Dragons, Faerie
Fiddlers, Feystags, Firestars, Firetails, Frosts, Grigs,
Gorse, Hamadryads, Hybsils, Kenku, Kholiathra,
Korred, Leprechauns, Luck Eaters, Magebanes,
Mercury Dragons, Monkey Spiders, Nixies, Nymphs,
Ooze Sprites, Oreads, Pixies, Pseudodragons,
Raccoons, Ratatosk, Reverend Ones, Satyrs, Sea
Sprites, Seelie Faeries, Sprites, Sunflies, Sylphs,
Tressym, Vortexes, and Weredragons.
The Trickster has a single proxy, a Moon Elf
by the name of Filane Mantrap. Evervan has blessed
her with the ability to accurately appraise all objects
within a few feet. While roaming, she often likes to
unnerve others by telling them how much they are
carrying, and how much it is all worth. She can also
Shadowwalk at will, to escape stick situations.
Affiliated Orders
While no formal military orders are
associated with Erevan's church, countless bands and
guilds of Elven and Half-Elven rogues have been
founded in honor of the Trickster. A notable example is
the Knaves of the Missing Page, a fellowship of Elven
Spellfilchers (mage/thieves) based in the Vale of
Evereska, but active throughout Faern. The Knaves
specialize in the recovery of Elven magical artifacts,
spell scrolls, and spell tomes that have been acquired
by other races, particularly humans.
Priestly Vestments
The ceremonial garb of the Trickster's
priesthood emphasizes the practical over the
ornamental. His priests wear black leather armor and
black leather caps, though their armor is often
concealed by clothing, or cloaks. The holy symbol of
the faith is a stolen trinket of some sort, which has been
blessed by another priest or priestess, or the cleric
him/herself. Each such holy symbol must be replaced
by another stolen token at least once every tenday,
though it pleases the Trickster if this is done more
frequently, if at all possible.
Day-to-Day Activities
Priests of Erevan Illesere are wild,
mischievous, independent, and utterly unpredictable,
playing tricks on others for the sheer joy of it. They
oppose settled interests of all sorts, and delight in
upsetting both the rule of law and the powerful people
who enforce it, and generally creating mayhem. They
have little in the way of formal duties, and minister to
the faithful primarily through example and instruction in
the skills required of mischievous rogues.
Adventuring Garb
Priests of Erevan Illesere outfit themselves as
is common for Rogues, favoring black leather armor or
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70
Fenmarel Mestarine
The Lone Wolf
Symbol: A pair of Elven eyes in the darkness
Home Plane: Arvandor (Fennimar)
Alignment: Chaotic Neutral
Portfolio: Feral Elves, Outcasts, Scapegoats, Isolation
and Isolationists
Domains: Animal, Chaos, Elf, Plant, Travel
Worshipers: Druids, Elves, Outcasts, Rangers, Rogues,
Spies, Wild Elves
Aliases: N/A
Cleric Alignments: CG, CN, CE
Favored Weapon: Thornbite (Dagger)
History/Relationships
Fenmarel Mestarine (Pronounced FEHNmuh-rehl MESS-tuh-reen) is the eternal outsider, the
solitary god who holds himself apart from his fellow
Elven deities. He is venerated by outcasts from Elven
society, many of whom have withdrawn voluntarily in
response to perceived slights, as well as by Elves who
have been isolated from the main body of their race and
live in wild, relatively uncivilized areas. Although he
does not actively seek the worship of mortals, Fenmarel
Mestarine serves as the teacher and protector of those
who turn to him, one who is silent and subtle,
instructing his people in survival, spying, camouflage,
deception, and secrecy.
Fenmarel dislikes the company of other
powers, and he avoids relationships of any sort-whether
they be alliances or mutual enmities- whenever
possible. The Lone Wolf is even somewhat of an
outcast among the Seldarine, his nominal allies,
although he supports them in their endless war with the
Spider Queen and her followers. He has removed
himself to Limbo voluntarily, although he does have an
entire realm in Arvandor that he still maintains, and
occasionally inhabits.
Fenmarel was once Lolth's lover, and one of
the first to be seduced by her power and promises. It is
said that because Henali Celanil spurned the Lone Wolf
for Erevan Illsesere that Fenmarel Mestarine turned to
Lolth. No matter how he actually fellin league with her,
he eventually turned away from the Spider Queen
before completely slipping over to the dark side. Lolth
has not forgotten that she almost ensnared Fenmarel
Mestarine, and has never stopped hating him for
escaping. Likewise, neither has Fenmarel Mestarine
forgiven Lolth, for her breach of faith with the Elven
race.
Dogma
The world is a harsh and unforgiving place,
with uncompromising demands on those who would
forge their own path. Rely not on others for protection,
for betrayal comes easily, but on you own skills and
those taught to you by the Lone Wolf: the skills of
camouflage, deception and secrecy.
Follow the way of the Lone Wolf, for his is the
path of self-sufficiency. Fear not hard work, for the fruits
of your labor prove your worth to yourself.
Avatar/Manifestations
Fenmarel Mestarine appears as a male Elf
clad in leaves and scraps of clothing. He has no definite
skin color, since it changes with the environment. His
skin tone varies from green to brown, and anything and
everything in-between. Leaves, mud and twigs all adorn
the Lone Wolfs head, stuck in his tangled black hair.
He also has tribal tattoos of black, brown, white and red
all along his body. Fenmarel frequently dispatches his
avatar to patrol the Elven borders of disappearing
woodlands, jungles, and similar environments, much
like Corellon Larethian, who is said to do the same in
more sizable Elven homelands.
Fenmarel manifests in subtle and secretive
ways that are easy even for his followers to miss. He
often provides his faithful followers with elusive clues
that assist them in finding sustenance, or in defeating
those who would disturb them. For example, the Lone
Wolf might cause a small gust of wind to disturb some
leaves that have recently fallen to the ground just as a
follower was looking in that direction, thus both drawing
attention to the spot and enabling the worshiper to spot
the footprints that were previously hidden beneath the
leaves.
Agents/Petitioners
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Affiliated Orders
The Fenmaren church has no affiliated orders
for obvious reasons. Among the OrTel'Quessir, every
able-bodied adult of the tribe fights for the Lone Wolf.
Thus, in a sense, every tribe is a different order
affiliated with Fenmarel Mestarine and his church.
Priestly Vestments
The ceremonial garb of Fenmaren priests
and priestess in primitive tribes deep in the wilderness
consists of mud, leaves and sticks that cover the body.
In most cases, the priests or priestess are completely
nude, except for these choice materials.
Among more civilized groups, Fenmaren
priests garb themselves in hide armor adorned with
bones, teeth, and crude drawings of wild beasts. The
holy symbol of the faith is a talon or fang of a wild beast
slain without any assistance by the priest who bears it.
Adventuring Garb
When adventuring, priests and priestess of
Fenmarel Mestarine prefer weapons and armor
constructed through the use of skills taught by their
god, although they employ the best armor and weapons
available if need be. Commonly employed weapons
and armors include primitive arrows, wooden weapons,
and hardened bark and mud for armor.
Day-to-Day Activities
For the most part, members of Fenmarel's
clergy are found only among hands of Wild Elves in the
wilderness. Outcasts from Elven society, who make
their way among other cultures, whether they be Elven
or not, are typically lay followers and not clerics of the
Lone Wolf.
Members of Fenmarel Mestarines clergy
instruct their fellows in the skills first taught by their god,
including how to spy, survive on their own in the
wilderness, engage in deceptive and guerilla tactics,
and how to use poisons to take down enemies with
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Hanali Celanil
The Heart of Gold, Winsome Rose, Archer of Love,
Kiss of Romance, Lady Goldheart
Symbol: A heart of gold
Home Plane: Arvandor (Hanali Celanils Crystal Palace)
Alignment: Chaotic Good
Portfolio: Artists, Artistic Craftsmanship, Beauty,
Enchantments, Fine Art, Love, Romance
Domains: Chaos, Charm, Elf, Good, Magic, Protection
Worshipers: Aesthetes, Artists, Enchanters, Lovers,
Sorcerers
Aliases: Angharradh
Cleric Alignments: NG, CG, CN
Favored Weapon: A Shining Heart (Dagger)
History/Relationships
Hanali Celanil (Proununced HAN-uh-lee
SELL-uh-nihl) is the Elven goddess of love, romance,
and beauty. Lady Goldheart is almost always depicted
as a female, although, on rare occasions, it is said that
she has taken the form of a male. Hanali Celanil is
revered especially by gold elves and moon elves. Her
followers also include Elven artisans- particularly
sculptor-, lovers, performers- particularly Bards and
dancers-, and nobles.
Lady Goldheart is also widely revered by
Half-Elves born of joyous unions, in honor of the love
that brought their parents together. Hanali Celanil is
also closely associated with Evergold, a sacred crystal
fountain and pool found within her crystal palace in
Arvandor. She keeps watch over her followers by using
the placid waters of Evergold as an immense crystal
ball, and philters of love that are created by Elves are
said to contain drafts of this fountain's waters.
Hanali is both an aspect of Angharradh, and
one of the three Elven goddesses who collectively form
the Triune Goddess. This special bond tightly binds
Hanali Celanil with the other two Elven goddessesAerdrie Faenya, and Sehanine Moonbow-, and the
three collectively serve alongside Corellon in leading
the Seldarine.
Hanali has been romantically involved with
nearly every member of the Seldarine, particularly
Erevan Ilesere, yet she remains amicable with nearly all
of her current and former suitors alike. The only notable
exception is Fenmarel Mestarine, although he and Lady
Goldheart are still formally allied. The Lone Wolf
resents the fact that Hanali Celanil spurned him long
ago, in favor of Erevan Ilesere. Some believe that it was
the Archer of Loves fickleness that drove Fenmarel
Mestarine into the embrace of Lolth.
Dogma
Life is worth living because of the beauty
found in the world and the love that draws twin hearts
together. Nurture what is beautiful in life, and let
beauty's glow enliven and brighten the lives of those
around you. The greatest joy is the rapture of newfound
love and the tide of romance that sweeps over those
wrapped in its embrace.
Seek out and care fore love wherever it takes
root and bring it to its fullest bloom so that all may share
in the joy and beauty it creates. Always give shelter and
succor to young lovers, for their hearts are the truest
guides to life's proper course.
Avatar/Manifestations
Hanali Celanil appears as a beautiful Elven
maiden, clad in a short cut dress, or gown, made of
pure white and gold. Her hair is a fiery red-blonde, and
is falls freely from her head. The clothing she wears
leaves very little of her lithe, voluptuous body to the
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Agents/Petitioners
Hanali Celanil is served by Aasimar,
Aasimon, Agathinon, Ancient Treants, Asrai, Asuras,
Atomies, Cathshee, Celadrin, Cooshee, Dryads,
Einheriar, Eladrin, Electrum Dragons, Elven Cats,
Elves, Faerie Dragons, Firestars, Frosts, Gorse,
Hamadryads, Hollyphants, Liholiathra, Lillendi, Mercury
Dragons, Nereids, Nixies, Nymphs, Oreads, Pixies,
Reverend Ones, Satyrs, Sea Sprites, Seelie Faeries,
Sirines, Sylphs, Sprites, Stwingers, Sunflies, Titans,
and Tressym.
Henali Celanil has two proxies. Llewellyn and
Llyssa Longleaves are two Moon Elf twins of
exceptional beauty. They are incredibly attractive to all
mortals, including Orcs, who have different standards
for beauty. It is said, though, that they pale in
comparison to their mistress. Llewellyn has been
blessed to be able to turn any smooth surface into
enchanted mirrors, while her sister, Llyssa can control
any kind of flowing plant she lays eyes on.
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75
Labelas Enoreth
The Lifegiver, Lord of the Continuum, the One-Eyed
God, the Philosopher, the Sage at Sunset
Symbol: Upper half of the sun setting over the horizon,
with sunbeams reaching in all directions
Home Plane: Arvandor (The Vanishing Tower)
Alignment: Chaotic Good
Portfolio: History, Longevity, The Moment of Choice,
Time
Domains: Chaos, Elf, Good, Knowledge, Time
Worshipers: Bards, Divine Disciples, Elves,
Loremasters, Scholars, Teachers
Aliases: Chronos, Karonis, Kronus, the Simbul
Cleric Alignments: NG, CG, CN
Favored Weapon: The Timestave (Quarterstaff)
History/Relationships
Labelas Enoreth (Pronounced LAH-bel-lahs
EN-or-eth) is the Elven god of longevity and time. After
the creation of the Fair Folk, it is said that Labelas
Enoreth blessed the elves with long lifespans, and
decreed that their appearances would not be marred by
the passage of time. The Lifegiver cooperates with
Sehanine in overseeing the lifespan of elves and their
growth away from and beyond mortal realms. He
measures the lives of the Fair Folk and decrees when
they should be ended, allowing passage to Arvandor.
As Lord of the Continuum, Labelas governs
the orderly passage of time and guards against those
who would alter the path of history. Labelas confers
wisdom and teachings on young and old alike, and
although he is rarely directly invoked, the Lifegiver is
often praised. The Lifegiver knows the future and past
of every Elf, Faerie, and Sylvan creature that lives on
Faern. Labelas Enoreth is worshiped by sages,
historians, philosophers, librarians, and all those who
measure the changes wrought by the passing of years.
Labelas is also a philosopher-god, a patient
teacher and instructor. His demeanor is calm and
meditative, and he is not prone to sudden action or
hasty speech. According to legend, long ago, he traded
an eye for the ability to peer through time. Labelas
concerns himself with transgenerational changes, and
the growth of learning and wisdom among Elves.
Because of his abstract role in Elven society and Elven
life, he rarely involves himself directly in the lives of
individual Elves, Fey or Sylvan creatures.
The Sage at Sunset has also been venerated
in other guises, at various places during various times
in history. When the SyTel'Quessir settled the
Yuirwood, the Seldarine merged with the ancient deities
native to the Yuir, transforming them into aspects of the
various powers of the Elven pantheon. The Simbul was
the Yuir goddess of the moment of choice, and what is
and what is not. When the Seldarine and the Yuir
pantheon merged, the Simbul had to choose between
Labelas Enoreth, the Elven deity of time and
philosophy, and Erevan Ilesere, the Elven deity of
Dogma
The march of time is inexorable, but the
blessings of the Lifegiver enable the children of
Corellon to live long and fruitful lives, unmarked by the
passage of years. Record and preserve the lessons of
history, and draw lessons from that which has unfolded.
In the end, the sun always sets before the
next day dawns anew. When you follow Labelas's
teachings, time is on your side.
Avatar/Manifestations
Labelas appears as an androgynous elf with
silver hair and misty gray eyes, one of which is always
covered by an eye patch He always wears pale-colored
robes of green, blue, white, and gray. He also always
appears with some kind of hourglass in hand, or
somewhere on his person.
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Agents/Petitioners
Labelas Enoreth is served by Aasimar,
Aasimon, Agathinion, Ancient Treants, Asuras,
Baelnorn, Einhenar, Eladnn, Electrum Dragons, Elves,
Feystags, Firestars, Gold Dragons, Hollyphants,
Hybsils, Incarnates of Hope, Incarnates of Faith,
Incarnates of Justice, Incarnates of Wisdom, Kholiathra,
Kinn, Lillendi, Lythlyx, Memory Webs, Moon Horses,
Opinici, Radiance Quasielementals, Reverend Ones,
Scile, Seelie Faeries, Silver Dragons, Sunflies, Talking
Owls, Temporal Dogs, Temporal Gliders, Time
Dimensionals, T'uen-nn, and Unicorns.
The White Stag of Labelas is a special
servant of the Elven deity that has been observed only
on Evermeet. It is not to be confused with the mystical
white stag that supposedly appears near Neverwinter
every so often. Physically, it is a large, snow-white
animal, with massive muscles, and red, glowing eyes.
Observers say the creature's magical aura is literally
tangible, and can felt by all those who lay eyes upon it.
The stag's appearance is considered to be an omen of
great events to come, because it invariably leads any
who follow it to a place where a vision or direct divine
message from Labelas Enoreth occurs.
As a pseudodivine being, the White Stag is in
no danger on the Green Isle, but should the unthinkable
happen, and the beast pursued by enemies, it is fully
capable of defending itself. Though capable of goring
its enemies with its antlers, or smashing them with its
hooves, the White Stag would most likely rely on its
misdirection powers, to cause those pursuing it to lose
their bearings, and eventually, lose the White
Stagstrail.
The White Stag appears wherever Elves are
in need of guidance and wisdom. Some claim that when
the White Stag is not on the Material Plane, it is grazing
the lush landscape of Arvandor, and is sent to Faerun
only when Elves are in danger and Labelas Enoreth
requires its services.
Labelas Enoreth has a single Chosen- Vartan
Hai Sylvar. During the Time of Troubles, Enoreth used
Sylvar as his avatar, and this caused considerable
friction between the two afterwards. Through Hai
Sylvar, Labelas Enoreth caused considerable
destruction on the island of Ruathym, and caused a lot
of damage to the Realms Master, a vessel that Hai
Sylvar and his companions often traveled on. This
caused Vartan to reject Enoreth for a time, once the
Time of Troubles had concluded.
The two have mended their relationship
somewhat, now, and Vartan Hai Sylvar willingly aids
Enoreth, though he never says he serves the deity.
Vartan can cause any being he touches to instantly age
twenty years, a gift bestowed upon him by the Lord of
the Continuum. For a brief time, Hai Sylvar served as
Labelas Enoreths proxy. This did not last long,
Day-to-Day Activities
Priests of Labelas Enoreth are the keepers of
Elven history and lore, and they are charged with
searching for hidden facts of the past. They compile
and protect such sacred knowledge, and record it for
the instruction of future generations. Members of
Labelas Enoreths clergy are also philosophers and
teachers, responsible for educating the young and
promoting the acquisition of knowledge.
Holy Days/Important Ceremonies
The faithful of the Lord of the Continuum do
not celebrate individual holy days. To them, the
passage of time is uniform, independent of the events
that unfold in each regular interval. Instead, the
Lifegiver's followers gather each day in small groves
near his temples, as the sun sets to mark the passage
of another day. This daily ritual known as the Marking of
Time. They pray to Labelas Enoreth, and recite all that
they have learned in the past day, to be recorded by the
Lorekeepers of Arvandor that serve the One-Eyed God.
It is considered a great honor to the parents if
a priest or priestess of Labelas Enoreth attends a birth.
In Elven culture, this is considered a sign that the child
will live a long and fruitful life. Such visitations always
occur during the first sunset after the birth of the child,
and involve casting a spell to bless the infant, as
prayers to Labelas are exclaimed to the heavens. A
Cleric of the Lifegiver does not perform such a
ceremony on his/her own volition. Priests and priestess
only perform these rites if they receive a vision in
advance from the Lifegiver, giving such instructions.
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Rillifane Rallathil
The Leaflord, the Wild One, the Great Oak, the ManyBranched, the Many-Limbed, Old Man of the Yuirwood
Symbol: Oak tree
Home Plane: Arvandor (Oak Grove)
Alignment: Chaotic Good
Portfolio: Druids, Nature, Wild Elves, Woodlands
Domains: Chaos, Elf, Good, Plant, Protection
Worshipers: Druids, Rangers, Wild Elves
Aliases: Bear, Eagle, Magnar the Bear, Raven, Relkath
of the Infinite Branches, Wolf
Cleric Alignments: NG, CG, CN
Favored Weapon: The Oakstaff (Quarterstaff)
History/Relationships
Rillifane Rallathil (Pronounced RILL-ih-fane
RALL-uh-thihl) is protector of the woodlands, and
guardian of the harmony of nature. He is often likened
by his priests and priestess to a giant ethereal oak tree,
so huge that its roots mingle with the roots of every
other plant in the Realms, that stands at the heart of
Arvandor. The great tree draws into itself all the ebb
and flow of seasons, and lives within the woodlands of
the Green Elves. At the same time, it defends and
sustains those lands against disease, predation, and
assaults of all kinds. The Leaflord is the patron of the
SyTel'Quessir and revered by many Voadkyn, as well.
Rillifane Rallathil is quiet, reflective, and enduring. He is
the least flighty of all the Seldarine, the least likely to
act on a whim, and often grave and self-absorbed.
When the SyTel'Quessir settled the
Yuirwood, the Seldarine merged with the ancient gods
of the Yuir, transforming them into aspects of the
various powers of the Elven pantheon. Both Magnar the
Bear and Relkath of the Infinite Branches, also known
as Many-Limbed, Many-Branched, and the Old Man of
the Yuirwood, became aspects of the Leaflord. Relkath
easily merged with, and slowly reinvigorated a primitive
facet of the Leaflord's nature that had been slowly
overshadowed over the ages by the increasingly tamed
way of life of the Fair Folk, even among the
SyTel'Quessir.
As a result of this subtle change of heart, in
the centuries since absorbing Relkath, Rillifane's
primordial spirit has returned to the fore to great effect.
Concurrently, the SyTel'Quessir and ChaTel'Quessir
have rediscovered the ways of their most primitive
ancestors and reformed their tribal cultures, eschewing
the formation of successors to the great Green Elven
civilizations such as Illefarn, Thearnytaar, Eiellur, and
Syorpiir.
Dogma
The Great Oak draws energy from all the
living creatures of the world and nourishes, sustains,
and protects them from outside threats. Live in harmony
with the natural world, allowing each living being the
opportunity to serve out its natural purpose in life. As
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Avatar/Manifestations
The Leaflord rarely sends an avatar to the
Prime, disliking direct action and preferring that his
priests carry out his wishes. Rillifane's avatar appears
only when major destruction of a Tel'Quessir- usually
SyTel'Quessir- habitat is threatened. The appearance
of such an avatar is heralded by sudden gusts of wind
shaking leaves from the trees, a sign unmistakable to
his priests.
Rillifane appears as a green-skinned male Elf
clad in armor of living bark, armed with a great
greenwood staff or longbow. He makes no sound as he
moves, speaks very rarely, and fires his bow in silence.
Rillifane manifests infrequently, but when he does it
takes the form of a green or amber nimbus that
envelops a creature or tree.
The Leaflord indicates his pleasure to a
worshipper by having them witness the rapid budding
and sprouting of a tree, or plant, the color changing of a
single leaf, or an entire plant, and the sudden
appearance of a wild forest animal that has no fear of
being pet. The Leaflord shows his displeasure by
causing nearby plants to wither, causing the individual
to accidentally step on twigs, causing them to snap in
rapid succession, or by, comically, causing a small,
solid object, such as an acorn, to fall on top of their
head.
Day-to-Day Activities
The church of the Leaflord generally keeps to
itself, extending only to help fellow Elves and other
Sylvan beings. The church hierarchy is organized
regionally and divided into branches, as each type of
priest serves a specific role. The Druids who compose
the bulk of Rillifane's clergy tend to the health of the
forests, and those who dwell within, fiercely contesting
any attempt to further reduce those forests that remain.
Many Clerics serve as ambassadors of the
faith, working outside the communities of the
SyTel'Quessir, to educate other races and even other
Elves about how to better dwell in harmony with nature.
The few Wizards and/or Sorcerers found within the
clergy act much as individual Druids do, eschewing the
formal organization of the circles. In times of war,
however, the leaders of each region unite the branches
of the faith and the SyTel'Quessir warriors into a single
force.
Rillifane's priests and priestess are deadly
enemies of those who hunt for sport, or those who harm
trees maliciously and unnecessarily. In particular, all
priests and priestess of Rillifane have a great hatred for
the priests and priestess of Malar, since the followers
of the Beastlord often make Elves the object of their
hunts, and their ethos is an anathema to those who
serve the Leaflord. Rillifane's priesthood is charged with
rooting out and destroying sentient plants whose nature
has been twisted by external forces into a warped
perversion of nature. In particular, they seek to destroy
Hangman Trees, Obliviax, Death's Head Trees, Black
Willows, Serpent Vines, and any form of evil Treant,
including Dark Trees.
Agents/Petitioners
Rillifane Rallathil is served by Aasimar,
Aasimon, Agathinon, Alaghi, Amber Dragons, Ancient
Treants, Asuras, Atomies, Badgers, Bariaurs, Bears,
Belabra, Bhaergala, Bombardier Beetles, Buraq,
Cantobeles, Cath Shee, Centaurs, Coo Shee, Dryads,
Earth Elementals, Einheriar, Eladrins, Elven Cats,
Elves, Ethyks, Faerie Dragons, Feystags, Forest
Spirits, Giant Lynxes, Giant Sundews, Grigs,
Hamadryads, Hollyphants, Hybsils, Jaguars, Jungle
Giants, Jungle Snakes, Kholiathra, Leopards,
Leprechauns, Lythari, Mist Dragons, Mold Men,
Monkey Spiders, Moon Horses, Mountain Lions, Nature
Elementals, Norans, Nymphs, Oreads, Owls, Pixies,
Porcupines, Pseudodragons, Quickwood, Ratatosk,
Reverend Ones, Seelie Faeries, Silver Dogs, Singing
Trees, Skunks, Small Forest Mammals, Sprites, Stag
Beetles, Sunflies, Swanmays, Sylphs, Talking Owls,
Thornies, Thylacines, Tigers, Unicorns, Vampire Moss,
Warden Beasts of the Forests, Werebears, Wereboars,
Weretigers, Wild Boars, Wild Stags, Wolverines,
Wolves, and Wood Giants.
