Eaerlann

Eaerlann was a powerful elven kingdom of wood and moon elves in the valley of the Delimbiyr River and the eastern High Forest that lasted for around six thousand years. Together with Sharrven it suppressed the spread of evil in Silvanuede and maintained the peace. Their land was bound by the eastern part of the High Forest, from Turnstone Pass, in the north to the Shining Falls in the south.

In 882 DR the combination of the demonic invasion of Ascalhorn, the contined assult of the Orc hordes and the weaking of the kingdom by the elves leaving for Evermeet resulted in the kingdom's collapse. After the collapse some of the Elves of Eaerlann joined with Dwarves and Humans to form the Fallen Kingdom.

All that remains of the kingdom of Eaerlann is a crumbling old road and a ruined port.

Ecology
The Eaerlann made their homes by hollowing out the trees and connecting them with rope bridges. Because of this, many of their settlements have not withstood the effects of time and are no longer present.

Taught to Netheril
The magic of the Eaerlanni elves is what began Netherils obsession with arcane magic. What remained of Netherese magic are mantles, though almost all of which were lost in the fall of Netheril, or the fact that most were quasimagical.

Elven High Magic
The high elves of ancient Earlann, were respected greatly amongst the elves, as were all High Mages.

Eaerlann
Eaerlann was a powerful nation composed primarily of Wood Elves and Moon Elves that endured for nearly six thousand years. It existed in the northern and eastern portions of the High Forest, along the western banks of the River Shining, the Delimbiyr. It was founded in the ruins of Aryvandaar in –4,700 DR, by nobles from Sharrven, who were worried that the ambitious nation of Siluvanede would repeat the mistakes of Aryvandaar, and spark a new Crown War. As such, Eaerlann was founded to stand vigil against the Siluvanedenn. In –4,550 DR, the tree city of Teuvaemanthaar, founded on the present day site of Talltrees, was named the capital city of the nation of Eaerlann.

In –4,500 DR, the Eaerlanni went to war with Siluvanede. With the aid of Selu’Taar from Arcorar, the Eaerlanni discovered the secret lair of Sarya Dlardraegeth, underneath the settlement of Ascal’s Horn. The patroness of House Dlardraegeth and her sons were captured, and a few other Fey’ri were ferreted out and killed. In retaliation, House Dlardraegeth used its political influence to have the leading houses of Siluvanede call for war on Eaerlann. Thus, inadvertently, Eaerlann had sparked the war that it had been founded to prevent. Known by some as the “Sixth Crown War”, the Seven Citadels’ War pit the forces of Siluvanede against the forces of Eaerlann.

In –4,400 DR, Eaerlann pressed into Siluvanede, causing the Siluvanedenn to resort to a gambit that would eventually spell destruction for their nation. Trekking into the ruins of Aryvandaar, the Siluvanedenn opened several caches of ancient magic and weapons, and began equipping their soldiers and magicians with these weapons and spells of Vyshaanti origin. Upon discovering this, the realm of Sharrven entered into the Seven Citadels’ War, allying themselves with Eaerlann. Their reasoning was that the Seldarine themselves had condemned the Vyshaanti, and by reopening their hidden caches, and reintroducing Vyshaanti weapons and spells into the world, the Siluvanedenn needed to be stopped, lest they become a Vyshaantar Empire of the present.

By –4,300, the Siluvanedenn were no longer able to stop the forces of Eaerlann. Eaerlann forcibly annexed the nation, imprisoning most of the Fey’ri leading the nation to its doom in Nar Karymhoarth, the Nameless Dungeon. Siluvanede would remain an insignificant vassal realm of Eaerlann until the nation’s fall.

After the outcome of the Seven Citadels’ War, the Eaerlanni became more proactive in protecting their realm. In –3,845 DR, the Elves of Eaerlann began discreetly observing the fledgling nation of Netheril. After fifteen years of observation, the Elves formally approached the Netherese Humans, with promises of teaching them the secrets of Mystra’s Art. Accepting, Therion of Gers becomes the first student of the Eaerlanni Elves, and the first Arcanist of Netheril.

For the next two hundred years, the Eaerlanni lived a peaceful existence, forging an alliance with the Netherese on their borders. This alliance seemed permanently cemented in –3,655 DR, and again in –3,605 DR, when Orcs poured forth from the Spine of the World Mountains. Along with the Elves of Illefarn, the Eaerlanni and the Netherese fought shoulder to shoulder, to send the Orcs back to their mountain homes.