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Adventuring Garb
When adventuring, members of Rillifane's
clergy favor armor and weapons made from natural
materials, such as wood and animal parts, including
those with or without magical enhancements.
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Sehanine Moonbow
Daughter of the Night Skies, Goddess of Moonlight, the
Lunar Lady, Moonlit Mystery, the Mystic Seer, the
Luminous Cloud, Lady of Dreams
Dogma
Life is series of mysteries whose secrets are
veiled by the Luminous Cloud. As the spirit transcends
its mortal bounds and new mysteries are uncovered, a
higher form is achieved and the cycle of life continues.
Through contemplation and meditation, communion
with the Lady of Dreams is achieved.
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Avatar/Manifestations
Sehanine Moonbow appears as a beautiful,
fey Moon Elf woman, who is simultaneously youthful
and ageless, wearing a diaphanous flowing gown
formed of semi-solid gossamer moonbeams. The Lady
of Dreams manifests through dreams and waking
visions. She grants boons only to worshipers who enter
an altered state of awareness, whether it be through
meditation, dance, or trance. Sehanine Moonbow
sometimes manifests in drugged, drunken,
unconscious, or sleeping beings, and causes them to
ramble on about random topics in all of the languages
that they know.
The foci of such a manifestations need not be
worshipers or even Elves, although the Luminous Cloud
manifests as such only if at least one worshiper is
present. The Goddess of the Moon sometimes
manifests in enspelled worshipers when they are
sleeping or in a trance state, as to unravel spell effects
or to utter cryptic prophecies to those in attendance.
Sehanine Moonbow manifests her pleasure
by guiding her followers to precious stones and metals,
such as mithral, moonstones, silver, and sunstones, as
well as the occurrence of meteor showers, or shooting
stare. She makes his displeasure known by causing
Selne to appear to blink, flicker, and wink at those who
she is unhappy with.
Day-to-Day Activities
Sehanine Moonbows priests and priestess
are the seers and mystics of Elven society. They serve
as the spiritual counselors to Elves and Half-Elves who
seek to embark on journeys, in search of
enlightenment, so as to transcend their current state of
being. As the protectors of the dead, Sehanine
Moonbows priests and priestess organize and
administer funeral rites and guard the remains of the
fallen. They seek out and destroy Undead creatures, for
Sehanine holds such creatures to be blasphemous. The
only exceptions to her wrath are Baelnorn, Reverend
Ones, and other good-aligned Undead, who voluntarily
prolong their existence into order to further serve their
people.
As defenders of Elven homelands, Sehanine
Moonbows clergy is responsible for weaving and
maintaining the illusions that guard those sanctuaries,
and for divining potential threats to their continued
existence. The prime task of adventuring priests and
priestess is the retrieval of lost arcane and magical
knowledge, especially if it pertains to illusions and/or
divinations.
Agents/Petitioners
Sehanine Moonbow is served by Aasimar,
Aasimon (Lights), Agathinon, Ancient Treants, Asuras,
Azmyths, Baelnorn, Buraq, Cathshee, Cooshee,
Einheriar, Eladrin, Electrum Dragons, Elven Cats,
Elves, Feystags, Firestars (Known as Moondancers),
Firetails, Frosts, Hollyphants, Incarnates of Faith,
Incarnates of Hope, Kholiathra, Ki-rin, Lythari, Mist
Dragons, Moon Dogs, Moon Horses, Mortals,
Nic'Epona, Pixies, Radiance Quasielementals,
Reverend Ones, Seelie Faeries, Silver Dogs, Silver
Dragons, Sprites, Sunflies, T'uen-rin, and Tiefling.
Sehanine Moonbow has a single proxy- a
genderless Tiefling named Moonsilver. Moonsilver is
the grandchild of the unholy coupling of an Elf and a
Tanarri. Moonsilvers mother, the direct offspring of the
two, was hunted down and killed. Sehanine Moonbow
felt derelict in her duties of protecting her followers, and
took Moonsilver as her own. The Tiefling has been
empowered at become invisible at will, and is currently
learning how to teleport via moonbeams.
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85
Shevarash
The Black Archer, The Night Hunter, The Arrow Bringer
Symbol: A black arrow snapped in half, above a blue
teardrop
Home Plane: Arvandor (Fennimar)
Alignment: Chaotic Neutral
Portfolio: Hatred of the Drow, Vengeance, Crusades,
Loss, Revenge
Domains: Chaos, Elf, Retribution,War
Worshippers: Arcane Archers, Archers, Elves, Fighters,
Hunters, Rangers, Soldiers, Sorcerers, Those who seek
revenge
Aliases: Elikarashae
Cleric Alignments: CE-CN-CG-N
Favored Weapon: The Black Bow (Longbow),
Traitorbane (Great Sword), Shama (Spear), Ukava
(Sling), Maelat (Club)
History/Relationships
Shevarash (Pronounced Shev-uh-rash) is the
Elven deity if vengeance and military crusades against
a hated foe. The Black Hunter has come to embody the
hatred the TelQuessir have against Drow, and to a
much lesser degree, Feyri. Because he is worshipped
primarily by those who burn with revenge against the
Drow, some theologians speculate that Shevarash
exists to keep all of that malice, anger and bitterness
out of the hearts of the rest of the Seldarine.
The Night Hunter is unique among the
Seldarine, as he was once a mortal being, who was
raised to divinity with the assistance of Fenmarel
Mestarine. The mortal Shevarash lived approximately
six thousand years ago, in the lands around the Elven
Court. On Midwinter Night 4400 DR, a large army of
Drow and Duergar marched from the Underdark. They
quickly overran the Dwarven city of Sarphil, which had
been left mostly unguarded, since most of the citys
warriors were at the Elven Court, reaffirming their longstanding alliance with their Elven neighbors. The army
from the Underdark then turned to the Elven Court
itself, and slaughtered countless Elves and Dwarves in
a sneak attack.
Shevarash, an archer, was present when the
army of Drow and Duergar attacked, and was one of
the few to survive the brutality. However, none of his
friends or family survived the devastation. Alone,
depressed and filled with grief and anger, Shevarash
decided that he had no reason to live, other than
extracting his revenge for the Dark Court Slaughter, as
it would become known as. The grief-stricken
Shevarash swore an oath to never smile, laugh, or
experience joy until Lolth, and all of her Drow faithful
were destroyed.
Shevarash went about doing just this. During
his career, hundreds of Drow were slain by his hands,
Dogma
The greatest enemy of the Seldarine is Lolth,
who sought corruption of Arvandor and the overthrow of
the Creator. The greatest enemy of the Fair Folk is the
Drow, the debased followers of the Spider Queen who
were long ago enmeshed in her dark web. Redemption
and revenge may be achieved through the utter
destruction of the Drow and the dark powers they
serve. Only then may the joy of life begin anew. Hunt
fearlessly!
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Avatars/Manifestations
Shevarash normally takes the form of a tall,
muscular Wood Elf, much how he appeared in life,
according to theologians and historians. He wears black
Elven Chainmail, and a black Cloak of Elvenkind. Slung
over his back is his famous bow, the Black Bow. When
appearing to his Yuir faithful, Shevarash takes the form
of Eikarashae, a dexterous Wild Elf, who wears animal
skin clothing, has leaves tangled in his long brown hair,
and carries a spear.
Sometimes, the Black Archer manifests as a
bright white flame that engulfs the being that Shevarash
is aiding. The flame goes not cast off any heat, nor
does it burn, but is still sheds bright light equivalent of a
Daylight spell. The flames bestow Mage Armor, Haste,
Ironguard, Shield and Protection from Missiles upon the
being they engulf. The fire also aids the blessed
individual in battle against Lolths servants, particularly
Chitines, Drider, Drow Mylochar and Yochol (+1 to Hit
and +2 to Damage).
To indicate his favor, Shevarash has his
faithful discover web stone engraved with his symbol,
torn spider webs, and crushed spiders. To indicate his
displeasure, the Black Arrow manifests as a pair of
glowing red orbs in the darkness, like some kind of
malevolent creature waiting to pounce from the
shadows.
Day-to-Day Activities
For the most part, the Church of Shevarash is
totally consumed with its campaign to root out and
destroy the Drow. Individual priests and priestess
spend their days drilling, designing tactics for combat in
the Underdark, and training new recruits. Many take it
upon themselves to guards known entrances to the
Underdark, or small communities where Drow attacks
are likely. Many Clerics of the Black Archer from
adventuring companies that enter the Underdark that
attack Drow and Drow communities, while others join
already established adventuring companies, for the
same reason.
Holy Days/Important Ceremonies
For the church of Shevarash, Midwinter Night
is a somber time of remembrance. The night is in
remembrance of the Dark Court Slaughter, but each
adherent of the Black Arrows faith is stressed to think
of his/her own losses as well. It is on this holy night that
new priests and priestess are ordained into the clergy.
In honor of Shevarashs original oath, priests and
priestess reaffirm their vows to never laugh or smile
again until Lolth, the rest of the Dark Seldarine, and
their wicked worshippers are all destroyed.
Agents/Petitioners
Shevarash has very few agents. He is served
primarily by Aasimar, Agathinon, Ancient Treants,
Asuras, Eladrin (Ghaeles), Elves and Reverend Ones.
The Church of Shevarash
The church of Shevarash is fairly small, and
in some Elven communities, is completely absent. The
church of Shevarash is most well known in communities
where Drow raids are fairly common. Among most
NTelQuessir communities, the church of Shevarash is
not present. In Myconoid and Svirfneblin societies, the
church of Shevarash is present, is often very well
known and very appreciated.
Among we TelQuessir there is a sort of
universal sadness and pity for the faithful of Shavarash,
myself included. Though we appreciate what they do,
we also have pity for them. The all-consuming thirst for
revenge that burns within them is more akin to the way
the NTelQuessir mind works. Though I do not believe
this myself, some Elven theologians say that followers
of Shevarash are denied entry into Arvandor, because
of what all of the corruption that the anger they carry in
their hearts does to their spirits.
Temples of Shevarash are always located in
caves that connect Elven-occupied forests with the
Underdark. His temples are constructed so that they
serve primarily as a fortress, and a base of operations,
and a place of worship and spiritualism secondly.
Hastily constructed shrines dot the Underdark. Shrines
serve as makeshift bases of operations, defensible
locations, and burial grounds for fallen comrades,
should they not be able to be brought back to the
surface for a proper burial.
Novices in the Shevarashan church as known
as The Haunted. Fully ordained priests and priestess
are called Dark Avengers. Priests and priestess have
other titles, but all are unique, and make mention of
specific exploits, or events. Some titles include,
Destroyer of Drow and Murderer of
Menzoberranzan.
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88
Solonar Thelandira
Keen-Eye, The Great Archer
Dogma
Walk in harmony with nature, and oppose the
efforts of those who would disturb her delicate balance.
Preserve the wild places with excessive encroachment,
and work with those who would settle the land to
preserve the beauty that first attracted them. Hunt only
for sustenance, culling the old and the weak from the
herd so that all species may prosper. Like an arrow in
flight, it is difficult to arrest the consequences of an
action. Choose your targets carefully, for an illconsidered action can have a long reaching impact.
Avatar/Manifestations
Solonar Thelandira appears as a tall, thin,
sinuous male Elf, with pale blue hair and pasty white
skin. He wears an archers outfit, boots and archery
gloves, all of which are earth tones. His bow appears to
be a living, gnarled branch, and his cloak is made,
literally, of living leaves and vines.
When the Great Archer manifests himself, he
usually appears as a sparking silver-green light. When
his flame manifests on an individual, it protects them
from all missiles shot at them. When he manifests on a
bow, he assists the archer with their accuracy for a
limited time (+3 Enchantment Bonus for the next 3
Rounds). When he manifests on an arrow in flight, he
bestows upon it some kind of magical spell, or effect.
Very rarely does he turn a normal arrow into an arrow
of slaying.
Solonar Thelandira expresses his favor
though the discovery of bloodstones, obsidian, variscite
or phandar wood, the tinkling of chime oaks during the
winter, the discovery of game in a time of need, and the
splitting of an arrow by another arrow during target
practice. He expresses his displeasure by causing
bowstrings to snap, having birds fly in strange
formations, causing animals to exhibit strange
behaviors, having an arrowhead chip, shatter or fall off,
and by causing bows and arrows to warp.
History/Relationships
Solonar Thelandira (Pronounced So-lo-nar
Theh-lan-dee-ruh) is the Elven deity of hunting, archery
and outdoor survival. Like other nature deities, he
promotes the protection of pristine, unspoiled
woodlands. Unlike most other nature deities, however,
he promotes the wise and efficient use of woodlands for
agriculture and civilization. Keen-Eye supposedly
taught the early Elven people how to survive in the
outdoor setting, as well as archery and hunting.
Because his knowledge of nature and the wilderness is
exceptional, and his skill with a bow is unparalleled, we
Elves have had a good teacher.
The Great Archer is constantly on the move,
hunting his prey. He likes this time alone, since it lets
him reflect on how to best serve the balance between
wilderness and civilization, between instinct and
knowledge, between domesticity and savagery. He is,
for the most part, dour and serious, and at times, can
even be grim. As the saying goes, he is as straight as
an arrow, an honest deity who is fiercely loyal to his
allies, and a fierce opponent to his enemies.
Solonar Thelandira works closest with the
Seldarine, particularly with Corellon Larethian,
Fenmarel Mestarine, Shevarash and Rillafane Rallathil.
He works with Corellon Larethian and Fenmarel
Mestarine in defending the borders of Elven
homelands. According to some myths, the latter of the
two is the Great Archers brother. Solonar Thelandira
works well with Shevarash, since the two are united in
their hate for the Spider Queen. Even though they have
philosophical differences that sometimes seem to clash,
Rillifane Rallathil and Solonar Thelandira put aside any
differences they have when defending Elven lands from
the ever-increasing flow of Humanity. Some myths
romantically link the Great Archer with Eilistraee, even
though they may be half-siblings, while other myths link
Mielikki and Solonar Thelandira romantically.
Other allies include Chauntea, Cyrrollalee,
Emmantiensien, Eldath, Ferrix, Fionnghuala, Gwaeron
Agents/Petitioners
The Great Archer is served by Aasimon,
Agathinion, Ancient Treants, Androsphinxes, Asuras,
Azmyths, Bariaurs, Bears, Bhaerghalas, Buraq, Cath
Shee, Centaurs, Coo Shee, Dryads, Einheriar, Eladrin,
Elves, Elven Cats, Faerie Dragons, Firbolg, Firestars,
Foo Creatures, Frosts, Griffons, Hamadryads,
Hollyphants, Hybsils, Incarnates of Courage,
Kholiathra, Korred, Lammasu, Lillendi, Lythari, Moon
Dogs,Moon Horses, Oreads, Pers, Pixies, Reverend
Ones, Seelie Faeries, Silver Dogs, Sprites, Swanmays,
Sunflies, Unicorn, Wemic, Wolves and Wood Giants.
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Day-to-Day Activities
Keen-Eyes faithful serve as bowyers,
fletchers, archery instructors, scouts, and archers in
civilized Elven settlements. In the more rural
settlements, they serve as hunters, gatherers, and, in
some of the more savage settlements, mystics. When
the followers of evil deities make themselves known,
followers of the Great Archer are expected to hunt them
down and destroy them as soon as possible, before
they can cause any harm to others.
Adventuring Garb
While adventuring, faithful Solonarans trade
in their ceremonial cloaks and boots for Bracers of
Archery, Quivers of Mielikki, Cloaks of Elvenkind and
Boots of Elvenkind, when possible. When possible, they
wear leather armor, studded leather armor, or Elven
chainmail. They favored weapons include daggers,
knives, longswords and spears. It goes without saying
that priests and priestess prefer using bows over all
other weapons. When possible, Solonar Thelandiras
faithful use Elven bows- special bows strengthened to
be used in hand-to-hand combat, as well as long range
combat- instead of normal bows.
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The Anti-Seldarine
Of all the blasphemes ever committed across
the multiverse, the Drow Pantheon is, perhaps, one of
the most vile. As its name implies, the Drow Pantheon
is a dark and vile corruption of the Seldarine- hence,
the Anti-Seldarine, or the Dark Seldarine. These deities
do not form a true pantheon. In fact, nearly every single
member of the Anti-Seldarine is an enemy of another
member. But, they are united in the racial heritage of
those who worship them, long forgotten, and short lived
alliances, and twisted familial ties.
Long ago, before we Elves even lived in
Realmspace, Corellon Larethian charged his consort,
Araushnee, with the destiny of the Dark Elves, the dark
skinned Elves who shared her complexion. Though
Araushnee was a fairly minor power, she was the
consort of Corellon Larethian at the time. The deity
tasted power, and she liked it.
Araushnee sought to make herself the leader
of the Seldarine. The only problem was that Corellon
Larethian already held that position. Araushnee secretly
began plotting Corellons downfall. She first convinced
Gruumsh One-Eye to attack Corellon while the two
were supposed to be talking about peace. Araushnee
even weaved fell magics into the sheath of Corellons
mighty blade, Sahandrian, which caused it to shatter.
After that did not work, she tricked the fledgling deity
Malar into attacking Corellon in Arvandor. Yet again,
the Protector fended off an evil deity. Having failed
twice, Araushnee was now convinced that she had to
rely on herself, and that matters were in her own hands
now.
During a celebration, Araushnee took the
form of a spider, and began laying the seeds of her evil
plan on the Material Plane. When she returned to
Arvandor, the Moon Goddess Sehanine Moonbow
confronted her. Sehanine had figured out Araushnees
insidious plot, and condemned her for it. Araushnee
wrapped Sehanine in a web as if she were a butterfly in
a cocoon. To prevent her from gaining her powers back
in the moonlight, Araushnee had her treacherous son,
Vhaeraun, hide Sehanine somewhere far, far away. It
was also at this point that the term Anti-Seldarine was
first used.
Soon, the Anti-Seldarine coalition formed,
and attacked Arvandor. The group, which had been
assembled by Araushnee, included Vhaeraun, Auril, a
goddess of wintry fury and chill, Maglubiet, the leader of
the Goblinoid Pantheon, Hruggek, the Bugbear deity,
Malar, a ferocious deity of the hunt, and Kurtulmak, the
leader of the Kobold Pantheon- and it still surprises me
to this day that the Kobolds even have a pantheon.
Ghaunadaur came unbidden to Arvandor, simply
seeking to wreak havoc and destruction, especially
among the pristine trees of Arvandor.
In the fracas, Araushnee cursed an arrow
that Eilistraee had intended to hit an ogre. Instead, it
lodged itself in Corellons chest. After the fighting had
stopped, and the fell deities had been banished from
Arvandor, Araushnee blamed her daughter, the Dark
Maiden, for what befell Corellon, and intended to finish
him off using a potent poison she created. Before she
could do so, Sehanine Moonbow escaped from her
prison, and saved the Protector.
Combining her powers with Aerdrie Faenya
and Hanali Cenlanil, Sehanine Moonbow formed
Ghaunadaur
That Which Lurks, The Elder Eye, The Ancient One
Symbol: Purple/white eye within a purple circle with a
black border; An amber inverted triangle set on a purple
background, with amber lines within it forming an
upside down Y, that bisects the points of the triangle
Home Plane: The Demonweb Pits/ Paraelemental
Plane of Ooze (The Cauldron of Slime)
Alignment: Chaotic Evil
Portfolio: Oozes, Slimes, Jellies, Outcasts, Ropers,
Rebels
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History/Relationships
Ghanadaur (Pronounced Gone-ah-door) is a
fell deity that has existed in the deepest reaches of the
Realms since the dawn of time. It is an amorphous,
tentacled blob that is worshipped by Jellies, Slimes,
Oozes, and other creates who have alien intelligence.
Most sentient, non-amorphous beings
consider the worship of Ghaunadaur to be disgusting,
but even among these people, secret, hidden alters
dedicated to the Elder Eye exist. Ghaunadaur is
particularly worshipped among the Drow, who see it as
a counter to Lolths rule.
That Which Lurks is particularly
unpredictable, by the standard of nearly all Humanoids.
Sometimes, it provides aid to those who merely pay it
lip service. Other times, it does not. Sometimes, it
lashes out at those who are particularly devout. Other
times, it does not. The Elder Eye is just as likely to kill
someone, as it is to aid them.
Ghaunadaur speaks telepathically with those
who beseech it. It speaks in short, simple sentences,
such as Slay, Come to me, Approve, No, and
similar things. It is believed that Ghaunadaur actually
cannot physically speak. Records of a strange,
gibbering, bestial language alien enough to drive
individuals mad is the only form of non-telepathic
communication Ghaunadaur has been known to use.
In Realmspace, Ghaunadaur has assumed
the aspects of both Jubliex, the Tanarri Lord of Slimes
and Molds, and the Elder Elemental God. Jubilex has
occasionally lashed out at Ghaunadaur for doing this,
but has yet to be able to wrest his very own name away
from the Elder Eye. The mysterious Elder Elemental
God has yet to even acknowledge that Ghaunadaur has
assumed its identity in Realmspace. Gormath
Souldrinker, an alias of Ghaunadaurs is believed to be
a power that Ghaunadaur completely subsumed.
Ghaunadaurs originals are unknown, to say
the least. The first mentions of the creature come from
the ancient Dark Elven city of Atorrnash. KaNarlist, the
Archmage of the city, and many other influential
members of the city worshipped the deity. How or why
he came to the city is unknown.
It is an understatement to say that
Ghaunadaur has many enemies. A small sampling of
his current enemies includes Blibdoolpoolp, Deep
Duerra, Diinkarazan, Diirinka, Eilistraee, Gargauth,
Gzimnid, Ilsensine, Ilxendren, Laduguer, Laogzed,
Lolth, Malar, Orcus, Psilofyr, Selvetarm, The Blood
Queen, The Great Mother, The Seldarine and
Vhaeraun.
Ghaunadaur has a special enmity towards
Lolth. When she first came to the Abyss, it tried to woo,
and then conquer her. It failed at both, and in a fit of
rage, destroyed a great number of its own followers,
and stripped the intelligence of many others. In doing
this, it had destroyed a great deal of its own power.
Ghaunadaur still blames Lolth for this, and eventually
hopes to strike such a blow against Lolth, who
humiliated it.
Dogma
All creatures have their place, and all are fit
to wield power. Those who hunt weed out the weak,
and strengthen the stock of all. Those who rebel or walk
apart find new ways and try new things and do most to
advance their race. Creatures of power best house the
energy of life, which Ghaunadaur reveres and
represents.
Make sacrifices to the Eye and persuade
others to sacrifice themselves to Ghaunadaur or in
service of the Eye. Further the fear and knowledge of
Ghaunadaur. In the end, give yourself to Ghaunadaur in
unresisting self-sacrifice. Convert all other beings to the
worship of the Elder Eye, slay the clergy of other faiths,
covet their belongings, and better your own lot, as to
further advance to worship of Ghaunadaur.
Avatars/Manifestations
Compared to other powers, Ghaunadaur
manifests an avatar on Toril quite often. Its most
common avatar a reddish-purple giant slug. Reports
from those who have encountered the Elder Eye
before, and lived, say that the deity can alter its form
into an amorphous, free-flowing shape like a jelly, a
giant roper with ten or less tentacles, or a sticky green
substance that emerges slowly from the ground.
Ghaunadaur expresses its pleasure in many
different ways. The Elder Eye often sends a rolling,
purple mist, from which a great golden eye appears
from to its followers who please it. Ghaunadaur also
sends signs in the form of an eye and tentacles
manifesting from an unholy object, or an unholy altar.
Finally, he shows his favor by creating flowers that drip
blood, or contain a single, staring eye.
Ghaunadaur expresses its displeasure in
many ways. Black and blue marks suddenly appearing
all over the body of an individual is though to be a sign
of the Elder Eyes disapproval. Another sign of disfavor
is the appearance of an eye, which slowly closes before
it fades away.
Agents/Petitioners
Various creatures serve Ghaunadaur. These
creatures include Aboliths, Alkiliths, Darktentacles,
Deadly Puddings, Gelatinous Cubes, Ghauropers,
Gibbering Mouthers, Ghaunadan, Jellies, Oozes, Ooze
Memphits, Metalmasters, Ropers, Slimes, Slithering
Trackers, Slithermorphs, Slugs and Storopers.
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Day-to-Day Activities
The clergy of Ghaunadaur is primarily
concerned with doing whatever it is that pleases their
deity. Ghaunadaur can be appeased with sacrifices, so
the church of the Elder Eye makes sure that there is
always a steady supply of sacrifices for their altars. This
often means that the priests and priestess of
Ghaunadaur use force, threat or other means to obtain
sacrifices.
The Elder Eye provides the components to
allow his followers to procure sacrifices in the form of
spells, and Tentacle Rods, enchanted weapons that, as
some adventurers call them, Mindflayers on a stick.
Tentacle Rods come in a variety of different colors and
different designs, and each one serves a different
purpose.
The clergy of Ghaunadaur is encourages to
become familiar with the use of different acids, oils,
bases, poisons, incenses and gasses. Most temples
dedicated to the Elder Eye have large stockpiles of
these items. Many are simply purchased elsewhere, but
many of the poisons, acids and bases are created by
the priests and priestess themselves.