In –3,533 DR, a group of Netherese explorers entered into ruins from ancient Aryvandaar, and returned to their home with a very special prize in tow: The Nether Scrolls. Using the knowledge that The Nether Scrolls granted them, the Netherese began relying less and less on the magics that the Eaerlanni were teaching them. Eventually, they completely abandoned their Eaerlanni tutors, in favor of the power The Nether Scrolls gave them.

This, obviously, caused some friction between the two nations. It is possible that the two nations could have butted heads in a highly volatile and destructive war, but certain issues arose that eventually caused Eaerlann to take a new course of action. In –2,770 DR, the Elven realm of Sharrven shattered and fragmented, when an explosion of the monster population in the area- secretly arranged by the Fey’ri who continued to exist undiscovered in Eaerlann- caused frequent and destructive monster attacks to depower Sharrven’s government. Survivors of the fallen realm migrated primarily to Evereska, and Eaerlann. The sudden population influx, coupled with the possibility that something attempt to destabilize Eaerlann’s government, caused the Eaerlanni Elves to retreat within themselves, maintaining a neutral outlook on other nations, as not to incur the wrath of any nation during the tumultuous time.

For close to two thousand years, Eaerlann played the part as observer, rather than participator. While the Eaerlanni Elves certainly disapproved of the policies and actions of their Netherese neighbors, they did nothing to act on them- at least not openly. Evidence, however, suggests that the Eaerlanni Elves were preparing to act on them openly, however. In –372 DR, the Elves constructed Ascalhorn, a fortress to protect their frontier. The fortress of Ascalhorn would have likely grown and developed a more militaristic presence had Karsus not cast his fabled spell, and Netherese society had not come crashing down, literally. In –333, the Elves of Eaerlann more or less conceded Ascalhorn to Netherese refugees, who claimed to have forsaken the ways of their ancestors, and were hungry to learn the magic of the Elves once more. While this concession would make sense at the time, it would ultimately spell doom for the Elven nation, centuries later.

Over the centuries, the might of Eaerlann would begin to wane, for numerous reasons. Other settlements, like Cormanthyr, took precedence in the Elven world, and the power and might of that nation grew exponentially, taking influence and power from Eaerlann. Many Elves, due to the rising prominence of Humans, and other N’Tel’Quessir, began leaving mainland Faerûn, in lieu of the peace and security afforded by Evermeet.

In the year 880 DR, Human Wizards, under the secret influence of Fey’ri, began to summon the first Demons into Ascalhorn. By 882 DR, there were so many Demons and Devils in the citadel that Ascalhorn fell to their malevolent influence. Triumphantly, they poured forth from the city and into Eaerlann at large, sparking skirmishes all over the beleaguered nation. By the time these evil extraplanar creatures were beaten back into Ascalhorn, Eaerlann had lost too much to sustain itself. As Elves fled the area, immigrating elsewhere, the ancient nation of Eaerlann toppled.

Of over five millennia of Eaerlanni history, little evidence of it remains today. This can be attributed to the fact that the typical Eaerlanni settlement consisted of hollowed-out trees, platforms and rope bridges high above ground, all of which age and eventually disappear with the passage of time.

The city of Glaurachyndaar was an exception to the Eaerlanni norms, in terms of architecture. Founded long ago, before Netheril reached the zenith of it’s magical might, the small city near rivers Aulantrar and Starsilver, was known for its school of wizardry. The City of Scrolls was dominated by ornate terraces, manors and soaring towers. In 590 DR, magicians from Eaerlann, Ascalhorn, Myth Drannor, Evereska and Silverymoon raised a Mythal over the city, renaming it Myth Glaurach. The city fell to an Orc horde in 864 DR, and would remain abandoned until recently, a matter discussed elsewhere.

Another city whose ruins remain to this day is Mhilamniir. This temple city was the hub of religious life in Eaerlann, with major temples to the many members of the Seldarine. At its center stands the largest temple, dedicated to the Coronal of Arvandor, Corellon Larethian. Its dome long-since broken, the temple is now inhabited by an old green dragon. Needless to say, what little remains of Mhilamniir is no longer safe for Elven pilgrims, though many make the trek regardless.