Affiliated Orders
The Fanatics of the Overflowing Pit were
once an order of Dark Elven crusaders who dedicated
their entire beings to Ghaunadaur. From their bases in
ancient Ilythiir, they waged war on the clergies of all
other faiths, including the Seldarine. Texts dating back
to this age are not clear as to how these Dark Elves
came upon learning of Ghaunadaur. But, however they
learned of him, they certainly served him fervently.
When the Seldarine banished the Drow into the
Underdark, Ilythiir fell. Evidence exists, however, that
this order did indeed survive, and that is still exists in
some form or another in the city of Llurth Dreier.
Priestly Vestments
The typical garb for a Ghaunadauran cleric
includes a full-length robe with voluminous sleeves, a
dark tabard emblazoned with the symbol of the Elder
Eye, and a gleaming, silver skullcap. The robes that
these priests and priestess wear must always be in
hues pleasing to Ghaunadaur. These colors include
copper, amber, flame-orange, russet, gold, dark red,
plum, purple, amethyst, violet heliotrope, mauve, lilac,
lavender and silver.
All Ghaunadauran priests shave their beards
and mustaches, as the Elder Eye does not allow them.
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94
Kiaransalee
Lady of the Dead, The Revenancer, The Vengeful
Banshee, Mistress of Unlife
Symbol: Female Drow left hand, wearing silver rings on
all four fingers, except the thumb.
Home Plane: The Demonweb Pits (Thanatos)
Alignment: Chaotic Evil
Portfolio: Undead, Vengeance
Domains: Chaos, Drow, Evil, Retribution, Undeath
Worshippers: Drow, Necromancers, Sentient Undead,
Those Consumed with Revenge
Aliases: N/A
Cleric Alignments: CE-CN-NE
Favored Weapon: Cold Heart (Dagger)
History/Relationships
Kiaransalee (Pronounced Kee-uh-ran-sa-lee)
is the Drow goddess of undeath and vengeance. She is
called upon by mortals seeking revenge, or by mortals
looking to increase their power, or lifespans, using fell
magics. Historically, Kiaransalee has never shown
much interest in Realmspace, Toril, Faern or the
Underdark Fairly recent events have prompted the deity
to rethink her stance. When the Cult of the Goats Head
gained prominence in Vaasa, thanks to Zhengi the
Witch-King, Kiaransalee renewed her interest in
Faern. The Revenancer would not allow her enemys
power to grow unchecked. Currently, her cults are
gaining more and more power in the north central
Underdark- especially since Lolth went silent. Her most
current plot includes turning Cormanthors Cult of the
Moon into a cult dedicated to herself.
Though very few are aware, and even fewer
actually care, Kiaransalee is not native to Realmspace.
She is an interloper deity, and an ancient one at that.
Even more surprisingly, Kiaransalee was once a mortal.
Her apotheosis occurred on another world, long before
Araushnee was even banished from the Seldarine.
Details are sketchy, and for obvious reasons.
But, it is believed that Kiaransalee was once a mortal
necromancer queen from a world known as Threnody.
Apparently, she relished in conducting sickening
experiments with the dead, and the undead. Her
husband, the King of Threnody, pronounced his wife a
traitor, for some transgression that the sands of time
have since forgotten.
Kiaransalee and a group of loyal followers
soon fled. It was not much long after that the
95
Dogma
Death comes to all, and cruel vengeance will
be exacted on those who waste their lives on the petty
concerns of this existence. True power comes only from
96
Day-to-Day Activities
Kiaransalees priestess are secretive, and
are rarely live in the more notable Drow cities, such as
Menzoberranzan, or the fallen Ched Nesad. Instead,
most tend to live in smaller cities, or secret enclaves
founded by Kiaransaleens. They are masters of plotting
revenge, and this task takes up a great deal of their
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Affiliated Orders
The Legion of Vengeful Banshees, known
also as the Banshee Knights, is an order of zealots who
are dedicated to the destruction of Orcus, and all of his
followers. In the past, they were dedicated to destroying
Tenebrous and his undead tanarri servants, known as
Visages. Since Orcus return, they have shifted their
mission to destroying Orcus , who was actually
Tenebrous in disguise, and all of his minions.
The Banshee Knights are mainly based in the
Acropolis of Thanatos. From there, they plan and carry
out hunts in the Underdark, and on the surface world,
for followers of Orcus, and the deitys undead minions.
The Banshee Knights are fervently dedicated to
pleasing their master, and stop at nothing to appease
her. They stop at nothing to destroy a minion of Orcus,
regardless of the collateral damage. The Legion of
Vengeful Banshees has had particular success against
the Cult of the Goats Head in Vaasa and Damara.
Priestly Vestments
Priestess of Kiaransalee wear loose, black
hooded cowls, stitched with ivory and/or bone. These
cloaks are often modeled after the Mantle of
Nightmares, a magical cowl that Kiaransalee herself is
supposed to wear. Many priestess also wear black
veils over their faces as well.
Priestess shave their heads, and wear gray
skullcaps. They also wear silver rings on all of their
fingers, except for their thumbs. These rings need not
be mundane, and often have magical properties.
Kiaransalees priestess often spread a
grayish paste over all of the uncovered parts of their
bodies, such as their feet, their legs, their hands, their
arms, and their faces. This paste is made up by
combining unholy water and the ash produced after
cremating corpses.
Adventuring Garb
Priestess of Kiaransalee are forbidden to
wear any kind of armor, and instead, have to rely on
their own magical defenses, and the combat skills of
their undead servants. Most priestess wear Rings of
Protection to fulfill their duty to wear silver rings on their
fingers, and to augment their own defenses with magic.
Priestess of the Revenancer are skilled with
the use of many weapons. For the most part, however,
they favor weapons that inflict little physical damage,
such as slim, poisoned daggers, garrotes and maces.
The reason for this is so that they inflict as little physical
harm as possible to their victims- bodies that can be
reanimated at later points in time.
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Lolth
The Spider Queen, Queen of Spiders, Demon Queen of
Spiders, Demon Queen of the Abyss, Queen of the
Demonweb Pits, Weaver of Chaos, the Hunted, the
Mother of Lusts, Dark Mother of All Drow, Lady of
Spiders
Symbol: Black spider with female drow head (at bottom
of figure) or black cloak and short sword (Zinzerena
aspect)
Home Plane: The Demonweb Pits (Lolths Fortress)
Alignment: Chaotic Evil
Portfolio: Assassins, Chaos, Darkness, Drow, Evil,
Spiders
Domains: Chaos, Drow, Evil, Darkness, Destruction,
Spider, Trickery
Worshipers: Aranea, Assassins, Chitines, Driders,
Drow, Depraved Elves, Sentient Spiders
Aliases: Araushnee, Lloth, Megwandir, Moander,
Zinzerena
Cleric Alignments: CN, NE, CE
Favored Weapon: A Spider (Dagger)
History/Relationships
Lolth (Pronounced Loth) is the primary patron
of the Drow race and architect of Drow society. She is
directly responsible for the customs, laws, and survival
of most drow communities, as well as the very nature of
the Drow themselves. The Spider Queen, as she is
most commonly known as, maintains her absolute hold
over Drow society by means of her clergy, who
unwaveringly seek out and destroy all traces of dissent,
disobedience, and sacrilege, as well as rival faiths. The
Spider Queen foments unending chaos in Drow society,
setting different factions against each other, so that the
Drow are eternally at war with each other. Lolth does
this for her own amusement, as well as to prevent
complacency, runaway pride or rival deities from
asserting themselves in Drow society.
Lolth is cruel, capricious, and is thought by
many to be insane. She delights in setting her
worshipers against each other, so that only the
strongest, most devious, most cruel Drow survive to
serve her. Supposedly, Lolth roams the Realms often,
appearing in answer to the rituals of Drow priestess,
working whatever harm she can to the enemies of the
Drow, and furthering her own agenda.
The Spider Queen secretly wants to be
worshiped by the Humans, Elves, and other races of
the Realms, and sometimes journeys into their
communities, whispering of the powers that Lolth can
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100
Agents/Petitioners
Lolth is primarily served by Yochlol and
Myrlochar. She is also served by Abyss Ants, Aranea,
Bebiliths, Brambles, Chitines, Cildabrin, Darkweavers,
Deep Dragons, Drow, Driders, fallen and corrupted
Eladrin, Ettercaps, Greelox, Kalin, Living Webs,
Pedipalpi, Quasits, Retrievers, Shadowdrakes,
Solifugids , Spiders, Spiderstone Golems, Tanar'ri, Red
Widows, Wall Walkers, Webbirds, Web Golems and
Werespiders.
Lolth has empowered two mortals on Faern
to serve as her Chosen. Her first Chosen was Liriel
Baenre, the daughter of Gromph Baenre, the Archmage
of House Baenre, the first house of Menzoberranzan.
Though at one point Liriel was a devout Lolthite, she
has since forsaken Lolth. Since doing so, Liriel has
demonstrated none of the special abilities granted to
her by Lolth. Whether or not Lolth stripped Liriel of
these powers, or if Liriel simply chooses not to use
them, is unknown.
Lolths second Chosen, or Yorthae, was
Danifae Yauntyrr. When Lolth went silent, she secretly
invested a portion of her divine power in the battlecaptive. When Danifae arrive in Lolths temple in the
Demonweb Pits, the incomplete, but awakened deity
absorbed the divine power within Danifae, and Danifae
in the process.
Another one of Lolths special agents is the
Lady Penitent. The Lady Penitent was, in life, Halisstra
Melarn. After being reborn, Lolth punished Halisstra by
transforming her into the Lady Penitent, a wraith-like
spider-creature that unwaveringly serves Lolth.
Day-to-Day Activities
Lolth's priestess are the rulers, law
enforcement agents, judges, juries, and executioners of
Drow society. They wield power daily, and most do so
in a manner keeping with Lolths own cruel and
capricious nature. Priestess of Lolth strive to act as
Lolth wishes them, and to force- often brutally- their
fellow Drow to do so as well. The ultimate aim of every
priestess is to gain, and remain in the favor of Lolth.
The spirits of priestess who die in Lolths
favor are believed to go to the Demonweb Pits, where
they become Yochlol, or other servant creatures. Those
who die in Lolth's disfavor are believed to pass into
torment on another plane of existence, perhaps to
someday return to the Realms as a snake or spider. On
this matter, Drow beliefs are confused, and often
change with time and location.
The duties of a good priestess are to do
whatever is necessary to gain and to keep the Spider
Queen's favor. Although treachery and cruelty are often
rewarded, Lolth does not look kindly on those who let
personal grudges and revenge bring defeat or shame to
their house, clan, city, or race. Because Lolth is a fickle
deity, not even Lolths most senior and accomplished
priestess can predict how she will interpret any given
action.
Holy Days/Important Ceremonies
Lolth demands total submission in prayer, in
addition to regular offerings from her priestess.
Ceremonies involving the sacrifice of surface Elves are
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Adventuring Garb
Lolth's clergy favor enchanted Drow chain
mail. Typically, such armor is enchanted to enhance the
defense of the wearer. Some priestess also carry
adamantite bucklers with similar magical
enhancements. Priestess of the Spider Queen typically
their signature snake-headed whips, and less often,
adamantite maces. Followers of Zinzarena wield
adamantite short swords and long daggers. Like all
other Drow, Lolths faithful also employ Drow hand
crossbows, to devastating effect.
Affiliated Orders
The Militant Myrlochar, also known as the
Order of Soul Spiders, is an elite, militaristic order,
composed solely of males, this is found in the few Drow
cities where Lolth is revered, and males are permitted
to enter her priesthood. The Militant Myrlochar directly
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Selvetarm
The Champion of Lolth, The Thane of Lolth, The Spider
That Waits, The Spider Demon, Prince of the Aranea,
Lord of the Venomire
Symbol: Crossed sword (right) and mace (left), overlaid
with a black spider
Home Plane: The Demonweb Pits (Lolths Iron
Fortress)
Alignment: Chaotic Evil
Portfolio: Drow warriors
Domains: Chaos, Drow, Evil, Spider, War
Worshippers: Aranea, Barbarians, Drow, Fighters,
Warriors, Those who like to kill
Aliases: Zanassu
Cleric Alignments: CE-CN-NE
Favored Weapon: Venommace (Mace) &
Thalackvelve (Longsword)
History/Relationships
Selvetarm (Pronounced Sel-veh-tarm) is the
Champion of Lolth, a cruel and malicious deity who
cares for nothing, save battle and destruction.
Selvetarm has a great hatred for all things, except for a
well-honed and deadly fighting style. Although
Selvetarm can wait for hours for his prey to stumble into
a well prepared ambush, Lolths champion prefers to
battle with reckless abandon.
Selvetarm was not always such a hateful,
destructive power. He once walked a solitary path, not
quite good, yet not quite evil. As the child of the forced
union between Vhaeraun and Zandilar the Dancer,
Selvetarm had many conflicting emotions within in.
Eventually, Selvetarm crossed paths with his
aunt, Eilistraee. He began to appreciate her goodness,
as demonstrated through her teachings, deeds and
actions. His path began to align with that of the path of
goodness. Eilistraee began to hope that with Selvetarm,
she could further help mend the rift that had developed
between the TelQuessir and the Drow. Her hopes were
dashed, however, when Selvetarm was unwittingly
snared in Lolths web of intrigue.
With her silver tongue, Lolth convinced her
nave grandson, Selvetarm, that if he killed Zanassu, a
minor Demon Lord, and absorbed his power, he would
be more appealing to Eilistraee. Lolth had her own
reasons for calling on her dim-witted grandson to do
this. Zanassu claimed sovereignty over spiders, which
offended Lolth. For this slight, Lolth wanted the Demon
Lord eliminated. By convincing Selvetarm to destroy
Zanassu, she would accomplish her goal without even
lifting a finger, which appealed to Lolth very much.
Selvetarm triumphed over Zanassu, since the
Demon Lord was still weak and reeling from a defeat by
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Dogma
War is the ultimate expression of individual
power, and only through battle and death can one
realize the respect of ones comrades. Hone fighting
skills constantly and teach those who will follow into the
fray. Never give nor receive quarter, and die amidst the
bloodlust of battle against overwhelming odds. Cultivate
as many weapon tricks and combat maneuvers as a
spider has arms, and never fear that hidden venom, like
a secret vengeance waiting to strike, will serve you ill.
Day-to-Day Activities
Selvetarms Drow faithful spend most of their
days guarding fortifications, honing their fighting
abilities, participating in patrols around Drow cities, and
in nearby areas of the Underdark, guarding caravans,
and getting into fights with one another over status and
perceived slights. Many spend a large portion of their
time training others in the art of war.
The Spider Demons Aranea faithful, in
Calimshan, used to spend a great deal of their time
charming, manipulating and controlling the viziers of
Volothamp and the surrounding areas. They also spent
a lot of time appeasing the avatar of Selvetarm that had
cloistered itself in the Apostolaeum of the Spider That
Waits. Since the avatar of Selvatarm left, the Aranea
lost all of their control in Volothamp. Today, they are
working to regain that control in the Human city, as well
as search for the avatar of Selvetarm, that wandered
north in DR 1358, the Year of Shadows, just before the
Avatar Crisis.
Avatars/Manifestations
Selvetarm rarely manifests himself to his
faithful. When he does, it is normally by directly
dispatching his avatar, since the Spider Demon rarely
works in more subtle ways. Selvetarms avatar appears
as a gargantuan black spider, sometimes with the head
of a Drow male, and sometimes not. It crawls on its
back six legs, and carries a large mace and a large
sword in its front two appendages.
Selvetarm sometimes manifests as a tiny
sphere of absolute darkness that slowly grows from an
inch in diameter to a foot in diameter, before exploding
in a shower of blades very similar to the Blade Barrier
spell. The main difference between this and the actual
spell is that Selvetarms is much more deadly (No
Saving Throw). The Spider That Waits sometimes
shows his favor by having his faithful discover rogue
stones, web stones and small slivers of dried silver
bark. He demonstrates his displeasure by causing
metal weapons and armors to rust and shatter, even
after the most minor of glancing blows.
Agents/Petitioners
Selvetarm has very few agents of his own,
since Lolth usually appoints her own agents to aid
Selvetarm in the few cases were he needs assistance.
Selvetarm does call upon Aranea, Drow, Myrlochar,
Retrievers, and spiders of all different shapes, sizes
and species.
The Church of Selvetarm
Outside of the Drow city of Eryndlyn, and the
small temple of the Spider That Waits in
Undermountain, Selvetarm is not very well known.
There are very few Drow cities where his actual nature
is acknowledged. Few are aware that the Spider
Demon is a divine being, since most tales depict him as
a Tanarri, or some other kind of servant of Lolth.
On the surface world, Selvetarm is even less
known. Only the Aranea of Lost Ajuutal and the
Humans of Volothamp know of him directly, though they
know him still as Zanassu. He does appear in a few
Calashite tales, as the Demon of the Swamp, a
malicious entity that is capable of insidious plots,
powerful enchantments, and unchecked battle fury. For
the most part, however, the world remains ignorant to
Selvetarm and his followers.
The majority of Selvetarms few holy places
are small shrines that are scattered in the Underdark,
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Affiliated Orders
Selvetarm has virtually no special orders, due
to his fragmented church, and his subservience and
obedience to Lolth. One special group within the church
of Selvetarm is the Order of the Spiderswords, a devout
order of warrior priests, who are and who train
Spiderswords, Selvetarms nearly unstoppable
berserker warriors.
Another important group are the Selvetargtlin,
a group that worships Selvetarm as his own deity, and
not as a servant to Lolth. The official church of
Selvetarm considers these rogues heretics, but the fact
that Selvetarm continues granting them spells means
that he supports the ideas they espouse.
Priestly Vestments
Selvetarms Clerics wear long, rich scarlet
robes lined with chain mail. They keep their hair long,
and braid it in long rows. Some Clerics soak the ends of
their braids in alchemically treated blood, that hardens
into rock hard clumps that can be used as a weapon, by
whipping his/her hair back and forth (-4 to Hit, 1d4
Points of Damage).
Gauntlets very similar to the Dragon Bracers
used by the Cult of the Dragon are used by Selvetarms
faithful as well. Because they are his very own
weapons, Selvetarm mandates that during his holy
ceremonies, all priests and priestess much have on
them a longsword and a mace. The holy symbol of the
faith, during rituals and ceremonies, is worn on a large
platinum disk worn around the neck.
Adventuring Garb
Selvetarms priests and priestess employ the
best weapons and armors available. They eschew the
use of shields, except for spiked bucklers, and any
other shields that have spikes that can be used for
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Vhaeraun
The Masked Lord, the Masked God of Night, the
Shadow
Symbol: Black Half-Mask
Home Plane: The Demonweb Pits (Ellaniath)
Alignment: Chaotic Evil
Portfolio: Drow Males, Evil Activity on the Surface
World, Territory, Thievery
Domains: Chaos, Drow, Evil, Trickery, Travel
Worshipers: Assassins, Half-Drow, Male Drow,
Poisoners, Rogues, Shadowdancers, Thieves
Aliases: Vhaerun
Cleric Alignments: CN, NE, CE
Favored Weapon: Shadowflash (Shortsword)
History/Relationships
Vhaeraun (Pronounced Vay-Rawn) is the
Drow deity of thievery, and the furthering of Drow aims,
interests, and power in the Night Above, as the surface
world is known to his faithful. He is also the deity of
Drow males, opposed to the matriarchy of Lolth,
teaching his followers that males are just as skilled and
valuable as females, and thus, passively opposing the
teachings of Lolth and her priestess. He also believes
that Drow should work with the other Elven races, for
common advancement, and that no Elf should ever
associate or trade with Dwarves and Gnomes. Humans,
Halflings, and other Demihumans can be tolerated,
however.
Vhaeraun is vain, proud, haughty, and never
forgets slights or deceptions, as he bears grudges for
very long periods of time. Any underhanded means and
treachery is acceptable to him, so long as it furthers his
aims, or is done in his service. But if others pull such
tricks on him, or his people, it is a deep sin that cannot
go unpunished. He actively involves himself in the
affairs of his faithful, and often sends an avatar to assist
the work of his priests, so long as the proper rituals are
performed, and their need is genuine.
Vhaeraun is the son of Corellon Larethian
and Araushnee, who would eventually be exiled from
the Seldarine, and would become Lolth. He is also the
twin brother of Eilistraee. Vhaeraun not only inherited
the dark features and grace of his mother, but her
deviousness as well. When Araushnee began
scheming to overthrow Corellon Larethian as the leader
of the Seldarine, Vhaeraun was the first to jump in her
camp, and join her cause. However, when Araushnees
treachery was exposed by Sehanine Moonbow, who
Vhaeraun himself had imprisoned earlier, Vhaeraun
was exiled from Arvandor as well.
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Dogma
The shadows of the Masked Lord must cast
off the tyranny of the Spider Queen and forcibly reclaim
their birthright and rightful place in the Night Above. The
existing Drow matriarchies must be smashed, and the
warring practices of twisted Lolth done away with so
that the Drow are welded into a united people, not a
squabbling gaggle of rival Houses, clans, and aims.
Vhaeraun will lead his followers into a society where the
Dark Elves once again reign supreme over the other,
lesser races, and there is equality between males and
females.
Avatar/Manifestations
Vhaeraun frequently dispatches his avatar to
answer summoning rituals performed by his priests.
Other than these special summoning rituals, Vhaeraun
rarely sends avatars to aid his faithful. Instead, he
prefers to manifest to his worshippers in some way,
when the proper summoning ritual is not performed.
Vhaeraun appears as a fit, slim, graceful,
handsome Drow male with eyes and hair that change
their hue, depending on the Masked Lords mood. Red
signifies anger, gold signifies triumph, blue signifies
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Day-to-Day Activities
Vhaeraun's priesthood practices and teaches
passive opposition to Lolth and her priestess. Those
who are active on surface call for the unity of all Elven
races, and their need to work together for dominion of
Faern once more. They specialize in intrigue, trickery,
and treachery, and foment disobedience and rebellion
among disenfranchised males. In all communities other
than their native Vhaeraunian bastions, the Masked
Lords priests disguise their allegiances, for obvious
reasons.
Contact, and intermingling with other Elven
races is practiced, and encouraged. The children of
such Drow and Elven unions usually breed true,
spawning a Drow babe. Vhaeraun sees this practice as
slowly, but steadily, raising the number of Drow living in
the surface lands.
Every priest works to establish some sort of
permanent Drow settlement on the surface world.
Familial ties usually break up these settlements, with
one, or sometimes, two different families living in one
community. The majority of these communities are selfsufficient, which allows them to stay better hidden from
the rest of the world.
Poison use, poison manufacture, and poison
experimentation are also very common. Vhaeraunians
are known to be skilled poisonists, and many of the
Masked Lords faithful spend a great deal of time
brewing and testing different sorts of poisons.
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Others
Khalreshaar
Khalreshaar is thought to be, by many, the
first true deity of Half-Elves. While many Half-Elves are
rejoiced to learn that they too are represented in the
Seldarine, many of the more conservative Elves cringe,
and go out of their way to demonstrate that these
rumors are nothing but that- unfounded rumors.
Khalreshaar is an alias of Mielikki, the
woodland deity venerated mostly by humans. Mielikki,
who has a small worship base on Evermeet, is known
as Khalreshaar there. Khalreshaaran priests and
priestesses claim that the goddess serves Rillifane
Rallithil, not Silvanus. Obviously, the change in her
mythos has caused some friction between the more
conservative groups of Mielikkis followers, and the
followers who know her as Khalreshaar.
Mielikki in her Khalreshaar aspect is
somewhat of an interloper deity among the Seldarine.
She was originally a part of the Finnish Pantheon, but
successfully integrated herself into the Faernian
Pantheon. Now, she seems to be trying to integrate
herself into the Seldarine.
There are some rumors that Khalreshaar isnt
actually Mielikki, but instead an entire different entity.
There are some tales that mention a Human woman
who was given divinity by the Seldarine after she died
defending Elven woodlands from a tyrannical despot
who was intent on spoiling the uncivilized forests.
Whether or not these stories are true, or that
Khalreshaar is indeed this woman, is unknown.
One final theory about the identity of
Khalreshaar has recently sprung up. Since the end of
the Time of Troubles, a tumultuous period of time in
which deities walked mortal lands as mortals, a small
but growing cult has begun to give credence to the
myths that Khalreshaar is the daughter of Silvanus and
Hanali Cenanil. This cult is made primary of Half-Elves,
and they seem to enjoy the idea of a Half-Elf member of
the Seldarine.
Avachel
In some Elven myths, Avachel was a great
Mercury Wyrm who underwent apotheosis after
sacrificing himself to defend a group of Wild Elves from
a group of evil Humans. Other legends depict an avatar
of the draconic deity Hlal, in the guise of a mortal
Mercury Dragon.
In truth, Avachel is the male aspect of the
Dragon deity Hlal. Avachel is a companion of Evevan
Ilesere, and the two spend much of their time together,
getting into trouble. Like the rest of the Seldarine,
Avachel is a tireless defender of all things Elven.
Avachel has a particular affinity with Wood Elves,
putting a little more credence into the rumor that he was
once a mortal Mercury Dragon who aided a band of
Wild Elves.
Also known as Quicksilver, Avachel is a
good-natured, impulsive deity. Because of the
similarities between the two, he and Erevan Ilsere are
almost never separated. The two mischief-makers are
almost constantly adventuring, and their exploits are
legendary among young mortal Elves with like minds for
trickery and mischief.
Avachel is known to have two different
avatars. His most commonly employed avatar is that of
a Great Mercury Wyrm, with all of the powers that these
Dragons possess. His lesser-used avatar form is that of
a Silver Elf- much similar to a Moon Elf- armed only
with a staff. This staff is extremely magical, and causes
all of those struck by it to fall asleep, much like the
spell, Sleep.
Felarathael
Felarathael is one of Corellon Larethians
primary servitors. Though he is not actually a deity,
some Elves- particularly Gold Elves- believe
Felarathael to be a demigod. Felarathael is a Solar who
resembles a tall, shining, androgynous Elf, clad in
gleaming white robes. Felarathael has been known to
deliver messages to Elves, on behalf of Corellon
Larethian. He also has been known to manifest on the
Material Plane, to defend Elves in danger.
Felarathael is known for his cool, calm
demeanor. When delivering messages, Felarathael
speaks in soft, even tones. Everything he says is
carefully thought out and worded. In combat,
Felarathael is calculating and treats everything with
cold logic.
Felarathael operates with his twin brother,
Lashrael. Though the two appear physically similar,
they act as if they were polar opposites. Lashrael is
given to emotional outbursts while speaking. While in
combat, Lashrael is a fierce opponent, never backing
down and never giving quarter.
In lieu of causing damage, Felarathael can
choose one of three special effects to befall his
opponents. When struck, an enemy of Felarathael
simply falls asleep, much like the Sleep spell. When
struck, an enemy of Felarathael may find himself
Lashrael
Lashrael is one of Corellon Larethians
primary servitors. Though he is not actually a deity,
some Elves- particularly Gold Elves- believe Lashrael to
be a demigod. Lashrael is a Solar who resembles a tall,
shining, androgynous Elf, clad in gleaming white robes.
Lashrael has been known to deliver messages to Elves,
on behalf of Corellon Larethian. He also has been
known to manifest on the Material Plane, to defend
Elves in danger.
Lashrael is known for emotional extremes.
When delivering messages for Corellon Larethian, he
speaks with great fervor and emotion. In battle,
Lashrael is a ferocious opponent, never yielding ground
to an opponent, and never asking opponents to yield
ground.
Lashrael operates with his twin brother,
Felarathael. Though the two appear physically similar,
they act as if they were polar opposites. For instance,
Felarathael always speaks in a slow, calm, measured
voice. While in combat, Felarathael is cool and
calculating, fighting at an even, unhurried pace.
In lieu of causing damage,
Lashrael can choose one of three special effects to
befall his opponents. When struck, an enemy of
Lashrael simply falls asleep, much like the Sleep spell.
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Elven Magic
What is magic, you ask me? I can only tell you what I know. I know magic is my life, my path, my friend, my art.
That is something any of The People would tell you, because that is the truth about magic. Humans- and please dont take this as an
insult- use magic only as a tool, but they never feel it. History shows how mighty human empires that abused of magic were destroyed
not by outside enemies, but by themselves, due to their hubris by believing themselves above gods.
For us Elves, magic is different, since before we are born, we are already connected to its source. Yes, we can blast our
enemies with powerful evocations. I am a good example of this, because I study Air Magic in all its shapes, both offensive and
defensive. The difference is that we only do it when the need is dire. Its the most important lesson of wielding the Art, when not to
cast a spell. Learn it and you will be on the right path to become a great wizard.
-Alediran Tirent of Evermeet, DR 1371, Year of the Unstrung Harp
Someone I once knew said that, while
Humans only use the Weave, we are the Weave. In a
way, he was being metaphorical. But, at the same time,
he was telling the truth. We TelQuessir are linked to
the magical Weave of Faern.
Most Human wizards I have encountered in
my travels over the centuries see magic as a tool. They
use it to unlock doors when they need to. They use it to
blast enemies, when they need to. They use it to alter
events more to their liking, when they need to. To them,
magic is simply an instrument that is used as an end to
a means.
Magic is something much more personal to
the TelQuessir. Magic is our being. Magic is our
sustenance. Magic, simply, is what we are. We are one
with the Weave, and because of such, have such an
understanding of it that most other wizards can only
dream about. Just as a peasant can only dream of
attaining such heights as a wizard, most wizards can
only dream about attaining such closeness with the
Weave as we Elves have.
I have lived for over four centuries, and I
know of no Elf who has never touched the Weave, and
cast at least a single cantrip. Because we all share the
same understanding of magic, we all have a healthy
respect for it. Wizards are respected for their ability to
touch the Weave, and High Magi are nearly revered, for
their understanding of the magical Weave is
unparalleled. Many other cultures look down upon
those who shape the Weave, especially those that
espouse martial abilities. The TelQuessir, however,
have a great deal of respect for those who follow the
Arcane path.
With the use of magic, we Elves have created
some of the most famous, and most powerful cities and
nations on all of Toril. Magic was responsible for the
many wonders of Cormanthyr. Magic is responsible for
the beauty that is Evermeet, the Green Isle. In the past,
magic was responsible for cleansing blights, protecting
the land, feeding and healing the people, and creating
the many marvelous structures that are synonymous
with Elven culture.
We Elves are responsible for some of the
greatest feats ever accomplished with magic in part
because we were the first to use it. It is a well-known
fact among the TelQuessir that we taught most other
races how to feel the Weave, and draw power from it.
Many, to this day, regret that decision, made thousands
and thousands of years ago, because most short-lives
wield the power irresponsibly. The Netherese, who
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Speak not of the Mythals full powers and glory, but leave it for those with the will to discover it on their own. Teach those who would
learn of the Mythal, but never solve all of its puzzles, lest a student have no cause or drive to learn further. Enlighten others that they
might feel the Mythal, rather than draw a map to show them where it truly lies. The Mythal lies in the hearts and minds of those it
encompasses, and such knowledge and insight must be learned by each one who touches its Weave.
-Mythanthor of Cormanthyr, DR 261, Year of Soaring Stars
Mythals
Perhaps the most well known of Elven
Magics is the Mythal. Countless foolhardy adventurers
have ventured into the ruins of Myth Drannor, seeking
treasure, adventure, and many seeking to control the
powerful field of magic that surrounded the city. For
years, adventurers, knowingly or unintentionally,
traveled to the ruins of Myth Glaurach, to recharge their
wands, staves, and similar items that deplete over time.
Over the years, numerous cities have had
Mythals cast over them. Of them, the most famous is
certainly Myth Drannor. Other cities, known only to the
most erudite sages include Evereska, Myth Glaurach,
Myth Ondath, Myth Dyraalis, Myth Unnohyr, Myth
Rhynn, Myth Lharast, Myth Nantar, Myth Iiscar and
Myth Adofhaer.
Firstly, what is a Mythal? They can be
described as a ward around a city, a magical field that
has set limits. But, a Mythal is much more than just a
simple magical field around a city. A living, pseudosentient web of magical energy is, perhaps, the best
explanation of what a Mythal is for those NTelQuessir
who do not fully understand the concept of a Mythal.
Mythals bestow powers upon those who lie
within the bounds of the magical blanket. These powers
all vary in scope, and are named accordingly. Grand
powers, major powers and minor powers are the three
categories.
Grand powers are permanent and constant
within the bounds of the Mythal. There can be only one
grand power per Mythal. Grand power tends to have
major effects on the physical and magical natures of the
area and the people it envelops. For example, the
grand power of Myth Nantars Mythal is that it allows
those within its bounds to breathe water as if were air.
Major powers, like grand powers, are
constant within the designated bounds of the Mythal.
Most major powers permeate their mythals as either
amplifiers or dampeners of certain effects, but their
primary purpose is defense of the mythal-cloaked area.
For example, a major power of Evereskas Mythal was
to hurl large, flaming meteors at those who threaten the
city enough. Or, as was the case in Myth Drannor, one
of the major powers was that scrying and teleporting
into the city was prohibited. Unlike the grand power,
those who have the knowledge on how to do so to can
bypass major powers.
Finally, there are minor powers. This is
somewhat of a misnomer, as minor powers often rival
that of the major power(s), and the grand power. The
minor powers of a Mythal are also not constantly
functioning. One needs to activate the powers, through
a command word, or by wielding a specific item. Myth
Glaurachs Mythal has a minor power that recharges
magical items that are in need of recharging.
There are two distinct types of Mythals- those
created through the use of ArSeluTelQuess- Elven
High Magic- or those created through other means. To
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Drow Spellweb
In my research of the Drow, I came across a
few references to something known as a Spellweb.
The contexts that this word was spoken in intrigued me.
I inquired in the right places, and was lucky enough to
receive firsthand information from an individual who I
will not name, for privacy reasons. This individual, a
worshipper of the Dark Maiden, was a Wizard formerly
from the Drow city of Ched Nesad. The information he
was able to provide for me about just what exactly a
Spellweb was most enlightening.
In the most basic and simplistic terms, a
Spellweb is a magical ward, very similar to Spell Cages,
Spell Mantles, and Spell Spheres. Drow Wizards cast
spell on top of spell on top of spell, creating a complex
matrix of various spells. This creates a ward that
contains chain contingencies, making it extremely hard
to dispel. These wards can be bypassed through the
use of an item attuned to the Spellweb itself- usually a
Drow House insignia.
When viewing the Dweomer through the use
of a spell that allows one to see magic on a physical
level, the ward appears as a spider web, with different
spells and wards interconnecting. The size of these
magical constructions vary.
My research could not determine the origins
of these specific magical wards. We Elves have
employed variations of the basic ward for tens of
thousands of years. The Mythal is perhaps the most
well known. The Dark Elves of old employed such
magical constructions as well. However, the appellation
given to this particular magical construction, as well as
its literal shape, leads me to believe that the technique
that is used today was developed sometime after the
Descent of the Drow.
Drow are very secretive and paranoid, so at
this point, I am unable to draw on specific examples to
explain how these Spellwebs work. However, based on
what information I do have, coupled with the concepts
of magical theory I am already familiar with, I believe I
can paint an accurate picture of how these complex
magical constructions operate.
The initial strands of a Spellweb are spun
by a powerful Wizard, usually using the life-force
energy of willing and unwilling participants to the ritual.
Once enough raw energy has been gathered, the
Wizard can use his or her expertise in the Art to shape
the energy. He or she first attunes the Spellweb to a
particular item- a master key of sorts. This allows the
creator of the Spellweb to bypass any and all strands of
the Spellweb.
It is after this phase that spells and wards are
actually threaded into the matrix of spells. The Wizard,
and any others who are assisting him or her, cast spells
into the Spellweb, and the life-force energy powering
the spell matrix keeps these spells in a stasis of sorts.
When a mage casts a spell into the Spellweb,
he/she cannot study his/her spellbook to regain the
ability to cast another spell until that particular spell is
triggered (The Wizard loses access to that spell slot
until the contingency is set off). When and if it is, the
spellcaster immediately becomes made aware. If a
spellcaster dies while his/her spell is still within the
Spellweb, the spell does not immediately dissolve.
Whoever holds the master key to the Spellweb gains
the ability to control the spell, and sense when it is
activated. This is why some of the Spellwebs from older
Drow Houses and institutions grow to become truly
massive.
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Faerzress
ambient radiation. It has been recorded that sometimes
Faerzress sites run out of energy, and cease to exist.
Such occurrences seem to be random, however. These
Drowcraft items, once they are finished being charged
act as magical weapons. Eventually, it is said, they do
run out of storied magical energies and deaden, if they
are not left to soak up the energies of Faerzress once
more.
When exposed to the light of the sun,
Drowcraft items risk turning into nothing more than
blackened ash. Why this is, scholars are unsure, but it
has to do with Faerzress being Underdark phenomena
only. Drowcraft items can be protected in one of two
ways. Items can be kept within lead-lined cases. They
can also be coated in darkoil, which protects them from
being destroyed by sunlight.
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Bladesingers
Elves, virtually regardless of where they hail
from, have near synonymous opinions on the Elven
word El'Tael. The word evokes feelings of pride, fear,
honor, skill, admiration and respect, among others.
There is no doubt that Elves hold ElTael, which is
translated into Common as Bladesingers in high
regard.
Just what is the Bladesong, and what are
Bladesingers? To those whose grasp on the concept is
very faint, Bladesingers are magicians who are skilled
with the sword, or swordsmen who can use magic. Both
definitions, while technically correct, are quite crude. To
describe the Bladesinger as either is to not do justice to
the Elf or the tradition.
To be a Bladesinger is to adhere to a certain
type of life, a specific moral code, a specific philosophy.
Perhaps the best allusion to make when describing the
Bladesinger to an NTelQuess would be to that of a
Samurai on the distant shores of Wa and Kozakora,
which my nephew has described to me in his letters.
Such individuals live by a special code, and are
warriors, poets, philosophers, and artists, among other
things. Likewise, Bladesingers live by a special code,
and are warriors, magicians, poets, philosophers, and
artists, among other things.
The Bladesinger embraces, perfects and
incorporates all aspects of Elven life into their training.
Indeed, most Elves would agree that swordplay, magic
and art are the most important aspects of Elven culture,
and these three things are at the heart of Bladesinger
tradition. It is in the seamless blending of swordplay,
magic and art that the Bladesong is created. Indeed, it
is only when all three are combined that an individual
can access the Bladesong. In a symphony, if three
horns are not in tune with each other, three different
notes are played, not a single, unified note.
Swordplay is the first aspect of the
Bladesong. Bladesingers are masters of swordplay,
being intimately familiar with their own strengths and
weaknesses, as well as the strengths and weaknesses
of their preferred weapon. Bladesingers train daily with
the use of their preferred weapons, striving to become
flawless in their approach. Experienced Bladesingers
tend to think of their weapons as extensions of their
own selves, rather than tools to be used in combat, or
other situations.
Magic is the second aspect of the Bladesong.
Like all Elves, Bladesingers are part of the Weave that
permeates through all life. Bladesingers learn to feel the
Weave flow through them, rather than to actively seek it
out and draw from it as other magicians do. This
metaphorical explanation as to how Bladesingers see
magic is important. Bladesingers believe that the
Weave flows through them. This allows them, in combat
or in practice, to access it easier.
Art is the third aspect of the Bladesong. It is
certainly not the least, however, as many feel that this
aspect is the most difficult to master. Art is generally
regarded as an expression of the soul, and is made
through paint, sculpture, song, dance, literature, or
various other ways. Bladesingers express themselves
through all of these, and utilize them when tapping into
the Bladesong. Bladesingers, it is said, sing while
immersed in the Bladesong, dance while immersed in
the Bladesong, and see colors more vibrantly while
immersed in the Bladesong.
When all three are blended in perfect unity,
the Bladesong is born. The Bladesong is a different
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124
Ilythiiri Bloodmarks
The Ilythiiri Bloodmark is a tradition that
started long ago, and continues to exist today, albeit in
a form that only vaguely resembles the form it took
thousands of years ago. As the name suggests, the
tradition was started with the Ilythiiri, who considered
themselves proud and brave warriors.
The tradition of the Ilythiiri Bloodmark first
began thousands of years ago, shortly after Aryvandaar
and Miyeritar went to war and started the First Crown
War. In retaliation for Aryvandaars annexation of
Miyeritar, Ilythiir went to war with Elven nations of
Orishaar, Syrpiir, Thearnytaar and Eiellr. While the
realms of Orishaar, Syrpiir, Thearnytaar and Eiellr
were not as politically or militaristically powerful as
Ilythiir, the Elven nations were home to many warriors
who were the equals of some of Ilythiirs greatest
warriors.
It is unknown who started the tradition, but at
some point during the conflicts, Ilythiiri soldiers began
marking themselves with scars on their biceps,
shoulders, wrists, and sometimes even faces. These
scars were supposed to be representative of scars
received from enemies who were skilled enough to
score blows on highly trained and proficient Ilythiiri
warriors. In the minds of the militaristic Dark Elves,
those foes who were highly skilled and trained enough
to land blows upon Ilythiiri warriors were quite skilled,
and deserved their prowess and exploits to live on,
even in death. Thus, Ilythiiri warriors began wearing
scars on their bodies as living testaments to the
prowess of foes who they considered honorable and
worthy adversaries.
The tradition would become more refined
during the Sable Wars, between Ilythiir and Thearnytaar
and Eiellr. Ilythiiri warriors would continue marking
themselves with ritualistic scars and tattoos to celebrate
the lives and death of worthy foes. The more
accomplished the Ilythiiri warrior, the more foes he
would have vanquished. As such, accomplished
warriors began emerging bearing very stylized and
intricate tattoos and scar patterns. Some warriors
seemed to turn their entire bodies into living pieces of
art, telling the stories of his accomplishments for the
defense of his realm.
Like the ruling echelons of the Ilythiiri, in time,
the tradition would become corrupted. By 10,450 DR,
after the destruction of Miyeritar, the rulers of Ilythiir no
longer tried to hide the corruption that they had fallen
prey to. They openly wielded the power of fell entities
such as Lolth, Ghaunadaur and Wendonai. The Ilythiiri
Bloodmark, which had once been a symbol of honor
and martial prowess, soon became a debased form of
magical enchantments bestowed upon warriors by
priests and priestess of Lolth and Ghaunadaur.
Warriors loyal to Ilythiir willingly subjected themselves
to these brands, either unknowing of the dangers that
they could cause, or already themselves corrupted to
the point that they did not care.
During this point of Ilythiiri history, priests and
priestess of Lolth and Ghaunadaur would give Ilythiiri
warriors tattoos in which they were empowered, but at
the expense of their mortal souls. Indeed, and many did
not know this, accepting these empowering tattoos
meant accepting the taint to Lolth or Ghaunadaur into
their soul. This is not to say that all Ilythiiri warriors
during this point in time were corrupt. Many Ilythiiri were
noble, and continued the tradition of the Bloodmark
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126
Elven Physiology
We can adapt to any environment anywhere, and there are members of our race in places
most have deemed too inhospitable. We do not try to prove that we are naturally better than everyone
else. We only know that our abilities far exceed those of most, and our long lives give us the
perspective to use these abilities to their fullest extent.
-Laranis Callirr, circa DR 1373, The Year of Rogue Dragons
loves when we sense they are in trouble. And, woe to
any creature that stands in our way, for an Elf fighting to
aid his/her beloved fights like no other.
At this point, the bond between two lovers
has become so strong that the other persons life now
means more to us then our own. This level of rapport is
called Aleiryid, and both the Elf and their love now live
solely to make the other happy, at whatever cost. This
is the most altruistic pairing two mortals can share (for
game purposes, treat this exactly as if the two shared
communion within the last 24 hours; it is an ongoing
effect however, and they get all combat bonuses that
apply as long as they are side by side). Elves can only
form these bonds after 150 years of life- anything
younger is considered too immature for such deep
spiritual commitment. They also must spend at least
one year with their beloved prior to bonding, and spend
some time together at least once a day during this
period.
Unfortunately for many, an Elfs ego works
against them, and their intended bond-mate. A high
sense of self interferes with the bonding, and it takes a
longer period of time before the actual bond can be
made (In game terms, the couple must spend 1+[Both
of their CHA Bonuses] years together first, but no less
then one year). You must give wholly of yourself, and
there is no room for egotistical feelings. An ego does
not prevent forming a bond, but it certainly makes it
more difficult to do so.
Few Elves care to bestow this honor on
NTelQuessir, because the bond would be all but
wasted on them. In the case of Humans, this is
especially true, for their lives are like a guttering candle
flame buffeted by the winds of time, too soon blown out.
Conversely, it is the Human lust for life itself that allows
Elves to form bonds with them even quicker then with
other Elves! (In game turns, change years to months
when determining the amount of time the couple must
spend together before bonding). It amazes even the
Eldest amongst us that these children can sweep even
the wisest Elf up into their passion for living life to its
fullest, and many an Elf has died while barreling though
adventures at an alarming pace along side human
companions- especially Moon Elves. We Sun Elves
have somewhat of a resistance to this, but we do fall
pray from time to time!
This is often called Walking Destinys Path,
for many know the Humans to be The Children of
Destiny in our many of our most ancient prophesies.
Although their lives are often too short, as compared
most other TelQuessir, these Elves are usually
amongst our most well sung and remembered heroes.
But I digressSuffice it to say that a blink of an Elfs
eye spells the end to these ties, but the love they gain
lasts the rest of their lives.
When the bond is broken, either by death or
treachery, it is a tremendous shock to the other
127
Elven Communion
The greatest gift that Corellon Larethian
bestowed upon his chosen people, we Elves, was that
of communion- the innate ability to share our inner
selves with other Elves. Our hopes and dreams, our
fears and desires, even the feelings we hide from
themselves, are all laid bare during the sharing that is
communion. It is a window into our souls, and it is the
most important thing that one Elf can give to another.
Up to four Elves may participate in
communion. They must all be willing and have no
reservations. This includes if they are under a charm or
any other mind-altering affect. The communion will
know what is truly in an Elfs heart, and a bond cannot
be formed thusly, and will fail if attempted.
The participants sit in a circle, palms
touching, and they must be in a state of total peace,
preferably in an outdoor setting, such as in a sacred
glade or meadow. They may be indoors, but a place
where there is no chance of interruption works best.
They then enter a state that is akin to the reverie,
clearing their minds of all thoughts save those of the
other members of the circle. When they have
sufficiently calmed and retreated from the rigors of the
world, they open their minds to the others, and explore
all facets of the other's personalities.
While in this trance-like state, the Elves are
vulnerable to any form of attack. Any physical or
magical assault upon their persons will break the
communion, and all participants will be stunned for a
brief moment (For 1D6 rounds, the Elves cant act, lose
any DEX bonus to AC, and take a -2 penalty to AC).
During communion, these Elves are particularly
vulnerable to mental attacks, because their minds are
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129
not sleep as others do also explains why we are unaffected by sleep spells. The memories re-lived through
Reverie gives every Elf such a deep understanding of
him/herself that they become more aware of outside
efforts to influence them. Truly, we are blessed.
Elven Sight
We Elves have incredibly keen eyesight,
nearly as good as some birds of prey. When traveling
with NTelQuessir, Elves tend to notice things before
they do. Whether its a concealed doorway, or
something following them several miles back, an Elf will
almost always be the first to take note. Rumor has it
that some Halflings have even superior eyesight to
Elves, but I have yet to see this for myself. In all
likelihood, it is most likely just a tale told by the wee
folk. However far the average human can see, we see
twice that distance.
When an Elf spots a rider approaching five
miles off (the maximum anyone can see on a clear
sunny day), a human will not be able to make them out
until he is within two or three miles. Besides being able
to see twice as far as humans can under most
conditions, we Elves can also see very well in dark
places, much like a cat. Scholars refer to this as lowlight vision, and explain that our eyes can magnify
available light, so that we can still see even in the
dimmest of lights, such as weak candlelight, or
phosphorescent cave molds (nearly all Prime material
worlds have some sort of natural occurring mold or
fungus that gives off light too faint for the human eye to
see).
When most others perceive only total
darkness, we still can make out dim features and
shapes in our surroundings. In an area of complete and
utter darkness, such as certain planes, or in
subterranean areas with no bioluminescent fungi, an Elf
would be just as blind as any other NTelQuessir.
Fortunately, areas with no natural light sources are very
rare indeed.
Our vile brethren, the Drow, have an even
greater ability to see in darkness. Their natural
eyesight is able to see by picking up heat sources,
however faint. They refer to this as ability as
Infravision. Infravision is very limiting, since it can only
be used to see things that radiate heat, rendering
inanimate objects and most undead completely invisible
to them. Fortunately for them, microscopic organisms
normally covers these things, so they are able to at
least make out some sort of outline.
Infravision was one of the loathsome spider
goddesss gifts to her children, but like so many of her
blessings, it is a double-edged sword. If a Dark Elf is
using solely infravision, and is suddenly confronted with
a light source, he will be completely blinded for a limited
time. The other drawback is that their eyes glow when
their eyes are in the infrared spectrum, which can be
deadly considering how many subterranean predators
consider Drow a tasty treat. This ability, like many other
gifts bestowed by Lolth, normally fades within a short
time of being on the surface, and their vision reverts to
their secondary mode.
In recent years however, for some strange
reason that has confounded even Elven scholars, the
Dark Elves are now able to use many of their special
abilities on the surface as well (Players may refer to the
artifact known as the Windwalker, the events around
which was fully described in Elaine Cunninghams
Starlight & Shadows trilogy).
Elven Reverie
We Elves do not sleep in the normal sense,
although we can if we so desire, or if we are gravely
wounded. Normally, we enter a trance-like state known
as the Reverie, and this is how we gain the rest our
bodies need at the end of each day. We dream as
Humans do, but our dreams exactly similar. Whereas
Human dreams are simply superfluous images and
ideas linked together in the mind, our dreams are
actually true memories.
The scenes we experience are also so much
more real then dreams, and when we wake we can
still sometimes catch the smell of perfume or the taste
of past feasts on our tongues. Like dreams, we cannot
control what we see, and it is not always happy. Many
an Elf has cried an entire day after re-living the loss of a
friend, relative, or loved one. Fortunately, the majority of
our dreams are happy ones, because we live our lives
to ensure that our memories will be filled with happy
thoughts. In fact, many believe this is why so many
Elves live carefree and un-cluttered lives of whimsywho wants to re-live sad memories night after night?