More durable are the mines carved by Eaerlann's Dwarven allies. Onthrilaenthor within the eastern Star Mounts encompasses miles of tunnels and caverns beneath the mountains. Stables and openings into the sky inside the southernmost peak have lead to theories of Eaerlanni having ridden aerial mounts. What is now known as the Stronghold of the Nine and long thought to have been a Dwarven hold was in fact an Eaerlanni outpost. Other long-lost outposts include at least the Shining Falls. There's also a ruined port on Delimbiyr's west bank, between the Graypeak Mountains and the High Forest.

Perhaps the best-known legacy of Eaerlann is, however, the settlement of Tall Trees. Now inhabited and preserved by a circle of Mielikkian druids, the Tall Trees were once Teuveamanthaar, the capitol of Eaerlann. Founded circa -4500 DR, Teuveamanthaar was built around huge oak trees towering above the rest of the forest. It was the largest city in Eaerlann, but it was abandoned after the kingdom's defeat in 882 DR. The Mielikkians struggled to protect the site from the fiends of Hellgate Keep, however, and succeeded in preserving much of the ancient capitol. Far above the forset floor, rope bridges still criss-cross the distance between the massive oaks and lead into masterfully shaped living chambers inside the trunks. The whole structure is protected from fire and rot by wards dating back to Eaerlann's glory. Most of the city is empty today, but the Great Druid's acknowledged title ”Regent of Teuveamanthaar” suggests hope of Tel'Quessir one day reclaiming their realm.

These few ruins and landmarks are all that remain of a kingdom once known for its wondrous songs and valiant struggles.

Teuveamanthar (Tall Trees)
Population: 60 000 (green elf 60%, moon elf 20%, sun elf 10%, half elf 4%, human 4%, Halfling 2%) Mythal : Yes

Tall Trees was once a place of healing and learning for the Elves of Tethir, but not it serves as a resting place for Elf sentinels patrolling the forest. The village of nearly two-dozen trees lies in the south central region of the Wealdath.

Four hollowed out tree trunks mark the entrance to the village above. Of course, the trees are expertly disguised, to protect the residents of the village, and the secrets that are hidden within. The lowest tree-huts are nearly thirty feet in the air, and the majority of the huts that make up the village are located even further above.

During the Age of Shoon, the Elves grew to fear the magic of the Shoon Wizards, so secret forays into Shoonach towers and libraries were made to steal magical items that could be used against the Elves, as a preventative measure, should the Tethyrian Wizards ever decide to attack the Wealdath. Wands, staves, rings, weapons, armors, scrolls, and other artifacts are stored within Tall Trees, in both mundane and extradimensional vaults.

The city is presently under the protection of Irindriaul Greenleaves, the self-appointed curator of Tall Trees. Other Elves often join her in her self-appointed guardianship over the treasures that Tall Trees hides. An on-again, off-again partner that Irindriaul Greenleaves often has is a native of the Wealdath, a Suldusk Wood Elf archer who she knows by the name of “Black Arrow” Ashwood.

Mhilamniir (Temple City)
Population: 20 000 (green elf 50%, moon elf 30%, sun elf 10%, half elf 5%, halfling 3%, dwarf 1%, Human 1% Mythal: Yes

Thousands of years ago, Mhilamniir, an Eaerlanni city, boasted a large population, and a great deal of political power. It was known as ‘The Temple City of Eaerlann’ because of the numerous temples that were present in the city, and the numerous priests and priestess’ who resided in the city. Clergy members of all members of the Seldarine could be found in Mhilamniir, tending to services in the places of worship for their respective faiths.

In 882, evil Demons and Devils summoned by Human Wizards in Ascalhorn flooded out of the citadel, hell bent on causing as much devastation and destruction as possible, no pun intended. Being, to many Elves, hallowed ground, Mhilamniir was one of the first sites these extraplanar menaces targeted.

Armed with the power of the Seldarine, the various priests and priestess’ of the city fought valiantly, along with those lay residents of the city who decided to stay and defend their homes, rather than flee. Despite this, however, the Abyssal and Diabolical hordes did not stop coming. The defenders of Mhilamniir could only do so much, and eventually, they were overwhelmed. The residents of the city either fled, or were killed when the evil creatures sacked the city.