There are some truly nobles Elves known as
Ansrivarress, or the Memory Keepers, who through
Communion are able to remove bad memories from
others minds and take them into themselves. They
draw in the suffering of their people, so other, more
innocent Elves can continue with their happy lives.
There is also a very rare form of dream
memory, called a sending. A sending is not a memory
that actually belongs to the Elf who dreamed it, but
rather a memory from another time and place. When
this occurs, normally it is of some important event from
Elven past- something that has a special meaning to
the Elf. Some believe these are sent by our ancestors,
to help guide us.
Even rarer is the dream that hasnt yet
occurred. These are looked at carefully, through
communion, by a group of Elves who specialize in the
prophesies of the Elven people. They are recorded in
the Tirandiel Arcanum, a tome of prophecies, so that
the wisest among us may be prepared for whatever the
ill winds of fortune choose to blow our way. It is said
that Coronal Eltargrim received these kinds of dreams
in his Reverie, and it glimpse into the future that caused
him to decide to open Myth Drannor to all TelQuessir
and NTelQuessir alike.
To enter Reverie, an Elf relaxes his entire
body, one muscle at a time. It is not necessary to close
ones eyes, unless there is a harsh light present.
Slowly, as peace takes the Elfs mind, a dazed, glassy
look enters his/her eyes and their features take on a
faraway look. They are somewhat aware of their
surroundings at this time, but cannot act to influence
them in any way. If necessary, an Elf can force himself
out of the Reverie, but they will be confused for a short
time after doing so (Stunned for 1D6 rounds). It is
through these memories that Elves maintain their high
sense of self, and probably explains why we have such
a high resistance to Enchantments. The fact that we do
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131
Elven Society
For humanity, life is change. For Elvenkind, life is and ever shall be. That basic philosophical difference shall stand
between Elves and Humans as a near-unconquerable breach between the races understanding of each other. Many sources, sages, and
soothsayers have attempted to explain the Elves to Humans, to little avail and much information. Strange that they now, in plumbing
the depths of Elven history and its heights, find it prudent to ask the People about themselves. As for the Elves of Cormanthyr, they
were true Elves, and much of what we can learn of them still holds generations later. However, bear in mind that the elves of Myth
Drannor, and those of other lands (including others in Cormanthyr), may hold differences equally as diverse as those among humans of
other cities and countries.
-Haalaari Nhachashaal, Moon Elven historian of Candlekeep circa DR 1369, Year of the Gauntlet
That is not to say that we never move with
From the perspective of NTelQuessir, I am
haste. If the need for haste is truly urgent, the Fair Folk
told that Elves appear haughty, arrogant, overconfident,
move faster and more decisively than most others,
egotistical and lethargic as a whole. NTelQuessir will
having had years of practice. The entire Crusade
never understand what it is to be TelQuessir, however.
against Sarya Dlardrageth, which included the defense
They will never understand how the mind of an Elf
of Evereska, the reclamation of Myth Glaurach and the
works. The main difference between the Fair Folk and
reoccupation of Myth Drannor all took place within less
other races is the enormous lifespan we possess. Most
than a year.
races do not- or can not- fathom the perspective that
We do not worry about experiencing things
possessing hundreds of years of life lends.
during our time among the living. A young Human sellHaving centuries to live bestows the Fair Folk
sword I once met while living on Faern was not yet
with a driving ambition. There is no task that we cannot
into his second decade of life, and seemed to have his
complete, because time is not an issue. But,
entire future planned out. One day, ah plan t find a
paradoxically, it also bestows us with a lackadaisical
nice lass, settle down, an have a few children. Ah
attitude. Why finish something this year, when there is
figure, once ah get adventurin out of my system, ahl
time next century?
open up a shop back in Suzail, an become a smithy.
This is the reason why Elves have achieved
Hell, maybe ahl strike it rich, slayin a Dragon, an wont
such great hights, but at such a slow pace. It was not
have t work This young lad, with mere wisps of the
because of a lack of inspiration, or societal stagnation,
facial hair Humans call moustaches, had planned out
preventing us from reaching new goals. It was because
his entire future.
of our own natures.
We do not worry about getting everything we
Ancient Netheril, which was undoubtedly the
plan to do finished. Instead, we simply live- a concept
greatest nation to stem from Human hands, achieved
foreign to many, I understand. When I was naught but a
great heights nearly overnight , but quickly became no
young lad, I did not worry about my future. I did not
more. Cormanthyr, arguably the greatest nation to stem
worry about a wife, about a job, about any of that. I
from Elven hands, achieved great heights over a long
simply lived in the present, searching more things to
period, and diminished in an equally long timeframe.
quench my insatiable appetite and curiosity.
Netheril was a flame that suddenly roared to life, but
On all of Toril, there is truly no one like the
quickly dissipated. Cormanthyr was a small flame thatTelQuessir. We are born carefree, and generally keep
over time- grew strong, and- over time- flickered out.
this lackadaisical attitude all our lives. Of course, as we
Of course, our amazing lifespan bestows
grow older, we mature, and grow more cautious and
upon us an important virtue- patience. We do not mind
weary of the world. But, a true Elf never looses his or
waiting days, weeks, years, decades, or even centuries
her warmth, vitality and zest for life.
to complete a task we have begun. We are most
Very rarely are Elves born who have a
bemused with the vice of impatience that other races
serious attitude. Often, enough nudging by family and
possess, especially Humans. In the time an Elf takes to
their elders is able to put them back on the proper track.
truly sit back and contemplate the beauty that is
But, some disdain the advice of their elders, and
existence, generations of Humans could have been
believe that life is too short for endless celebration.
born, risen kingdoms, and fallen.
These joyless Elves often grow older, searching for
Elven sculptors, who are called Shapers,
fundamental truths of existence, and this search often
often take centuries to finish their work. Harnessing the
becomes an obsession. Sadly, in their search for
power of nature, they can spend centuries shaping a
meaning and purpose, they lose what they should, but
stone using the steady drip of a waterfall, or the steady
often do not, value most. Their own lives
flow of the wind. Elven wizards- especially the
SeluTaar- have been known to take decades doing
research and testing for one specific spell. Most Elves
live their first century under the protective wing of their
parents, before being allowed to venture out on their
own, as adults. To us, the passing of time is simply not
an issue.
132
Elven Art
on life. Some say that the Green Wyrm was actually
smiling as it flew away.
Elven sculpture craft is the most time
consuming of all Elven arts. Shapers, as they are
called, can take centuries to finish a single work. This is
because, unlike Dwarves and Humans, who forcefully
carve shapes and designs from stone, wood and other
materials, the TelQuessir do not. Shapers employ
natural means, such as erosion, or fire to shape their
mediums.
Shapers approach each piece differently. The
shapers have a say in what they make their material
into, but the materials themselves also have a say in
the matter, according to shapers. Once the shaper
decides what he will create, he goes to work- a
procedure that may take less than a year (if magic is
employed) to centuries.
The natural force of erosion is most
commonly employed by shapers of stone. Slow dripping
waterfalls can be used to wear different portions of a
rock surface naturally. The only drawback is that this
process can take over a century to perform. This
matters little to the Fair Folk, however, due to our long
lifespans.
The heat and cold of temperatures both little
and great, are employed by shapers of glass. Like
stone-shaping, glass-shaping can take centuries to
complete. Shapers move the viscous glass liquid
around ever so slightly, in order to make the integrity of
the final product perfect. The process of glass-shaping
is much more demanding than stone-shaping, because
the Elf him/herself plays a much more active role.
Nature itself is utilized by wood-shapers.
Wood-shaping is an artform unique to the TelQuessir.
No other races of Toril can shape wood as we do. The
process is done using a combination of many methods.
Sundrying and wind wearing are the two most common
techniques employed. Some wood-shapers also use
termites, woodpeckers and beavers creatively to
naturally alter the appearance of their medium.
Arun Maerdrym, among other things, was the
first to create magical spells used solely for shaping.
His magical experimentation yielded spells that allowed
a shaper to envision and magically create the medium
that is wanted, in whatever shape is wanted. Many, at
the time, disdained Aruns breakthrough. His spell, and
those based originally on it, have come to be accepted
by nearly all of the Fair Folk as of today, though there
are still a few archconservative Houses and Clans who
refuse to acknowledge the work of the Half-Elf Arun.
Artistic Elven writing has two major typespoetry and story writing. The Espruar script, which is
the written alphabet used by Elves, is flowing and
artistic in and of itself. Many poets and writers use this
to their advantage, making beautiful designs and
symbols using their own text. Written Elven also has
more verb-tenses than Common. Asides for past,
present and future tenses, written Elven has the ancient
past-tense, the long past-tense, the near past-tense,
the near future-tense, and the far future-tense. These
different tenses make poems and stories a bit clumsier
and less eloquent when translated into another
language. But, they allow a story to transcend the limits
and barriers that all other languages have.
Like other forms of Elven art, poetry is
extremely expressive. Common themes in Elven poetry
include nature, anguish, sorrow, joy and resignation.
133
Elven Food
The Elven palate, like the Human palate, is omnivorous.
The Fair Folk can survive by ingesting both plants and
meats. But, this is the closest similarity that the Elven
taste shares with that of Humans, or any other race, for
that matter. While an Elf may subsist on food prepared
in the styles of Humans, or Dwarves, or Halflings, our
tastes are much more discerning. We prefer delicate
food and drink, particularly those that possess subtletyheavy foods often distress the Elven stomach.
Of Elven foods, most others find the portions
too small, but amazingly tasteful. It is true that we Elves
require less sustenance than NTelQuess. And, it is
also true that NTelQuess find our foods extremely
tasteful. In Silverymoon in particular, I remember that
many of the top chefs of the city stem from
apprenticeships where their masters were TelQuessir.
For the most part, we Elves survive on the
fruits of the land, and in the bounty of nature. Though
we eat both plants and meats, side dishes and entre
dishes that are composed of vegetation are much more
prevalent than side dishes and entre dishes composed
of meats. Consuming the indigenous vegetation has a
much smaller impact on the local ecosystem than
consuming the animal population. When we do hunt for
game, we always make sure to carefully cull the excess
animal population, as not to upset the natural balance
of things.
For drink, sparkling waters from springs, and
fermented and unfermented berry juices are most
common. Dry wines and sweet dessert wines are also
very common, and many Elven settlements cultivate the
grapes and other ingredients necessary to produce
exceptional casks of the beverage. Elven wine is
particularly potent- though this rarely affects
TelQuessir. We have been known to drink even the
most hardy Dwarf under the table.
Mead is another beverage that we enjoy. This
fermented honey beverage leaves us with a pleasant
feeling after consuming enough of it. I believe that
Humans refer to this phenomenon as a buzz. Unlike
Humans, and other races, we do not suffer from hangovers after consuming too much mead, or any other
kind of alcoholic beverage made by other Elves. Certain
Elves are affected adversely to the swill Humans call
ale and beer.
134
Quaffs/Slakes (Non-Alcoholic)
Sprucebark Quaff (Cleanses Palate/Freshens Breath Before And After Meals)
Mintwater
Various Berry Juice drinks (Unfermented)
Vegetables (Raw, or Diced and Fried with Herbs and Other Vegetables)
Cress
Leek
Chives
Hotwhips (Spring Onions)
Searshoots (Wild Faernian Vine Onions)
Parsley
Coushoots (Green, Growing Shoots of Certain Forest Vines, such as Chokevine and Thaelthorn)
Greenspear (Asparagus, Both Raw and Steamed With Herbs)
Various Ferns (From Fiddleheads to Stewed Broadleaves)
Brownbuds (Brown Faernian Wild Forest Radishes)
Fruits
Berries
Rhubarb
Roseapple (A Mild-Flavored Apple-Like Fruit that Grows at the Thorny Junctures of the Rosethorn, that Grows
Abundantly in the Heartlands)
Soups (Usually Served Cold)
Leek
Turtle
Blalatha (Mushrooms, Diced and then Boiled)
Darblalatha (Mushrooms, Diced, then Fried with Leeks, and then the Mixed Result is Boiled)
Haendur (Simmered Glow Worms, Seasoned with Particular Sharp-Tasting Leaves)
Blackbark (The Stewed Bark of Four or Five Different Sorts of Forest Bushes)
Snake (Four Sorts, Beheaded and Then Boiled Until Skins Separate From Flesh- Skins, like Heads, are Discarded)
Meat and Fish Dishes
Seared Rabbit
Thaenwing (Spiced-and-Diced Grouse, Partridge, Quail, and Woodguth [Wild Turkey]
Silvereyes (Fish Stew, of Silverflash and Other Small Forest Stream Fish)
Sornstag (Roasted, Hotspiced Venison)
Surkyl (Beaver, Herbed and Rolled in Clay and Fire-Baked)
Hooroun (Moose, Always Marinated with Particular Herbs To Counteract the Natural Seasonal Tastes of Spruce in Winter
and Spring and Swamp in the Summer and Fall.)
Lulleth (Muskrats, Shrews, Voles and Branchcats, Usually Simmered Into A Thick Stew)
Groundsnake (Beheaded and Roasted on Skewers Over A Fire)
Trail Food
Various Nuts and Dried Berries
Mintnut Cheese
Taece (Fire-Dried, Tiny Forest-Stream Fish That Are Crunched [Eaten Whole, Bones and All])
Marruth (Pastries Into Which Cooked, Spiced and Herbed Mashes of Vegetables Have Been Baked, Let Cool, and Rolled
Into Rallow Leaves)
Desserts
Mint Jelly
Tarts Made of Various Berries, Sweetened with Berry Juices
135
Elven Lifecycle
my most treasured gifts was a Cloak of Elvenkind that I
received from my father, and a matching pair of Boots
of Elvenkind that I received from an aunt. Both articles
of clothing were created for the defenders of Myth
Drannor, and I still have both gifts.
The next logical step is marriage. Some
Elves, however, do not get married. Many decide to
become wizards, and pursue the magical arts.
Depending on their success and seriousness, many
choose to not take a husband or a wife, for the fear that
doing such a thing would upset their magical training.
Some Elves decide to enter the clergy. There are no
members of the Seldarine who prohibit marriage, but
still, many Elves forgo bonding with another Elf of the
opposite gender, to signify that their relationship with
the Seldarine is strong enough to replace a husband or
wife.
The marriage of an Elf is an occasion for
great joy. Such unions represent the continuation of the
Elven race, and the potential birth for the next
generation. Courtship rituals differ from place to place,
and from subrace to subrace. Traditional Moon and Sun
Elves courtship rituals on Evermeet can take up to
decades. Wood Elves from the High Forest are said to
be able to choose their mate in a matter of days. There
are tales that Drow Elves do not pick their mates
because of love, but merely because of their physical
attributes, and their ability to aid the family.
Among we TelQuessir, marriage is always
due to the love that the two Elves share. It is not
unheard of that two Elves are married to seal treaties,
or to strategically bring two families together, or for
other diplomatic purposes. These instances occur
rarely, however.
Marriages last until either or both partners
die. In Elven culture, there is no such thing as divorce.
Our marriage vows bind more than just honor and
familial ties. Our marriage vows unite the very hearts of
the two betrothed, and intertwine their spirits and their
destinies. It is because of this that Elven marriage is not
too common. Great thought is put into deciding whether
or not to get married. Most Elves prefer less formal
arrangements and allow them more freedom and
individuality. Only the most ardent and devout lovers
make the decision to get married and forever join each
other.
I am lucky that I never had to make such a
difficult decision. Since I left Evermeet shortly after
completing my apprenticeship at the Towers of the Sun
and Moon, I never had the opportunity to develop a
loving bond with an Elven maid. Yes, while I was
exploring Faern, I had several trysts (one of whom
was a Half-Elf), and might have sired a child or two, but
I never developed a strong bond with any Elven
women.
My younger brother, Pheren was deeply in
love with another woman, Alarendi Durothil, who was
an apprentice at the Towers of the Sun and Moon.
While he spent a year or two debating with himself and
others as to whether or not he should marry Alarendi.
Before he could come to a decision, the traitor Kymil
Nimesin attacked the Green Isle, and the Towers were
destroyed, along with Alarendi. When Pheren learned
the news, he was heartbroken, as he had ultimately
decided to marry Alarendi. I fear for my younger
brother, as he has bouts of madness, where he locks
himself within his manor, and allows no one to enter for
days at a time.
136
Elven Death
Like all intelligent races, we Elves understand
death. And, like most other intelligent races, we have
special customs and practices regarding the dead.
Humans often cremate their dead, or bury them
underneath the ground. The Mulhorandi even go so far
as to mummify their dead, and build grand, elaborate
tombs for them. Dwarves often build elaborate tombs
for their dead. Orcs usually simply eat their dead, but
then again, Orcs are not intelligent creatures.
There are no exact reasons that explain why
we pass on to Arvandor. As we grow older, the call to
Arvandor begins to sing in our ears. The older we grow,
the louder the call is, until we cannot ignore it any
longer. When we reach the appointed time, we pass
west, to Arvandor. The phrase pass west is often
confused by NTelQuessir. Many often believe that the
term means that the Elf in question is traveling to
Evermeet, which indeed lies to the west of mainland
Faern. To a certain extend, this is true enough, since
many of the Fair Folk venture to the Green Isle before
they pass to the next life. But, the phrase true meaning
means that the Elf in question passes from the Prime
Material plane altogether.
The call comes to us at different times. It
takes longer for some of the TelQuessir to hear the call
to Arvandor than it does for others. I, myself, am in my
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139
The Drow, and the Feyri are the only exceptions to the
rule, though it is easy to not consider them TelQuessir
But, to make this tome as complete as possible, I will
consider those two vile races Elves, much to the
dismay of my own heart.
As I alluded to a moment ago, we Elves take
on many different forms. Deep below many bodies of
water, both salt water and fresh water dwell the
AluTelQuessir, more commonly known as Water, or
Aquatic Elves. Hidden in the deepest parts of ancient
forests are the LyTelQuessir, more commonly known
as the Lythari, or Elven Werewolves. In the lightness
caverns, far from the warm kiss of the sun are the
SsriTelQuessir, who are more commonly known as
Dark, or Drow Elves. Though these three examples are
vastly different, all are Elves.
Because of the complexity of interracial
relationships, I will only be talking about Sun Elves,
Drow Elves and Feyri. Moon Elves, Wood Elves and
Aquatic Elves tend to believe the same things that Sun
Elves do. Wild Elves, Star Elves, Lythari and Avariel
(Winged Elves) tend to be generally mistrustful of any
outsiders, including other Elves. They do not actively
participate in the affairs of other Elves, and do their best
to stay neutral, hidden away. Because of their particular
status within Elven society, I am not including HalfElves, and their views on others, but I will include the
Sun Elf, Drow Elf and Feyri view on Half-Elves, who
are also known as the ATelQuessir, or the Almost
People.
We Sun Elves enjoy good relations with
Moon Elves and Wood Elves. Most Elven realms in the
past were made up of these three subraces, and most
current Elven realms are made up of these three
subraces. The physical, mental, sociological and
psychological differences between Sun Elves and Moon
and Wood Elves are also minimal. Uneducated
NTelQuessir, who are unaware about the differences
we all have, usually lump Sun, Moon and Wood Elves
together simply as Elves, which is a testament to how
similar alike we all are.
Sun Elves share a good relationship with
Aquatic Elves, even though there are obvious
differences between us. Aquatic Elves serve the
Seldarine, and the general good just as much as Sun
Elves do. In the past, we have fought together, and to
this day, we still do.
We have no real relationship with Star Elves,,
Avariel and Lythari. All three groups tend to keep to
themselves. Star Elves are very similar to us Sun Elves,
but because their Realm exists in another demiplane,
formal relations between the two subraces is all but
nonexistent. There are too few Avariel and Lythari to
have formal relationships with Sun Elves.
Most Sun Elves have a mixture of pity and
scorn for Half-Elves. Some of the more conservative
Sun Elves see Half-Elves as abominations, and are
better off being killed as newborns, rather than having
to live in a twilight world. Others see Half-Elves for what
they are- individuals who make their own futures, and
decide their own fates. I, myself, can be placed in the
latter category. Every individual is different, and even
ATelQuessir can serve the greater will of the
Seldarine. Arilyn Moonflower, who often uses the alias
Moonblade, who is a Half-Elf is a perfect example of
this.
Like all other Elves, we Sun Elves see Drow
as wicked, evil creatures. Most Drow will stop at nothing
to eradicate us Faerie Elves, and we reciprocate the
feeling, though not in such extreme measures. There
Inter-Elven Relationships
We TelQuessir are linked physically,
emotionally and spiritually with each other because of
our communal lifestyles, and because of our innate
connections to the Weave. Though we take on many
forms, the core of an Elf, our spirit, is always the same.
140
141
142
Dear readers, keep in mind that this glossary of terms is is merely a small sample of the Elven
language.
143
Aar Home/Land
AASum Grandaughter (Daughter of Daughter)
Adoe Time
Adoessuor - The Reverie of Ages (High Magic Ritual)
Adomhoar Unrest
Ado Peaceful
Adofaer Peaceful Magic
Adofhaor Peaceful Transformation
Adoivaealumanth Peaceful Light Water Vow
Adon Peace
Adoness - Peacekeeper
Aegis Protection
Aegisess - Bringer of Protection
Aegisir Guardianship
Aegiskeryn Protection Warrior (Shield Golem)
Aelou Meeting
Aeloulaev - When Peaces Meets (Collective Term for
Four Years)
*Interchangeable with Pyesigen
Aeloulaeva - When Peaces Meets (Collective Term for
Four Years Pluralized) *Interchangeable with Pyesigen
Aerasum Silvermoon of the Evening
AestarKhol - Marriage Stone
AESum - Granddaughter (Daughter of Son)
Aethen - Others (Non-Elf Slang)
Agatha - Winterbreeze
Ahkiilor - Place of Duty (City Hall of Myth Drannor)
Ahnvae Night
Ahrmaesuol - Restoration (High Magic Ritual)
Ahrn One Who Wields
Ai Armiel Telere Maenen Hir You Hold My Heart
Forever
Aillesel Seldarie - May the Seldarine Save Us
Akaiye Ancient/Primeval (Eastern Lythari Dialect)
Akh Duty
Akh Need
AkhAegis Duty of Protection
Akhelbhen He whom Magic, Duty, and Honor
Defines
AkhFaenTelQuess - Life of Duty; Form of the Peoples
Need (High Magic Ritual)
Akh'Faer - 'Army of Art'
Akh'Faern - One of the Army of Art(Wizard)
Akhrasut Neth Mothers Bed (Eastern Lythari
Dialect)
Akhrua Warrior
Akh'Velahr - 'Army of Arms'
Akh'Velahrn - Soldier
Alae Fortunate Meeting
Alantar A Far-Traveled, Elf Who Knows or
Remembers A Lot, and Can Impart What Theyve
Learned On Others
Alet Come (Eastern Lythari Dialect)
Al Hond Ebrath, Uol Tath Shantar En Tath Lalala Ol
Hond Ebrath A True Friend, As The Trees And The
Water Are True Friends
Aleirin Rapport
Aleiryid Rapport (Life-Mate Only)
Alu Water
AluDala Water Battle
Alurlyath Best of the Temple
Alushtas Rain
AluTel'Quessir - People of the WaterAmarillis
Flame-Flower
Amrulugek Council/Meeting (Eastern Lythari Dialect)
Anilessa Nefarious
Aniq Ready (Eastern Lythari Dialect)
Ansrivarr - Memory
Anyrryt Belt
Ar - Great
Ar Sun
Araegisess - Great Protector
Arael Heart
AraelSha Heart Friend
AraelVae Heart Son
Aradoness - Great Peacekeeper
Arael'lia Heart Oak
Arakhor One Who Protects The Forest/Tree Warden
(Grandfather Tree)
Arakhora Those Who Protect The Forest/Tree
Wardens
Aravae - Great Happiness/Joy
Arcorar - The Great King Forest
ArCor'Kerym Great Kings Sword (The Kingblade)
Ardavanshee Elven Juvenile Delinquent
Arfaern Great Wizard (Archmage)
Argen'Tel'Lirynd - The Palace of Ages
Aril'Tel'Quessir - Avariel Elves
Arivae Sunlight
Arkerym - Great Sword
Arkerynsuoress - Great Holy Warrior
Arkhdrauth Willful, Wanton, Care-for-Nothing
Destruction
Armathor Great Defender
Armathora Great Defenders
Ar'N'Ehalaer - Great Staff that is Not
Arrn - Storm
Arrness Storm Bringer
ArrnTelOrar - Storm Erosion (High Magic Ritual)
ArSeluTaar - High Mages of Cormanthyr
ArSeluTelQuess - Great High Art of the People (High
Magic)
Arshaalth Great Axe
ArTel'Quessir - People of the Sun
Arvandor - The High Forest
Ary Noble
AryFaernKerym Noble Sorcerers Sword (The
Artblade)
Aryvandaar Noble Woodland Home
AryVelahr'Kerym Noble Warriors Sword (The
Warblade)
ASuNys - Niece (From Sister)
ASum - Daughter
ASuTan - Niece (From Brother)
ATelQuessir Almost People (Half-Elves)
Ath End of (Suffix)
Athamault - The Iron Pit
Athil - Bane (Suffix)
Athila Banes (Suffix)
Athkaraye Friend of the Elves (Eastern Lythari
Dialect)
Auglathla Winterbreeze
Avae - Joy
Avaeess - Joy Bringer
Baelnorn - Undead House Guardians
Bedoar - Cormanthyr's Silver Piece
Belluth - Hand Power/Gifts of Art
Belkagen Good Seer (Eastern Lythari Dialect)
Besthunit Nenle Hurry Up Slowly (Eastern Lythari
Dialect)
Bhin Young Human Male (Slang)
Biir Waste/Garbage
BiirKerym Junk Sword (Insult)
Blalath Mushroom
Blalatha Mushrooms
Caercilcarn - Council of the Wood
Cllamba Place of Heroes
Casin Cu Calas Honor in Battle
Cath Cat
CathQuessir Elven Cat
144
Elaorm Shape
Elaorman - Place from All Around and Nowhere; Home
of Summoning (High Magic Ritual)
Eldreth Veluuthra - Victorious Blade of the People
Elegard Aquilar Ancient Elven Battle Cry
Elladyr - Starstrike
Ellyne Sorrow
El'Tael Bladesingers
Elverquisst - Elven Wine
Es'Caerta Deeply Emotional Plea Ending A Prayer
Eska Fortress
Ess Bringer (Suffix)
Essraul Enthusiastic Slaying
Estierren Nha Morden - Spell Intended to Undo Other
Spells (Dispel Magic)
ESum Son
ESuNys Nephew (From Sister)
ESuTan Nephew (From Brother)
Etriel - Noble Elven Girl
Etrielle- Noble Elven Woman
Evael Intensity
Evaelathil Flamebane/ Nemesis of Intensity
Evaliir Song
EvaliirEnevahr - The Song of Enevahr (High Magic
Ritual)
EvaliirTelQuessir Song of the People
Ever Elven Place/Home of the People
Everae Of the People
Everaer Elves Born on Evermeet Who Choose to
Remain There
Evereska - 'Fortress of the People
Everantha Watchful Fortress
Fae One
Faen Form
Faer Magic
Faerahrn One Who Wields Magic
Faerfhaor Magical Transformation
Faergiir Magical Brooch
Faer Glaurach Magical Scrolls
Faern One Land
Faern One Who Practices Art
Faerna Those Who Practice the Art (Novices of the
Church of Corellon Larethian)
Faernaa Master Mage
Faerniir Acolyte
Faernos Navigator
Faernsuor Holy Practitioner of the Art (Priest of the
Church of Corellon Larethian)
Faernsuora Holy Practitioners of the Art (Priests of
the Church of Corellon Larethian)
Faervian - Battles Boon
Faerzress Magic that Remained/Dominating
Magic/Magic that Compelled
Fflar True Valor
Fhaor Transformation
FhaorAkhTelQuess - Tribute of Ones Duty to the
People (High Magic Ritual)
Fhaoralusyolkiir Transformation of the Water Meteor
Fhaorn Transformed
FhaornQuessir Transformed People (Sharn)
Fhoeldin Durr The Thousandfold Way (The
Waymeet)
Filliken Open Skirt (Prostitute)
Foqal - Summon/Conjure
Gabreth Likely To Turn On You / Cruel In Battle
(Dangerous/Vicious)
Gaudutu Burning Legs (Eastern Lythari Dialect)
Ghaatiil - The Traveling Path (High Magic Ritual)
Giir Brooch
Giiraegisir - Brooches of Guardianship
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146
Mathor Defender
Mathora Defenders
Menelmen Skyway
Mhaor Corruption
Mhaor'Arkerym Greatsword of the Corruptor
Mhaorathil Bane of Corruption
Mhaorkiira Corrupt Gem
Miior Shared Flower (A Cluster of Elf Tree Dwellings)
Miir Priceless
Mista Forest
Mor Darkness
Mor Absence of Life / True Death
Mormhaor Corrupted Death /Undeath
MormhaorSykerylor - The Killing Storm (High Magic
Ritual)
Morvian - Darkness' Boon
Mraerital Vigilance of the People
Mraeritar Vigilances of the People
Mythaalniir Darach Spell of Mythal Shaping
Myth City
Myth Place Set Apart From Others
Myth Adofaer City of Peaceful Magic
Myth Adofhaor City of Peaceful Transformation
Mythal Near-Not-Place of Splendor/Sunlight/Glory
Mythmathor City Defender
Myth Drannor - City of Song
Myth Drannor The Place Apart For No Hatreds
Myth Nantar City of Destinies
Myth Ondath - City of Peace
N Negates the Suffix Or Shifts the Meaning
Somewhat, To Be Something Other Than The Literal
Word/Root
N`Ivae Teu'Arkerym Dark Moon Greatsword
N`Ivae Teukerym Dark Moonsword
Na Kwast Wahir Athu Kyene Wekht Unarihe Better A
Cold Truth Than A Warm Lie (Eastern Lythari Dialect)
Nalavarauthatoryl - 'The Maiden Alavara, Betrothed of
Thatoryl, Painted in Blood
Nanta Destiny
Nantar Destinies
Nar Stone
Nar Immovable / Eternal
NarTalas Stone Body / Frozen Soul / Statue Form
Nath End Of (Suffix)
Nelath Season
Nestirtye - Elsewhere
Newetik Without Heart/Without Honor (Eastern
Lythari Dialect)
Nharaigh Lathanyll - Noontime Sunlight
NLandroshien - Darkness in Night
Nias Agreement
Nikerym Short Sword
Niketu Ice Fields (Eastern Lythari Dialect)
Nikym Dagger
Nlaa Sailor
Nin Highest (Eastern Lythari Dialect)
NMaernthor - Hidden Homeland (High Magic Ritual)
Nor Passion
NQuorKhaor - The Banishing (High Magic Ritual)
NTelOrar - Corrosion/Erosion (High Magic Ritual)
N'TelQuessir - Not of the People (Non-Elves)
N'Tel'Que'Tethira - 'City Dweller'
N'Vaelahr - Shadow Soldiers'
N'Vaelahrn - Member of the Shadow Soldiers
Nyr Flash
Nyr'Iolaa Flash Arrow
Nyrrt Flashy
Nys Sister
O Parent
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148
Veluthe Beautiful
Veluthil - Beautiful of the Evening'
Veluuthra Victorious Blade
Vian - Boon (Suffix)
Vil Wolf (Eastern Lythari Dialect)
Vili Wolves (Eastern Lythari Dialect)
Viliniketu Wolves of the Ice Fields/Winterwolves
(Eastern Lythari Dialect)
Voeraen Elf Toddlers
VuorlKyshuf - A Message on Birds Wings to Silver
(High Magic Ritual)
Vyshaan - Power-Mad (Vile Elven Curseword)
Walaxyrvaan Lynx of Approaching Dusk
Wealdath Unspoiled Woods
149
Elven Names
Male Names
Abadda
Abarat
Adamar
Adorellan
Adresin
Aduce
Aelrindel
Aerendyl
Aermhar
Aesar
Aeson
Afamrail
Agis
Aglanthol
Ainsilver
Aithlin
Ajaar
Akhelbhen
Akkar
Alabyran
Albondiel
Alinar
Allain
Alok
Alosrin
Althidon
Alvanir
Amrynn
Anarallath
Andariel
Andaerean
Andrathath
Anfalen
Anlyth
Aolis
Aquilan
Araevin
Araevil
Arafel
Arandron
Aravilar
Arbane
Ardreth
Ardryll
Argus
Arkhun
Arkiem
Arl
Arlen
Arun
Ascal
Asturian
Athtar
Aubric
Aubron
Aulathar
Aulauthar
Aumanas
Aumrauth
Avourel
Baerdelcoam
Baerithryn
Belanor
Beldroth
Bellas
Belstram
Beluar
Bhyrindaar
Biafyndar
Bialaer
Braern
Brathtar
Bravel
Brindarry
Brookwine
Buttorwyr
Cameron
Chaalmyth
Chathanglas
Cheyrth
Chozzaster
Chylnoth
Cluhurach
Cluym
Cohnal
Conall
Connak
Cornaith
Corym
Cymbiir
Cystenn
Dalyor
Dakath
Dannyd
Daratrine
Darcassan
Darfin
Daried
Darthoridan
Daryngrynth
Deldrach
Delmuth
Delsaran
Dharvanum
Dhisten
Dhoelath
Divisav
Drannor
Droth
Druindar
Durlan
Durothil
Dyffros
Earynspieir
Edansyr
Edgewarden
Edicve
Edwyrd
Edyrm
Ehamond
Ehlark
Ehrendil
Eilauver
Elaethan
150
Elaith
Elandorr
Elanjar
Elashor
Elbauthin
Elbereth
Eldaernth
Eldar
Eldrin
Elnaril
Elenshaer
Elephon
Elhieardacil
Elidyr
Elion
Elkhazel
Ellisar
Elorfindar
Elorshin
Elpaerae
Eltaor
Eltargrim
Emmyth
Entrydal
Erendriel
Erglareo
Eriladar
Erlan
Erlathan
Eroan
Erolith
Erun
Eschallus
Essam (Al-Qaheran Elf)
Estelar
Ethlando
Ettrian
Eucho
Evindal
Eyrynnhv
Faahresc
Faelar
Faelyn
Faeranduil
Falael
Faoraar
Felaern
Fenian
Fflar
Fhaornik
Fhociin
Filarion
Filvendor
Filverel
Finufaranell
Flardryn
Flinar
Foxfire
Fylson
Gaeleath
Gaelin
Galaeron
Galan
Galather
Ganamede
Gantar
Garrik
Garynnon
Gervas
Ghanim (Al-Qaheran Elf)
Giilvas
Giullio
Glarald
Glorandal
Goronyyv
Grathgor
Haalaari
Hachaam
Haemir
Haladavar
Halafarin
Halamar
Haldreithen
Haleem (Al-Qaheran Elf)
Halflar
Halgondas
Halpaeril
Halueth
Halueve
Hamafil
Haryk
Hastos
Hatharal
Herianamae
Hiflanyl
Hoccar
Horalden
Horaldin
Horith
Hralien
Hubyr
Iefyr
Ievos
Ihimbraskar
Ilbryn
Illianaro
Ilimitar
Iliphar
Ilitharath
Illithor
Illitran
Ilphas
Ilrune
Ilthuryn
Ilyndrathyl
Imesfor
Inchel
Inialos
Injros
Intevar
Iolas
Iolrath
Itham
Ithraides
Ivlisar
Ivsaar
Ivran
Iymbryl
Iyrandrar
Iyriklaunavan
Jallinal
Jander
Jannalor
Jaonos
Jassin
Jhaan
Jhaartael
Jhaeros
Jharak
Jharym
151
Jhered
Jhuvik
Jonas
Jonik
Jorildyn
Josidiah
Juppar
Kahvoerm
Kalaerede
Kaminas
Katar
Katyr
Keletheryl
Kelvhan
Kendel
Kerym
Keryth
Kesefehon
Khaalindaan
Kharis
Khatar
Khidell
Khiiral
Khilseith
Khorl
Khuumal
Khyrmn
Khyssoun
Kiinyon
Kindroth
Kivessin
Kiyuigh
Klaern
Kolvar
Korrigash
Kroloth
Kuornos
Kuskyn
Kuskyn
Kwarun
Kymil
Kyrtaar
Laeroth
Lafarallin
Lamruil
Laosx
Larongar
Larrel
Lashul
Lathai
Lathlaeril
Leayonadas
Lendri
Leojym
Leren
Lhombaerth
Lhoris
Lianthorn
Llarm
Llewellenar
Llombaerth
Lorsan
Luirlan
Luthais
Luvon
Lyari
Lyklor
Lysanthir
Maasli
Maendellyn
Maeraddyth
Maeral
Maiele
Malgath
Mardeiym
Marikoth
Marlevaur
Masud (Al-Qaheran Elf)
Melandrach
Melisander
Merellien
Merith
Methild
Mhaenal
Mitilarro
Mihangyl
Miilaethorn
Miirphys
Minigan
Miroden
Mirthal
Mirthal
Mlartlar
Mlossae
Mohmafel
Molonym
Molostroi
Montagor
Morgan
Morthil
Mothrys
Mourel
Mourn
Myrddin
Myriil
Myrin
Myronthilar
Mythanthar
Naertho
Naeryndam
Nangulis
Napraeleon
Narbeth
Nardual
Natal
Ncalama
Nelaeryn
Nelaeryn
Neldor
Neldor
Nesterin
Nevarth
Nhamashal
Nieven
Nindrol
Ninthalor
Nlossae
Nopos
Norlorn
Nremyn
Nuvian
Nyaalsir
Nylian
Nym
Nyvorlas
Oacenth
Oenel
Ohmbryn
Olaurae
Olinsivver
152
Olithir
Onas
Oncith
Ondabrar
Ondroth
Onvyr
Orem
Orist
Orlpar
Orndacil
Ornthalas
Ornthalas
Ortaur
Orym
Oslarelar
Otaehryn
Otaerhyn
Othorion
Ourevel
Paeral
Paeris
Passilorris
Paulorin
Phaendar
Pharom
Phraan
Phoenix
Pirphal
Pleufan
Primul
Purtham
Pyrder
Pyrravym
Pywaln
Pyxaanthal,
Qildor
Quastarte
Quynn
Raeranthur
Raibyr
Ralikanthae
Ralnor
Rashkatar
Rathal
Raunaeril
Rauthomyr
Rauvelore
Reluraun
Reluvethel
Rennyn
Reptar
Respen
Rhaac'var
Rhalyf
Rhangyl
Rhenalyrr
Rhespen
Rhistel
Rhothomir
Rhys
Ridinlahr
Riem
Rilitar
Riluaneth
Rolim
Rotheloe
Rothilion
Ruardh
Ruehar
Ruith
Rumathil
Ruvaen
Ruven
Ruvyn
Rychell
Ryfon
Rylff
Rysodyl
Ryul
Ryvvik,
Sadalymn
Saelethil
Saevel
Sakrattars
Samblar
Sandevv
Seanchai
Seith
Selanlar
Selgauth
Seiveril
Shael
Shammath
Sharian
Sharlario
Shaundyl
Shevarash
Shonassir
Shyrrik
Sifahir
Siirist
Sileron
Silvyr
Simimar
Sinaht
Sittl
Skalanis
Sontar
Srindin
Strohm
Sudryl
Sundamar
Sylvar
Symkalr
Sythaeryn
Taanyth
Taegen
Taeglyn
Taenaran
Taeral
Taerntym
Taleisin
Talthaliel
Tammson
Tamnaeuth
Tamsin
Tanithil
Tannivh
Tannyll
Tanseril
Tanyl
Taranath
Tarathiel
Taredd
Tarosspur
Tarron
Tasar
Tassarion
Tathaln
Tehlmar
153
Teirist
Telarian
Tenyajn
Teriandyln
Tessaernil
Tethir
Thaeleven
Thalanil
Thallan
Thatoryl
Thiilthan
Thindhul
Thurdan
Thurruvyn
Tiarshus
Tkaron
Tlannatar
Tolthe
Tordynnar
Toross
Traeliorn
Travaran
Triandal
Triktappic
Tsaer
Tseth
Tsiilmas
Tyvollus
Ualair
Uevareth
Uldreiyn
Urddusk
Urrinnar
Usunaar
Uthorim
Vaalyun
Vaeril
Valaderion
Valmaxian
Vander
Vartan
Velethuil
Venali
Vesperr
Vesryn
Vesstan
Vhoadan
Vhoori
Vhoorhin
Volodar
Voron
Waernas
Winebrook
Wistari
Wylchyr
Wylym
Wyn
Wyndelleu
Wyqhael
Wyrran
Xalph
Xanotter
Xenophor
Xhalh
Xhalth
Xharlion
Xzorsh
Yalathanil
Yrmarion
Yeschant
Yhendorn
Yldar
Ylyndar
Ynloeth
Yrind
Zabbas
Zaltarish
Zandro
Zaor
Zaos
Zelphar
Zhoron
Zulae
Female Names
Aelieyeeva
Aelrue
Aelynthi
Aerilaya
Ahrendaaria
Ahrendue
Ahskahala
Ajhalanda
Alaglossa
Alais
Alarendi
Alauthshaee
Alavara
Alea
Alerathla
Allannia
Allisa
Alloralla
Allynna
Almithara
Aloevan
Alvaerele
Aluendalee
Alyndra
Amara
Amaranthae
Amkissra
Amlaruil
Amnestria
Amra
Anaharae
Anarzee
Aneirin
Anhaern
Anyllan
Ara
Araushnee
Aravae
Arcaena
Arielimnda
Arlayna
Arnarra
Artin
Ashemmi
Aubaudameira
Auluua
Aurae
Ava
Axilya
Ayaeqlarune
Azariah
Bhuraelea
Blythswana
Bonnalurie
154
Bracatha
Braerindra
Caerthynna
Calarel
Calastra
Calihye
Cauladra
Chaenath
Ceelia
Chalsarda
Chandrelle
Chasianna
Chichlandra
Chinnesstre
Chomylla
Cilivren
Ciyradyl
Claire
Coralay
Csharynn
Cwuvain
Cythara
Daenalaia
Daratrine
Darshee
Dasyra
Dathlue
Dathlue
Dathlue
Delimbiyra
Delshandra
Deobra
Deularla
Dilthari
Duilya
Eallyrl
Ecaeris
Echo
Edraele
Elanalue
Elanil
Elasha
Eldratha
Elnaril
Eletha
Ellarian
Ellifain
Eloen
Elora
Elvandaruil
Embrae
Emvorele
Enajharas
Eredhor
Erevyella
Erunyauv
Eshenesra
Essaerae
Esta
Ester
Esyae
Evindra
Fadheela (Al-Qaheran Elf)
Fairra
Falindra
Faranni
Faunalyn
Faylin
Feraih (Al-Qaheran Elf)
Ferret
Fhaertala
Fieryat
Filaurel
Filauria
Fildaerae
Fox-at-Twilight
Francessca
Gaelira
Gaerradh
Gaylia
Gemstarzah
Ghilanna
Glynnii
Gvendor
Gweyr
Gwynnestri
Gylledha
Gyltheryel
Haalija
Hacathra
Halaema
Halama
Halaema
Halanaestra
Hamalitia
Haramara
Helartha
Hhora
Hlessa
Holone
Huquethae
Hycellyn
Hycis
Iahalae
Ialantha
Ikeshia
Ildilyntra
Ilmadia
Ilyrana
Ilythyrra
Imdalace
Imizael
Imladra
Immianthe
Imra
Imramarthree
Imryll
Innovindil
Ioelena
Irhaal
Irindriaul
Isciira
Ithrythra
Itiireae
Itylra
Janesta
Jastra
Jeardra
Jhaer
Jhalass
Jhanandra
Jhaumrithe
Jhess
Jhiilsraa
Ilsevel
Ilyrana
Immianthe
Isilfarrel
Kavrala
Kaylessa
155
Keerla
Keishara
Kethryllia
Keya
Khiipaera
Kileontheal
Kaliawen
Kiril
Kyre
Kythaela
Laamtora
Laerdya
Laerune
Laurlaethee
Lauratha
Lazziar
Leilatha
Leissera
Liluth
Listle
Llamryl
Lorelei
Lydialeera
Lyraesel
Maaleshiira
Maelyrra
Maeralya
Maith
Makaela
Malruthiia
Mariona
Marissa
Martainn
Meira
Melarue
Meraera
Merethyl
Merialeth
Meriel
Merlara
Mistale
Mladris
Mnuvae
Morgwais
Moryggan
Muerlara
Mylaela
Mylaerla
Myriani
Naevys
Nakiasha
Nambra
Namyriitha
Nanalethalee
Nanthee
Nanthleene
Naumys
Nimara
Nlaea
Nuala
Nueleth
Nuovis
Nushala
Nylaathria
Ochyllyss
Oluevaera
Paeraeroyal
Phaerl
Phantyni
Phelorna
Phuingara
Phyrra
Pollae
Puorlaas
Qemba
Quamara
Raejiisa
Raerauntha
Rathiain
Renestrae
Rhiannen
Roanmara
Ruavia
Rubrae
Ryllae
Saelihn
Salihn
Saida
Sakaala
Salariel
Sana
Sarana
Sariandi
Sarya
Schimae
Seirye
Seldanna
Selussa
Sonais
Shael
Shadowmoon
Shalana
Shalantha
Shalendra
Shalheira
Shandalar
Shanyrria
Sharaera
Sharlarra
Sheedra
Sheera
Shialaevar
Shilarra
Shialaevar
Shoulree
Shyael
Shyael
Shyllisyrr
Sinnafain
Soliania
Soora
Sorenna
Sorsasta
Susklahava
Sylmae
Symrustar
Syndra
Synnorha
Syrune
Syviis
Taenya
Takari
Talaedra
Talanashta
Talila
Talindra
Tamara
Tarasynora
Taslin
Teharissa
156
Teryani
Thalaera
Thalanil
Thaola
Thasitalia
Threlya
Throleatha
Tiatha
Tiraallara
Tiriara
Tisharu
Tsarra
Turha
Tyllaetha,
Uleeya
Ulelesse
Unae
Urmicca
Uschymna
Vaervenshalice
Valindra
Varele
Vashti
Velaethaunyl
Velatha
Veluthil
Verrona
Vestele
Viansola
Winterflower
Xiiltharra
Yaereene
Yalanilue
Yalathanil
Yathlanae
Yesheln
Yghiilra
Ygrainne
Ynshael
Yrlissa
Yrneha
Yrthraethra
Ysaltry
Ysmyrlda
Ytharra
Yulmanda
Zallanora
ZBeryl
Zharilee
Zhuirentel
Zoastria
Nandor
Nelandrion
Nimieye
Nimmetar
Sarran
Sontar
Sylleth
Talianas
Tardoun
Wistari
Xanotter
Ygrainne
Elven Surnames
Aelasar
Aelorothi
Aendryr
Aerasum
Aeravansel
Aerilp
Agayous
Agrivar
Ahmaquissar
Alaenree
Alantar
Alavara
Alastrarra
Alenuath
Alerothi
Alluth
Aloevan
Aluianti
Aluviirsaan
Alydyrrin
Amalith
Amarallis
Amaratharr
Amarthen
Ammath
Amrallatha
Anuaer
Argentaamn
Argentresses
Arren
Arvaeyn
Ash
Ashenbow
Ashgrove
Audark
Auglamyr
Auglathla
Aunglor
Autumnfire
Bellas
Berethryl
Berilan
Bharaclaiev
Bhephel
Blackhelm
Boughstrong
Braegen
Briarbosk
Brightcloak
Brightsong
Brightwing
Caersaelk
Calaudra
Calauth
Camusiil
157
Cathdeiryn
Ceretlan
Chaadren
Chamaranthe
Clatharla
Colbathin
Cormyth
Coudoarluth
Craulnober
Crystalembers
Dahast
Darkeye
Dawnhorn
Dawnsong
Deirr
Dhorinshyl
Dlardrageth
Doedance
Donnathlascen
Dracoseir
Dree
Duirsar
Durothil
Duskmere
Duskmourn
Duskwalker
Duskwood
Duthjuth
Ealoeth
Echorn
Elayadar
Elassidil
Elian
Ellarian
Elond
Eluarshee
Ereuvyn
Erkowe
Erladden
Eroth
Erlshade
Estelda
Evanara
Eveningfall
Eveningshine
Everlove
Evioro
Eyriendor
Faerondaerl
Faerondarl
Falanae
Felinaun
Fellmirr
Fenmarel
Fernsong
Fflannidan
Floshin
Fynnasla
Gildenguard
Goadulphyn
Goldenleaf
Gourael
Greencloak
Greenleaves
Gwaelon
Haell
Haerlgent
Hai Sylvar
Haladar
Hawksong
Haevaul
Halavanthlarr
Hlarr
Hydryad
Hyshaanth
Iazymnal
Ibryiil
Ilbaereth
Ilbenalu
Ildacer
Ildroun
Iliathor
Iliathor
Iliathorr
Ilnatar
Imesfor
Immeril
Ipyllasc
Irian
Irithyl
Irithyl
Ithruen
Iydril
Jaglene
Kadelaryn
Kelerandri
Kelporral
Keove
Kevanarial
Korianthil
Kraok
Krissellian
Laelithar
Laralytha
Larenthanil
Larethian
Laughingwater
Leafblower
Leafbower
Leafgrace
Leafsigil
LeQuella
Lharithlyn
Lhoril
Llundlar
Loceath
Lightshiver
Maendellyn
Maerdrym
Melruth
Meirityn
M'Haaren
Miritar
Mistrivvin
Mistwinter
Mithalvarin
Mithanai
Moonbow
Moondown
Moonflower
Moonglade
Moonglamaer
Moonsnow
Moonshadow
Moonveil
Moonweather
Moridian
Morningdove
Morninglight
Morningstar
158
Mornmist
Morvaeril
Mrhulaedir
Nacnar
Naelgrath
Narlbeth
Narlbeth
Nathalan
Neirdre
Nelnueve
Never
Nhachashaal
Nhaslal
Nharimlur
Nightsong
Nightstar
Nightwing
Nihmedu
NiTessine
Nierde
Nightmeadow
Nimesin
Nlossae
Nlossae
Nolbrae
Nyamtharsar
Nyntynel
Oakstaff
Oakwood
Olortynnal
Olyrnn
Omberdawn
Ongluth
Orama
Orbryn
Ortaur
Oruenbrow
Oumryn
Peacehorn
Phenthae
Pholont
Presrae
Q'Naepp,
Rachiilstar
Raedrimn
Raryndur
Reithel
Revven
Rhaevaern
Rhothomir
Rhuidhen
Rhyllgallohyr
Rivleam
Rivvikyn
Runemaster
Rhyllgallohyr
Sarsantyr
Selakiir
Selmer
Selorn
Selsherryn
Sentherune
Shadowmantle
Shadowwater
Shaeremae
Shaethe
Shalandalan
Sharparrow
Sharrith
Shaurlanglar
Shraiee
Shyr
Sicafei
Siltral
Silverblade
Silverbow
Silverhand
Silveroak
Silverspear
Sinaran
Slenderbow
Spellstalker
Snowrunner
Soryn
Srinshee
Starnar
Starbrow
Starchild
Starglance
Starglow
Starthorn
Starwind
Starym
Stillhawk
Stilmyst
Stormhawk
Straeth
Strongbow
Suldusk
Sultaasar
Summerstars
Sundstar
Sunstar
Sunweaver
Swordstar
Sylerin
Symbaern
Talandren
Talesspur
Tamlyranth
Tanagathor
Tarnruth
Tarsap
Tarsis
Tassarion
Taurntyrith
Tellynnan
Telynna
Teshurr
Thea
Tlanbourn
Tohrthaal
Toralynnsyr
Tornglara
Torthtan
Toryvhallen
Trueshot
Tsornyl
Tyrneladhelu
Uirthur
Ulondarr
Ulongyr
Vandiir
Veverell
Vindrith
Vispasial
Vyshaan
Waeviyrn
Waelvor
Whitethistle
159
Windstar
Windwalker
Woodsong
Woodwalker
Xantrani
Yeschant
Yhendorn
Yraueme
Yridnae
Yundraer
160
An Elven Chronology
-27,000 DR
~The Fey creator race, the leShay, seeking to
undermine the power of the Dragons on mainland
Merrouroboros, open portals into the Plane of Faerie,
and trick some of the Wood Elves from Faerie into
entering them, introducing the first Elves into
Realmspace.
~Following on the heels of the Wood Elves, KaNarlist
Ilythiir travels into Realmspace using the same portals,
and brings with him an army of Dark Elves. The Dark
Elf army of KaNarlist encounters an Ooze Drake
settlement, and without hesitation or reservations, the
Dark Elves wipe out the Ooze Drakes, garnering the
attention of the other Dragon Barons in the area. It is
here that KaNarlist Ilythiir learns of Ghaunadaur, and
begins worshipping the Elder Eye, and that the Ilythiiri
Empire is founded. Construction of its capital city,
Atorrnash, begins immediately.
-25,400 DR
~Fleeing the destruction of their island homeland,
Tintageer, on the Plane of Faerie, a small group of Sun
Elves, led by Prince Durothil, and a single Moon Elf,
Sharlario Moonflower, come to Realmspace. Prince
Durothil calls their new home Faern, Elven for One
Land.
~The Red Wyrm Mahatnartorian attacks the survivors
of Tintageer. The Avariel save the leaders of the new
community, and then disappear.
-24,000 DR
~Congregating at a small tower in Faerns heartland,
known as The Gathering Place, hundreds of Moon
Elven, Sun Elven and Wood Elven SeluTaar begin
casting an Elven High Magic ritual designed to create a
glorious Elven homeland. The EverSakkatien ritual
succeeds in creating a magical Elven homelandEvermeet- but the powerful energies cannot be
controlled by the gathered SeluTaar, and consume
them. They then unleash themselves upon the entire
world, sundering the continent of Merrouroboros,
creating Faern, Kara-Tur, Maztica, Zakhara, Osse,
Anchorome and other continents. This event would
become more colloquially known as The Sundering.
~Starleaf, the center of the Circle that created
Evermeet, and the only survivor of the spells aftermath,
is greeted by avatars of Corellon Larethian and
Sehanine Moonbow, made aware of the existence of
Evermeet, and is given the Tree of Souls.
~The magical city of Atorrnash is destroyed in the
worldwide calamity, swallowed by a mighty wave, and
its leader KaNarlist disappears. A young, charismatic
Dark Elf, the nephew- many generations removed- of
KaNarlist takes the mantle of leadership of the
shattered Ilythiiri Empire. With Lolth as his secret
patroness, he begins rebuilding the empire his ancestor
had founded thousands of years ago.
-25,100 DR
~Sharlario Moonflower, and his son Cornaith, visit the
Ilythiiri capital of Atorrnash, to the south of their own
settlement.
~Prince Durothil becomes the first Elven Dragonrider,
and does combat with the Red Wyrm Mahatnartorian.
Durothil is killed, but he, in turn, slays Mahatnartorian.
-25,000 DR
~In an ancient citadel in the north, the Elves weave the
Dracorage Mythal, a planetary-wide Mythal keyed to the
appearance of the King-Killer Star in the skies of AbeirToril. 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 took massive casualties, the spell was completed.
The first Rage of the Dragons takes place, causing the
Dragon barons to lose their minds, and their dominance
on the territories they ruled.
-23,997 DR
~The Arvyvandaar Charter is signed and put into effect
by the rulers of Sharlarion. Having survived the
Sundering mostly in tact, the settlement begins
expanding into the nearby hills, forests, plains and
lowlands, due to a sudden population influx, and lack of
enemies or competitors in the area.
-24,990 DR
~A schism takes place in the government of the Elven
nation of Sharlarion, and as a result, a large number of
Sun Elves, led by the son of Prince Durothil, found their
own nation, called Occidian.
-24,450 DR
~The city of Occidian reaches its zenith, heralded as
the Elven center of art and magic. Meanwhile, the city
of Sharlarion is regarded as an unrivaled crossroad of
trade and commerce.
-23,995 DR
~Daerden Illythir successfully establishes full control of
the remnants of Ilythiir, and refounds the Dark Elven
nation.
-23,900 DR
-24,400 DR
~The fiend Haeshkarr, summoned by KaNarlist to
punish Occidian for taking the side of Sharlarion during
161
-23,600 DR
~In what is now the present day Green Fields, the
Elven nation of Shantel Othreier is founded.
~The first Moon Elven settlements within the Ardeep
are founded.
-17,000 DR
~Aquatic Elves living in and around Thearnytaar,
Eiellr, and Syrpiir begin migrating to the Inner Sea.
-23,200 DR
~In what is now the present day Shaar, and Forest of
Amtar, the Dark Elf nation of Ilythiir is refounded.
-16,800 DR
~Peace between Thearnytaar, Eiellr, and Syrpiir is
restored, but periodic border skirmishes between those
nations, and Ilythiir, continue.
-23,100 DR
~In what is now the present day Ankhwood Forest, and
Chondalwood, the Sun and Moon Elven nation of
Syrpiir is founded.
-15,300 DR
~The Elves of House Vyshaan rise to power in
Aryvandaar. Ivsaar Vyshaan becomes the Coronal of
Aryvandaar.
-22,900 DR
~In what is now present day Ardeep Forest,
Kryptgarden Forest and Dessarin valley, the Moon and
Wood Elven nation of Illefarn is founded.
-22,500 DR
~In what is now present day Shaar, and Forest of
Duskwood, the Moon Elven nation of Orishaar is
founded.
-14,700 DR
~Coronal Ivsaar Vyshaan and his advisors
diplomatically contact the leaders of Miyeritar,
concerning the peaceful annexation of Miyeritar by
Aryvandaar, citing familial connections between the two
nations. The leaders of Miyeritar turn down the offer.
-21,400 DR
~In what is now present day Thornwood Forest, the
Wood Elven nation of Thearnytaar is founded.
-13,900 DR
~Miyeritar becomes known as the center of Elven art
and magic on Faern.
-21,000 DR
~In what is now present day Winterwood, the Wood
Elven nation of Eiellr is founded.
-13,200 DR
~Having been rejected centuries before, Coronal
Ivsaar Vyshaan authorizes a proxy war between
Aryvandaar and Miyeritar, and trade interferences, raids
and skirmishes begin between the two Elven nations.
-20,000 DR
~The first border skirmish between Ilythiir and Orishaar
takes place.
-12,500 DR
~Elves from Aryvandaar discover the Hall of Mists
beneath the High Forest. At protect and guide this site,
an Arakhor is summoned. This creature, over the
millennia, would become known as the Grandfather
Tree.
-18,800 DR
~In what is now present day Misty Forest and the High
Moor, the Dark and Wood Elven nation of Miyeritar is
founded, due to political differences between them and
the Sun Elves leading Aryvandaar.
-12,000 DR
~After years of fruitless diplomacy, Coronal Ivsaar
Vyshaan has Aryvandaar attack Miyeritar, and exerts
political pressure on Shantel Othreier to ally itself with
Aryvandaar, or suffer the same fate as Miyeritar. This
begins the First Crown War.
-18,000 DR
~Some Ilythiiri houses discover the power of
Ghaunadaur, and begin worshipping the Elder Eye.
These degenerate Ilythiiri use their power to create a
temple of Ghaunadaur, known as the Citadel of Slime,
where they would make sacrifices to the dark deity, in
exchange for power.
-11,800 DR
~Aryvandaar successfully annexes Miyeritar after
waging the Coronals military campaign, though some
Miyeritari Elves continue to struggle and resist. Many
Elven nations who were neutral during the conflict
accept Miyeritari refugees, and provide them safe
haven.
-17,800 DR
~In what is now present day Tethyr, Amn, Calimshan
and Erlkazar, the Moon and Wood Elven nation of
Keltormir is founded, due to these Elves seeking to live
peaceful lives away from the political strife and conflict
of other Elven nations.
-11,743 DR
~Coryselmar, the capital of Arselmalyr in Sers, is
founded.
-17,500 DR
~The realms of Thearnytaar, Eiellr, and Syrpiir begin
peaceful diplomatic dialogue concerning unifying the
fractured realms of the Sylvan creatures and Elves of
the Satyrwood.
-11,700 DR
~Dragons set the southern expanse of Shantal Othreier
aflame, separating the soon-to-be-called Wyrmwood
from its greater body. An Elven hero, Tethir the
Dragonslayer, slays two ancient Red Wyrms on his
-17,100 DR
162
-11,600 DR
~The Ilythiiri use fire to destroy Syrpiir, separating the
region from its allies and burning the homes of its
people down all in one fell swoop.
-10,900 DR
~Conflict erupts as peace accords between Aryvandaar
and Shantel Othreier fail. This begins the Third Crown
War.
~In their quest for power and knowledge, the ruling
Vyshaan of Aryvandaar summon the fallen Solar,
Malkizid, and demand from him the knowledge of
forbidden magics. Malkizid agrees, having his own
agenda, and becomes the secret patron of the
Vyshaan.
~Having cemented enough power to assure that a
Vyshaan would always rule Aryvandaar, the Vyshaan
formally rename Aryvandaar the Vyshaantar Empire.
-11,500 DR
~Syrpiirs staunchest allies, Thearnytaar and Eiellr,
declare war on Ilythiir, citing that the reckless and
wanton destruction cause by the Dark Elves that
destroyed Syrpiir and much of the forestland in
Thearnytaar and Eiellr was unforgivable. Rather than
invade Ilythiir, the Elves of Thearnytaar and Eiellr fight
on the defensive, on their own home terrain, not
allowing the Ilythiiri to march north, towards
Aryvandaar.
~Coronal Geirildin Sethomiir summons the Balor
Wendonai, and converts to the worship of Lolth. Other
nobles, seeking to gain power as well, follow suit.
-10,750 DR
~Sun and Moon Elf clans from the Vyshaantar Empire
flee the nation, disapproving of the warmonger policies
of the House Vyshaan. They are joined by Sun and
Moon Elves seeking to escape other nearby, war torn
realms, and found the nation of Ilodhar, along the
western shores of the present day Lake of Miir.
-11,450 DR
~Thearnytaar and Eiellr, with minimal backing from
Shantel Othreier and Keltormir, put together a small
army of the best soldiers and wizards of the realms.
This group penetrates Ilythiir, seeking to overthrow her
leadership before she can threaten another Elven realm
again. They are unsuccessful, however, as the corrupt
magics of the Dark Elves, granted by Lolth and
Wendonai, overpower the small army. Having lost
about half of their original number, the group retreats
back to Eiellr. This covert action becomes known as
the Sable Wars.
-10,700 DR
~The Gods Theater, located in the present day
Tunlands, located in eastern Shantel Othreier, is the
site for one of the largest and costliest battles of the
Crown Wars. As the armies of Shantel Othreier and the
Vyshaan Empire did battle, an Orc horde of 100,000
strong spilled forth from the mountains, attacking both
nations blindly. Nearly 70,000 Elven soldiers, from both
sides of the original conflict, perished. The forces of the
Vyshaantar Empire won the battle, and moved in to
occupy northern Shantel Othrier.
-11,400 DR
~Ilythiir replies to the Sable Wars by once again using
fire to destroy an Elven realm. Their target this time is
Eiellr. Like Syrpiir, the fires both destroy the Elves
living in the nation, as well as isolate it from allies who
would help. The Ilythiiri are aided by treacherous Wood
Elves, who believe that appeasing the Ilythiiri is their
own best way for survival.
~The continuing influx of Sea Elves to the Inner Sea
sparks off conflicts between the Elves and Merfolk and
Sahuagin.
-10,600 DR
~Coronal Ynoleth, leader of Shantel Othreier, dies
under mysterious circumstances. The Vyshaanti,
threatening further force, bully the new Coronal of the
embattled nation into signing an armistice and
peacefully joining into the Vyshaantar Empire. With
this armistice, the Third Crown War comes to an official
close. Ardeep, a vassal realm of Shantal Othreier,
continues to resist the Vyshaanti, and claims itself the
heir of Shantal Othreier.
-11,300 DR
~The First Crown War formally ends, as all of Miyeritar
is conquered by Aryvandaar, and all Miyeritari
resistance ends.
-11,200 DR
~ Thearnytaar falls to the unrepentant Dark Elves of
Ilythiir, who use enslaved monsters and Undead
aberrations to occupy the thorn and bramble choked
woods, as well as to deal with the local population.
Ilythiir now directly skirmishes with Keltormir, along her
eastern and southern borders. This concludes the
Second Crown War.
-10,500 DR
~Vyshaanti assassins secretly begin assassinating
various SeluTaar in Miyeritar, performing the deeds to
appear as random, natural events, unrelated to each
other.
~A Circle of Vyshaanri SeluTaar summon the Killing
Storm over Miyeritar, turning the once proud forests into
a blasted, poisonous wasteland. The cloud of death
hangs over the nation for months, producing cloying
163
-10,460 DR
~The Vyshaanti assassinate two of Ardeeps rulersIlitharath, and his grandson, Tarosspur- and bring the
Elven nation under their dominion.
-10,450 DR
~The destruction of Miyeritar enrages the Ilythiiri, who
rightfully blame the Vyshaantar Empire. In response to
the powerful High Magic that annihilated Miyeritar, the
Ilythiiri use some of their own forbidden spells, taught to
them by Wendonai, Lolth, Ghaunadaur, and the other
fell powers the Ilythiiri had been consorting with.
Shantel Othrier, under the dominion of the Vyshaanti, is
Ilythiirs closest target, and the Elven nation becomes
their next victim. Displaying their fell powers, Ilythiir
called stones from the sky, and caused the earth to boil
and the trees to scream, in a show of magical force that
made the actions of the Vyshaanti seem tame in
comparison. This begins the Fourth Crown War.
-10,400 DR
~Acting on the command of Wendonai, House
Sethomiir leaves Ilythiir, and travels by magic to
Riidath, which is the present day Rawlinswood and
Lethyr Forest, appointing Clan Hune as the stewards of
Ilythiir in their absence. One in eastern Faern, the
Sethomiir construct an underground fortress, known as
Narathmault the Dark Pit, at the site of present day
Dun-Tharos.
-9900 DR
~Fearing that the powerful priests and SeluTaar in
Illefarn, the Vyshaanti begin a covert persecution and
assassination program, intended to weaken both of
these groups. The Vyshaanti then annex both Illefarn
and its colony in the Llewyrrwood, in present day
Neverwinter Wood. Those Elves seeking to escape
being ruled over by the Vyshaanti migrate to the
remnants of Shantal Othrier. A large group of Elves
from the Llewyrrwood, led by their queen, Synnoria, flee
to the Moonshae Isles.
-10,300 DR
~With the Vyshaanti Empire opposing them on one
border, and Ilythiir opposing them on the other, the
Elves of Keltormir strategically withdraw to Highlands
Edge, holding their lines there.
-9872 DR
~Garrison towers are built all across the Sharksteeth
Mountains, with the help of Vodos the Great Builder.
These garrison towers allow the Sea Elves, Merfolk and
Locathath to more effectively fight against the
increasingly violent Sahuagin raids.
-10,270 DR
~With the withdrawal of Keltormir to strengthen and
fortify her holdings at Highlands Edge, the armies of
the Vyshaantar Empire and of Ilythiir have nothing
buffering them. They soon close rank, and engage each
other for the first time in the Stone Giant-infested
mountains and the Wemic-claimed plains of unoccupied
Keltormir. Because of the presence of the Stone Giants
and the Wemics, these battles are known as the Stone
and Claw Campaigns.
-9845 DR
~Construction begins on the Sharkbane Wall, to unite
existing garrison towers to protect against Sahuagin
raids, by the clergy of Deep Sashelas, Trishina and
Eadro.
-9839 DR
~The First Sers War begins when the young Sea
Elves ally themselves with the Merfolk against the
Sahuagin.
-10,110 DR
~Ilythiiri Magi charm Dragons, Elementals, and other
entities, and assault Shantal Othrier, engulfing the
nation in flames that would burn for fifty years,
destroying what little was left of Shantal Othrier.
~In response for this most recent show of destruction,
coupled with the fell powers the Ilythiiri now openly
wielded, and the continued and blatant harm to Faern
that the they were causing, over one thousand priests
-9833 DR
~The alliance between Sea Elves and Merfolk destroys
the Sahuagin kingdom in the Trench of Lopol, also
known as Sekolahs Trench, ending the First Sers
War.
164
-9,800 DR
~Seeking to escape the destruction caused by the
Crown Wars, numerous groups of Elves, primarily
Wood Elves, immigrate to the east, and setting in the
Yuirwood.
~The Vyshaanti begin the colonization of Evermeet,
spearheaded by Rolim Durothil and Ava Moonflower.
~The leShay of Sarifal open their kingdom to the Elven
refugees from the Llewyrrwood who had traveled to the
Moonshae Isles, led by their queen, Synnoria. These
Elves found their own kingdom in the mountains, which
they name after their queen.
-9,750 DR
~The Riidath, which is now present day Rawlinswood
and the Forest of Lethyr, is settled by Moon Elves and
Sun Elves formerly of Shantal Othrier, fleeing the
oppressive policies being put in place by the Vyshaanti.
This realm becomes known as Lethyr. The Elves of
Lethyr accidentally stumble upon Narathmault and the
horrors contained within. They resolve to clear the
forest, and protect all other TelQuessir and
NTelQuessir from the foul legacies of the Ilythiiri. It is
here that the Olin Gisiae is founded.
-8,600 DR
~The Elven settlement of Evereska is founded in secret
by the surviving clans of Eiellr, Miyeritar, and Orishaar.
-8,500 DR
~Keltormir dissolves into three separate forests, all with
their own separate governances, due to the great fires
that ravaged the nation centuries before. This,
effectively, ends the Elven nation.
~Aelinthaldaar, which becomes the capital city of
Illefarn, is founded on the city that would later become
Waterdeep.
-9,600 DR
~The first Drow civilization in the Underdark is founded.
In southern Faern, two cities- Telantiwar and
Guallidurth- spring up.
~The Drow of the Underdark begin harassing the
Vyshaanti Elves, and as a result, the Vyshaanti give up
their immediate aspirations of annexing Keltormir.
-9,200 DR
~After nearly a millennium of debate, the Elves of the
Elven Court judge the Elves of House Vyshaan, the
ruling elite to the Vyshaantar Empire, to be the root
cause of most of the strife and suffering of the Crown
Wars. The Elven Court issues the First Proclamation,
and condemns the Vyshaanti, but not all of Aryvandaar.
The Vyshaanti were to be stripped of their ruler ship
and their nobility, and their lives declared forfeit for
crimes against Elvenkind. Spies planted in the Elven
Court by the Vyshaanti alerted Giilvas Vyshaan of the
Elven Courts First Proclamation, allowing the Coronal
to marshal the forces loyal to him and his family, thus
causing the Fifth Crown War. At the behest of Malkizid,
Coronal Giivas ordered all those who would not join the
army against the Elven Court to be killed. This only
bolstered those who stood in opposition of the
Vyshaanti, a group that included priests, priestess,
SeluTaar, and Elves of various families from various
Elven realms, including the Vyshaantar Empire itself.
As the tide of battle turns against House Vyshaan,
Malkizid abandons the Sun Elves to their own fate,
returning to the Nine Hells.
-8,400 DR
~A group of Sun Elves, believing that enough time had
passed for the High Forest to heal itself from the
ravages of the Crown Wars, return to the northern
forest and found the realm of Siluvanede in its
northwestern reaches.
~This year marks the end of the first Rysar of Rystall
Wood.
~The realm of Jhyrennstar is founded, and with the
crowning of its Coronal, the first Rysar of Jhyrennstar
begins.
-8,298 DR
~The Second Ses War begins when the Aquatic Elven
nation uses Locathah forces to rally their enemies
enslaved Locathah forces against them, as well as
Merfolk and other enslaved aquatic races.
-8,282 DR
~The Second Ses War ends with the destruction of
the Kua-Toa Consortiums built along the Plains of
Duna, rendering Kua-Toa nearly extinct in the area.
-8,200 DR
~The realm of Uvaeren is founded, and with the
crowning of its Coronal, the first Rysar of Uvaeren
begins.
-9,000 DR
~The Fifth Crown War ends with the utter defeat of
House Vyshaan, and the dissolution of Aryvandaar.
Much of the High Forest, where Aryvandaar once
spread her majesty, is purposely left abandoned, so
that the deities might restore the area to the opulent
peace and beauty that the Elves, long ago, had found it
in. This leaves Keltormir and Illefarn as the sole
remaining Elven nations of the era. Most Elves living in
areas that are being given back to nature resettle to the
Elven Court, Keltormir, or Illefarn. Others strike out and
seek to settle new realms elsewhere, a time known as
the Wandering Years.
-8,210 DR
~Many of the Non-Sun Elf clans of Ilodhar abandon the
realm, due to constant harassment from Orcs and
Ogres in the area. Most travel north to Rystall Wood,
while others travel east, to western Arcorar.
-8,170 DR
~The Drow of Guallidurth take advantage of the civil
war going on in the Dwarven caverns of Alatorin, and
165
-8,150 DR
~The First Spider War ends as the Drow of Guallidurth
capture the Dwarven settlement of Brightaxe Hall, and
topple the kingdom of Alatorin.
-6,950 DR
~The first Star Elves come to the Yuirwood.
-6,900 DR
th
~Coronal Kiyuigh dies in his 100 venture into the
mountains to hunt Uvaerens enemies. Uvaerens fourth
rysar begins when Coronal Eltaor becomes the fourth
coronal of Uvaeren.
-8,145 DR
~In what becomes known as the Second Spider War,
the eight reigning kings of Shanatar unite, and turn their
combined armies on the Drow inhabiting Brightaxe Hall.
-8,137 DR
~The Second Spider War ends when the Drow
inhabiting Brightaxe Hall are ousted from the Dwarven
cavern. They return to Guallidurth.
-6,800 DR
~The Third Rysar of Rystall Wood end, and the realms
fourth rysar begins when Naevys Caersaelk, the
realms first female Coronal, is crowned.
-8,130 DR
~Yrlaancel, the City of Peace, is built within Rystall
Wood.
-6,676 DR
~The Golden Era of Arsekmalyr begins with the end of
the Koalinth boarder wars against the Sea Elven cities
of the Hmur Plateau and the Selmal Basin, and a peace
accord with the Marid States.
-8,000 DR
~The settlement of Semberholme is founded, to act as
a safe haven in times of crisis and war, for Elven
women, children, and elders, regardless of their
subrace or national allegiance.
-6,600 DR
~The Wood and Star Elven realm of Yuireshanyaar, in
the Yuirwood, is formally founded.
-7,950 DR
~The Elves of Darthiir, Tethir and Shantel Othrier begin
trade with the Dwarves of Shanatar.
-6,500 DR
~Coronal Hoccar dies, ending the Second Rysar of
Jhyrennstar. The third rysar of the realms begins with
his niece, the Coronal Haalija, being crowned.
~Elf refugees from Syrpiir found the realm of
Nikerymath, in the Chondalwood, beginning with the
mystical city of Rucien Xan.
-7,700 DR
~The second Rysar of Uvaeren begins.
~Rogue Marids from the Calim Empire enter Selmalyr
and start a war with the Aquatic Elves. Within a year,
the new Marid States are settled, located deep beneath
the Hmur Plateau.
-6,400 DR
~Elves meet the Dwarves of Sarphil on the battlefields
of the Vast, and forge a tenuous alliance, since the
Elves saved the Dwarves from death at the hand of an
Orc horde.
-7,690 DR
~The powerful Djinni general Calim negotiates with the
Elves of the area, and claims the lands south of the
River Agis, and east of the western slopes of the
present day Alimir Mountains. The Djinn is careful not
to evoke the wrath of the native Elves during these
negotiations.
-6,300 DR
~Coronal Eltaor of Uvaeren dies of natural causes.
~Uvaerens fifth rysar begins. Coronal Intevar becomes
the fifth Coronal of Uvaeren.
-7,600 DR
~The Elven realm of Sharrven is founded by Elves
seeking to escape the overpopulation in Evereska, and
the elitism building in Siluvanede, in the southern
reaches of the High Forest.
~The Drow empire of Telantiwar falls, as the great
cavern of Bhaerynden collapses during a magical civil
war among the Drow. The surviving Drow flee,
spreading north, east, south and west, establishing new
domains
~The Drow city of Llurth Dreir is founded by fleeing
survivors of fallen Telantiwar.
~The Second Rysar of Jhyrennstar begins when
Hoccar is crowned Coronal.
-6,200 DR
~The Fourth Rysar of Rystall Wood ends. The Fifth
Rysar of Rystall Wood begins under Coronal Esyae,
daughter of Naevys.
-6,150 DR
~The Third Spider War begins when the Drow of
Guallidurth once again attack the caverns of Alatorin.
-6,120 DR
~The Third Spider War ends with a Drow victory. The
Drow of Guallidurth successfully drive out the Dwarves
from the caverns of Alatorin, and claim them for their
own. The Dwarves, however, manage to take the
Wyrmskull Throne with them when fleeing.
-7,500 DR
~Rystall Woods second rysar ends, and the Third
Rysar of Rystall Wood begins as its third Coronal is
appointed.
-6,100 DR
~The power of Elven High Magic forcibly disembodies
Calim and Memnon, and binds their elemental
essences to the sky and earth, respectively, and their
physical forms, as well as 100 of their Genie servants,
are bound to the Calimemnon Crystal, a magical
-7,400 DR
~Uvaerens third rysar begins. Coronal Kiyuigh
becomes the third coronal of Uvaeren.
166
-6,000 DR
~The Fourth Rysar of Jhyrennstar begins.
~Elves from Evereska stumble upon the tomb of
Hssthak, a Sarrukh Mummy. Recognizing the threat
that this Undead creature poses, a half-dozen Elves
volunteer to become Mummies themselves, so that they
can guard the tomb for all of eternity, and prevent
Hssthak from waking.
-4,835 DR
~The avatar of Ghaunadaur, a great slug, hunts and
destroys the Lolthites of Llurth Dreir. The Webfire Wars
end with a victory for the Church of Ghaunadaur.
-5,660 DR
~Intevars Librarium, as well as a few other libraries in
Uvaeren, are attacked by greedy Elven wizards seeking
the secrets of Elven High Magic.
~Coronal Intevar succumbs to the wounds inflicted by a
poisoned arrow fired by intruders in Intevars Librarium.
~Uvaerens sixth rysar begins. Coronal Mnuvae, the
former coronals apprentice and wife, becomes the sixth
coronal of Uvaeren.
-4,800 DR
~The Dlardrageths subvert several powerful Sun Elven
Houses in Siluvanede, and encourage Demon and Elf
crossbreeding, resulting in the birth of the Feyri. The
Feyri conceal their heritage, and come to wield great
political power in the Elven nation.
-4,700 DR
~Nobles from Sharrven, who seek to restrict the
political power of certain ambitious Siluvanedenn, found
the kingdom of Eaerlann among the ruins of
Aryvandaar.
-5,590
~Coronal Esyae dies when High Magic that she was
the Circle Center of goes wrong, ending the Fifth Rysar
of Rystall Wood. Her younger brother, Mhaenal,
becomes the Coronal, and thus begins the sixth rysar of
the Elven realm.
-4,550 DR
~The tree city of Teuvaemanthaar is founded on the
present day site of Talltrees, and is named the capital
city of Eaerlann.
-5,300 DR
~The Elves of Siluvanede erect a Mythal over the city of
Adofhaerande, and the city is renamed Myth Adofhaer.
-4,500 DR
~SeluTaar from Arcorar track House Dlardrageth to a
secret lair beneath the city of Ascals Horn. With the aid
of Eaerlanni forces, they slay several of the
Dlardrageths. Other Siluvanedenn Houses under the
influence of House Dlardrageth retaliate, beginning the
Seven Citadels War. Sarya Dlardrageth, patroness of
the house, and her sons are captured, but the
Siluvanedenn led by the Feyri continue to fight on. To
many, these skirmishes mark what they call the Sixth
Crown War.
-5,112 DR
~The Webfire Wars in the city of Llurth Dreir, fought
between the Church of Lolth and the Church of
Ghaunadaur, begin.
-5,000 DR
~A falling star destroys most of Uvaeren, cleaving a
100 mile long, 30 mile long gap in Cormanthors
treeline. The massive fires that follow, known as The
Twelve Nights of Fire, kill most of Uvaerens remaining
population. Those few Uvaeranni that do survive flee to
Arcorar.
~Rystall Wood becomes a separate forest and realm
after The Twelve Nights of Fire clear away the
mountains, hills, and trees that attached it to Arcorar.
Although it is now an independent forest, its Coronal
still convenes with the leaders of the Elven Court, and
other Elven realms in the High Forest.
~Survivors from House Dlardrageth flee from Arcorar to
Siluvanede.
-4,440 DR
~Eaerlann presses into Siluvanede . The Siluvanedenn
open several caches of ancient magic and weapons
from Aryvandaar, and equip their soldiers and wizards
with weapons and spells of Vyshaanti origin. This draws
the realm of Sharrven into the Seven Citadels War, as
the Elves will not stand the Elves of Siuvanede dabbling
in such magic, and reopening the scars of the past.
-4,400 DR
~Drow and Duergar attack and destroy Elven Court and
the realm of Sarphil, beginning at the start of the year
on Midwinter Night. Within days, the Elven Court is in
ruins and Sarphil is occupied by the Drow and Duergar.
This event, which would become known as The Dark
Court Slaughter, claims the lives of many clan leaders
of the Elven Court and both of the Coronals of Rystall
Wood and Jhyrennstar. An archer-guard, Shevarash,
sends an anger-tinted prayer to Corellon Larethian, and
vows to become the Seldarines hand against the Drow,
to extract revenge for the loss of his friends and family,
and to never smile again, until Lolth and all of her
followers were killed.
-4,973 DR
~The Drow realm of Sshamath, the City of Dark
Weavings, is founded deep beneath the Dark Hills.
-4,970 DR
~Coronal Mhaenal of Rystall Wood is killed when
deadly monsters are summoned into his bedchambers.
The Sixth Rysar of Rystall Wood ends, and
investigations into who summoned the creatures
begins.
-4,900 DR
167
-4,300 DR
~The Seven Citadels' War ends when Eaerlann forcibly
annexes Siluvanede. Upon discovering the deceit and
depravity of the Fey'ri, untainted Siluvanedenn
SeluTaar place the city of Myth Adofhaer in magical
stasis, effectively fleeing to escape association with the
Fey'ri houses. Most of the surviving Fey'ri warriors are
imprisoned in Nar Kerymhoarth, the Nameless
Dungeon, but some avoid capture and eventually
spawn long-lived houses of Daemonfey that
successfully conceal their true nature.
-3,655 DR
~Orcs pour forth from the Spine of the World
mountains, but the Elves of Illefarn and Eaerlann turn
them back with the help of the fledgling Netherese
Empire and the Rengarth barbarians.
-3,605 DR
~Orcs pour forth from the Spine of the World once
more, but again, the Elves of Illefarn and Eaerlann turn
them aside, with the help of the Netherese Empire.
-4,200 DR
~The impressionable Coronal Enajharas isolates
Rystall Wood from all dealings with Arcorar, as nobles
within her court whisper of conspiracies against
Jhyrennstar.
-3,533 DR
~The Netherese discover the Nether Scrolls while
exploring ruins attributed to Aryvandaar. The Netherese
abandon their Eaerlanni tutors in favor of the scrolls
power.
-4,070 DR
~Shevarash the Black Archer is killed while hunting
Drow, but undergoes apotheosis to become the Night
Hunter and Arrow Bringer. Now a member of the
Seldarine, Shevarash hunts Lolth and Vhaerun directly,
but he no longer considers Eilistraee and her
worshipers to be among his prey.
-3,520 DR
~The Elves of the north begin helping Gnomes escape
from their Netherese masters, and help them flee to
southern and eastern Faern.
-3,400 DR
~The Ninth Rysar of Rystall Wood begins.
-4,000 DR
~Coronal Oacenth of Jhyrennstar falls ill, leading to the
forging of the three Elfblades and the Ruling Trials.
Upon his death, Kahvoerm Irithyl is chosen by the
Rulers Blade and the Ruling Trials, to be the Coronal of
a unified nation consisting of Semberholme,
Jhyrennstar and the Elven Court, known as
Cormanthyr.
~Imaskari artificers are common in the court of the
leShay kingdom of Sarifal, as the two nations strike
some sort of alliance.
-3,090 DR
~The Elves of Cormanthyr steal one set of the Nether
Scrolls and hide it away in the depths of Windsong
Tower, in the form of the Quess'ar'Teranthvar.
-3,002 DR
~Nantar, a small town on the slopes of the Hmur
Plateau, and long center of the Dukar culture, becomes
Myth Nantar when Sea Elven SeluTaar raise a Mythal
over the city. This sparks cultural growth in the city.
-3,000 DR
~A quick, bloody civil war leaves all if the Lolth
worshipping matriarchs in Sshamath dead, and the
male Wizards in control of the city.
-3,983 DR
~The city of Cormanthor is founded with the
summoning of the Rule Tower.
-3,917 DR
~The city of Menzoberranzan is founded by
Menzoberra the Kinless.
-3,845 DR
~Eaerlanni Elves begin discreetly observing the
fledgling nation of Netheril.
-2,900 DR
~The incredibly ancient Coronal Kahvoerm dies, upon
placing his SeluKiir upon the hilt of the Rulers Blade.
His fourth son attempts to take his place, but the
RulersBlade rejects him and destroys the greedy Elf in
a burst of green flames. Sakrattars Irithyl, the youngest
of the Coronals great-grandsons, takes up the blade
and is proclaimed Coronal by ancient blade-rite, as was
Kahvoerm. This begins the Second Rysar of
Cormanthyr.
~The Drow city of Karsoluthiyl is founded by House
Karsoluthul. The city is located west of Baldurs Gate,
underneath the Sea of Swords.
-3,843 DR
~The Drow city of Ched Nasad is founded by House
Nasadra, formerly of Menzoberranzan. An avatar of
Lolth leads House Nasadra, exiles from
Menzoberranzan, to the site and weaved the calficied
-2,770 DR
~In an event that is known as the Slaughter of
Sharrven, the Elf realm fragments and falls due to an
explosion in the monster population in the area.
Secretly, the Feyri of Siluvenede engineered the
-3,864 DR
~A terrible battle between House Nasadra and House
Ssril leads to the exile of House Nasadra from
Menzoberranzan, and the rise of House Baenre as the
preeminent and dominant House of the city, and the
death of Menzoberra the Kinless.
168
-2,600 DR
~The Drow in the region begin work on the Twisted
Tower, in present-day Shadowdale.
-1,674 DR
~The Menrynth Dynasty of Arselmalyr rises to power in
Sers under the warrior Essyl Menrynth, the nephew of
the ailing Coronal Tanrah Eshalniith.
-2,549 DR
~Despite repeated attacks by the Elves of Cormanthyr
and the local Humans of the area, the Drow complete
construction of the Twisted Tower and build up their
presence in the area.
-1,660 DR
~During the Battle of the Three Seaflames, allied
mages of Sers, including Aquatic Elven SeluTaar and
Dukar, destroy the three Deep Netherese enclaves.
The explosions from these three enclaves being
destroyed creates Saerloon Bay and Selgaunt Bay.
-2,465 DR
~The Elves of Lethyr use Elven High Magic to stop the
spread of the Great Glacier southward and to regulate
the temperatures of the area, preserving their forest
home and surrounding environs.
-1,588 DR
~Attempts to raise a Mythal over the Sea Elf capital of
Coryselmal fail. Feeling betrayed by the Seldarine,
Coronal Essyl of Aryselmalyr succumbs to the whispers
of Dagon, and begins quietly slipping into madness.
-2,439 DR
~Drow inflict the greatest damage upon the forests
since the Twelve Nights of Fire by setting the southern
Rystall Wood aflame with a swarm of spiders made
from arcane fire. Because of a long, dry summer, the
woods burn easily. This clears nearly 100 miles of
forest south of the River Tesh, and severs the
southernmost part of the woods around and to the west
of the Twisted Tower from the greater Rystall Wood
and widens the cleared lands between them and
Cormanthor. This event is known as the Spiderfires.
-1,539 DR
~Lashing out against minor Koalinth and Scrag raids to
the north, Coronal Essyl of Aryselmalyr begins the Third
Sers War when the Koalinth and Scrag unite against
their common foe and fight back.
-1,537
~The Merrow Kingdom of PKarnis falls to the Sea
Elves of Aryselmalyr.
-2,200 DR
~The Tenth Rysar of Rystall Wood begins. Two Elves,
forbidden lovers long kept apart by their feuding noble
families, secretly ask the Coronal for aid. He helps them
stage their "deaths" and the two are transformed
together to become the first Baelnorn sworn to the
Coronal and Cormanthor, rather than to a particular
House. Forever apart in life, the Guardian Paramours
become the most faithful defenders of the grounds of
Castle Cormanthor.
-1,535 DR
~Yrlaphon established among the eastern woods
across the River Lis.
~The Merfolk of Thalorlyn rebel against the oppressive
violence of Coronal Essyl. The Coronal co-opts the
rebellion by supporting Kyron the Mad, a Merfolk traitor
who has also succumbed to the whispers of Dagon.
Kyron rises to a position of power and leadership
among the Merfolk, all while secretly passing military
secrets to agents of the Coronal.
-2,000 DR
~Malar unleashes "The Beast" to stalk the Moonshae
Islands. The Elves of Synnoria unite with the Dwarves
and the children of the Earthmother to confront it. For
many decades, war wracks the Moonshae Isles, but the
creature and its minions are eventually driven off.
-1,533 DR
~Thalorlyn is established as the first independent
kingdom of Hmur. The Merfolk claim Myth Nantar as
their own.
-1,950 DR
~Fighting a Drow incursion into the western woods,
Coronal Sakrattars of Cormanthyr sacrifices himself
using a Blood Dragon spell and destroy the large
outpost Drow occupying the last ruins of Uvaeren and
the Twisted Tower, though not the tower itself. The
Coronals chosen blade-heir receives and draws the
Rulers Blade without incident, and Sinaht Irithyl is the
third Coronal of Cormanthyr, beginning the realms third
rysar.
-1,531 DR
~Nearly 30% of all of the Merfolk of Sers are killed
when Aryselmalyr viciously puts down the rebellion at
Thalorlyn.
-1,530 DR
~Coronal Essyl dispatches an expedition into the
depths of the Trench of Lopok. They return in the
company of a trio of Dagon-serving Fiendish Krakens,
bearing a newly forged artifact known as The Eye of
Dagon. Essyl gives this artifact to Kyron, to ensure his
loyalty. With the aid of their allies, the mad kinds seize
even more power in Sers.
~The emir of Calashite-ruled Tethyr engages in open
warfare with the Elves of the Forest of Tethir. This
conflict becomes known as the Frontier Wars.
-1,720 DR
~The Netherese begin peaceful negotiations with
Sers, and construct crystal-domed underwater
colonies to further negotiations with the nation of
aquatic creatures.
169
-1,527 DR
~The fifth Dukar Order of Nantari, who vowed
allegiance to Aryselmalry, goes to war against the other
Dukar Orders, sparking the First Dukars War.
-1,219 DR
~Coronal Vaeqiis of Sers dies, and her warrior son,
Merath, succeeds her, becoming the next Coronal.
-1,525 DR
~The Hordge of the Bllodtide, composed of Merrow and
Koalinth, are defeated by King Kyron of Thalorlyn. The
rebel Republic of Tivaan rises among the Merfolk to
unite the Hmur Plateau against Aryselmalrys mad ruler,
once spies reveal that Coronal Essyl and King Kyron
have allied themselves with Kraken, to augment and
supplement their power.
-1,200 DR
~Netherese Arcanists summon three powerful
Nyclaloths in the service of Malkizid, the Banded King,
known as the KhovAnilessa, supposedly as a way for
the Netherese to test the magical might of Cormanthyr,
in preparation for a great battle between the two
nations. After three months of Aulmpiter, Gaulguth and
Malimshaer raiding and pillaging, the KhovAnilessa are
stopped. After a climactic battle in the streets of
Cormanthor, Coronal Miirphys, various SeluTaar, and a
number of priests and priestess use Elven High Magic
to imprison the trio.
-1,524 DR
~Kyron and his loyalists are deposed of, and exiled
from the Hmur Plateau.
-1,523 DR
~The First Dukars War ends with the destruction of the
House of the Nantari Order of Dukar in Myth Nantar.
This loss sets back Coronal Essyl greatly.
-1,100 DR
~The last great wyrm of the Wyrmwood, a part of
Shantel Othrier, falls to Elven hands, and the kingdom
becomes known as Arundath, the Quiet Wood.
~Coronal Syglaeth Audark of Illefarn, commands a
retreat to Evermeet. The remnants of Illefarn splinter
into independent realms in Ardeep, Iliyanbruen and
Rilithar. Aelinthaldaar, the capital city of Illefarn, is
razed by Elven High Magic, cast by SeluTaar from
Illefarn, by the orders of the Coronal. Nothing is left to
indicate that an Elf city had once stood on the site for
thousands of years, except for some lingering magics in
the air and soil.
-1,502 DR
~The Third Sers War ends when the mad Coronal
Essyl is killed, at the hands of his brother, Grand Dukar
Jholar of the Jhimari Order. Jholar abdicates the
Coronals throne in favor of his younger sister, Vaeqiis.
-1,400 DR
~The Eleventh Rysar of Rystall Wood begins when
Faahresc is made Coronal. Faahresc is aggressively
anti-Drow, and leads the people of Rystall Wood on
numerous raids into the Underdark, and to the Twisted
Tower, to the south.
-1,094 DR
~Coronal Merath of Sers is killed fighting Sahuagin
raiders, and his Wizard son, Lynsal, becomes the next
Coronal.
-1,354 DR
~The combined armies of Rystall Wood and
Cormanthyr infiltrate and route the majority of the Drow
around and under Rystall Wood, the ruins of Uvaeren,
and the Old Skull, the granite crag within the hills of the
clearings among the three forests. The remaining Drow
flee to the Twisted Tower, in which the Elven forces
cannot penetrate. The excursion is considered only a
partial success.
-1,076 DR
~The Orcgate Wars begin, causing Yuireshanyaar to
actively patrol her borders and repel Orc bands.
-1,069 DR
~The Orcgate Wars end, and the leaders of
Yuireshanyaar begin discussing how to best protect
their nation, and decide that the entire nation will leave
Faern, for the Sildyuir, an extraplanar refuge.
-1,338 DR
~The Fourth Rysar of Cormanthyr begins when
Miirphys Irithyl, a priest of Sehanine Moonbow, draws
the Rulers Blade. Unlike the Coronals before him,
Coronal Miirphys prefers the bow to the blade, and is
seen with a bow more often than with the sword of the
Coronal.
-1,020 DR
~After decades of skirmishing with the Nars, the Elves
of Lethyr abandon their holdings in the northern
woodlands of the Riidath, and move to more defensible
positions to the south.
-1,300 DR
~The Frontier Wars between the emir of Tethyr and the
Elves of Tethir ends in a draw. The Calashites loot the
Elven dead, and construct facsimiles of Elven bows that
they begin arming their soldiers with after this conflict.
-900 DR
~SeluTaar from Yuireshanyaar begin constructing the
magical stone menhir system in the Yuirwood that
would create the Sildyuir.
-819 DR
~A Dukar allegedly assassinates Coronal Lynsal, and
his paranoid daughter, Vaequiis II, begins sanctions
against the Dukar Orders of Myth Nantar, and all
wizards throughout the Sea of Fallen Stars.
-1,293 DR
~Coronal Miirphys aids in the conjuring of the Crescent
Court, the grand temple of Sehanine Moonbow in
Cormanthyr.
-1,250 DR
~Yuireshanyaar and Unther formally come to blows
when, after months of stalled negotiations, Unther lands
warships on the southern coasts of the Wizards
-800 DR
~The Twelfth Rysar of Rystall Wood begins.
170
-791 DR
~The Fifth Rysar of Cormanthyr begins when Tannivh
Irythil becomes the Coronal of the realm.
-790 DR
~Drow raiders attack Calimshan, and other surface
nations in Southern Faern, starting the Night Wars.
-788 DR
~Coronal Vaequiss II, also known as Vaequiis the Dark,
begins the Fifth Sers War when she mobilizes her
troops to march against the Shalarin kingdom of
EsKrin, following the Second Shalarin Passing a year
before. This causes neutral nations on the Hmur
Plateau to ally with the besieged EsKrin, against
Vaequiis.
-780 DR
~In desperation, Vaequiis allies herself with a pair of
Krakens- Borapalys and Rylurkarth- from the Trench of
Lopok, in order to shatter the Four Arcana of Humbar.
-664 DR
~The Drow nearly destroy the entire town of Keltar, in
Calimshan, during a raid that escalated into a 37-hour
battle. During their initial raid, the army of Calimport
arrived, which leads to the escalation of the conflict.
Eventually the army of Calimshan eventually routes the
Drow, and rescues the city, more than 3,000 Keltams
are never seen again, having either been killed or
brought back to the Underdark as slaves by the Drow.
-777 DR
~The Fifth Sers War ends when Coronal Vaequiis the
Dark and her Kraken allies are slain, but not before the
destruction of EsKrin, the Arcana of Humbar.
Aryselmalyrs new ruler, who is approved by the four
Grand Dukar, as well as Aquatic Elven nobility, is
Pravis Orlson, who restores peace missed for over six
centuries. Kayas the Krakenscourge passes into the
possession of the Orlson Dynasty.
-750 DR
~Drow hit-and-run raids on Rystall Wood and
Cormanthyr begin in earnest once again, as the Drow
seek to capture Elven slaves, items, and magic. The
Twisted Tower expands twice within the next decades.
-741 DR
~Tulan el Akada yi Calimport creates the Aranea, to
use as soldiers to fight against the Drow in the Night
Wars.
-736 DR
~Tulan el Akadas forty most loyal Aranea remain in
Calimport, and take up residence in hidden byways
beneath the city, and among the caverns in the upper
Underdark, They fortify the defenses of the city against
the Drow.
-733 DR
~Tulan el Akada releases over 100 Aranea into the
Forest of Mir, to propagate and to fight the Drow who
had taken residence there within.
-722 DR
~In the winter, the Elves of Yrlaphon are weakened by
Drow attacks. In the summer, an Orc horde overwhelms
the city, destroying it.
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Source Credits
Please Note: If source materials have been used, and not given credit, for whatever reason, please contact me to I can fix
any accidental oversights.
Elves of Evermeet
Hellgate Keep
On Hallowed Ground
The Complete Book of Elves
Lands of Intrigue
The Fall of Myth Drannor
Volos Guide to All Things Magical
Players Guide to the Forgotten Realms
Powers and Pantheons
Demihuman Deities
The Villains Lorebook
The Shining South
Old Empires
Cormanthyr: Empire of the Elves
The Vilhon Reach
Spellbound
Red Wizards
Menzoberranzan Box Set
Monster Mythology
Gold and Glory
Auroras Whole Realms Catalogue
Dead Gods
Drow of the Underdark
Draconomicon
Drizzt DoUrdens Guide to the Underdark
Forgotten Realms Campaign Setting
Magic of Faern
Monster Compendium: Monsters of Faern
Lords of Darkness
Dragons of Faern
Sea of Fallen Stars
Shining South
Underdark
Players Guide to Faern
A Grand History of the Realms
Lost Empires of Faern
Races of Faern
Champions of Ruin
Draconomicon: The Book of Dragons
Unapproachable East
Races of the Wild
Book of Vile Darkness
Book of Exalted Deeds
Unearthed Arcana
Spell Compendium
Forsaken House, Richard Baker
Evermeet: Island of Elves, Elaine Cunningham
Realms of the Elves. Phil Athans
Daughter of the Drow, Elaine Cunningham
Tangled Webs, Elaine Cunningham
Silver Shadows, Elaine Cunningham
Elfshadow, Elaine Cunningham
Darkvision, Bruce Cordell
Bladesinger, Keith Strohm
Elminster in Myth Drannor, Ed Greenwood
Frostfell, Mark Sehestedt
The Sorcerer, Troy Denning
Depths of Madness, Erik Scott de Bie
Stardeep, Bruce Cordell
Curse of the Witch-King, R.A. Salvatore
Road of the Patriarch, R.A. Salvatore
Sentinelspire, Mark Sehestedt
Best of the Realms III: Elaine Cunningham, Phil Athans
187