Today, Mhilamniir exists primarily as a few ivy-covered stone structures. The largest structure that is still standing is what used to be a temple of Corellon Larethian, that stands in a grove, more or less, at center of the city. Shortly after the destruction of the city, Chloracridara, a Green Dragon, and her offspring have made their homes in the ruins of the city, Chloracridara’s nest being in the desecrated temple of Corellon Larethian itself. Pilgrims and adventurers seeking to visit the ruins regularly harass the Green Dragons. In the past, the Dragons attacked such individuals on sight, but more recently, Chloracridara has concocted a plan in which her kin shake down those visiting the ruins, in exchange for the ability to leave.

Glaurachindaar (Myth Glaurach)
Population: 35000 (green elf 20%, moon elf 25%, sun elf 5%, human 20%, dwarf 20%, Halfling 5%, half elf 5%) Mythal: Yes

"No more do lovers pledge their troth, or gaze upon the stars. No more do children sing and dance, or dream of lands afar. For all about are bloody bones, and shattered dreams now lost. A sea of orcs sought only death, Myth Glaurach was the cost. No more do towers soar aloft, or cast their shadows deep. No more are stones made into walls, to form a sturdy keep. For all about are bloody bones, and shattered dreams now lost. A sea of orcs sought only death, Myth Glaurach was the cost. No more do fields turn gold with grain, or wells yield water blue. No more do tomes hold cherished lore, or teach old thoughts anew. For all about are bloody bones, and shattered dreams now lost. A sea of orcs sought only death, Myth Glaurach was the cost."

-"The Horde’s Wake", Attributed to Mintiper Moonsilver, DR 1353, the Year of the Arch

Myth Glaurach
Myth Glaurach, known as the City of Scrolls, was built over five thousand years ago, thirty miles northeast of Ascalhorn, which became the demon-infested ruin now known as Hellgate Keep. Long ago, the city was overrun by hordes of Orc. Back then, Myth Glaurach was a teaming, garden city, with ornate manors, climbing terraces, and soaring, white-domed towers.

In 590 DR, the Year of the Turning Leaf, the city- which was then called Glaurachyndaar- received it’s Mythal. Like it’s sister city, Myth Drannor, Glaurachyndaar had become a city of unification. The High Magi of Glaurachyndaar joined the ruling council of Ascalhorn, in advocating the reeducation Netherese Arcanists who had survived the fall of Netheril. Over the course of the years, the High Magi of Glaurachyndaar worked closely with the Human Arcanists formerly of Netheril.

Wizards from the neighboring realms of Ascalhorn, Eaerlann, Evereska, Silverymoon and Myth Drannor came together and raised a Wizardly Mythal over the city. Notable persona who aided in the raising of the Mythal included Ecamane Truesilver, Khelben Arunsun, Tisharu Craulnober, and Tellshyll the Aged.

The city prospered for another three hundred years or so, until 864 DR, the Year of the Broken Branch, when Orcs from the Nethertusk clan, attacked the city. Although the residents of Myth Glaurach fought with no fear, the city fell to the Orc raiders. The city had, only eighteen years before, repulsed the much larger Bloodfang Horde. It is believed that their overconfidence, their weakened numbers, and the tactical maneuvers by the Orc chieftain, King Malraug of the Nether Peaks all led to the destruction of the city.

According to the memoirs of an Orc Shaman, entitled, Life with Tusks, that was found in the Herald’s Holdfast, Gruumsh informed the Orc horde that being who ate the flesh of Elves, Dwarves or Humans could not enter the city. King Malraug, according to this shaman, banned an entire generation of Orcs from feasting on the flesh of their hated enemies, thus allowing them to bypass the ward on the Mythal, and enter the city.

Now, the city is little more than vine covered ruins, rubble and deep, hidden catacombs. The magic of the Mythal still functions- a testament to the power of the wizardly Mythal that cloaks the city. The Mythal aroints summoning conjuration spells, and spells that deal with death, evil, fire and acid. Antipathy and Protection from Evil kept all evil creatures out of the city, while Death Ward and Detect Scrying supplemented these abilities. The Outer Ward of the Mythal barred entry to all those who have ever eaten the flesh of an Elf, Dwarf or Human. The Inner Ward of the Mythal calmed animals, and prevented vegetation from growing out of control. Overall this Mythal has many powers, including, but not limited to Banishment, Discern Lies, Feather Fall, Freedom of Movement, Make Whole, Quench, Remove Curse, Remove Disease, Remove Fear, Remove Paralysis Sending and Tongues.

Recently, in 1372 DR, the Year of the Unstrung Harp, the city became the staging grounds for Sarya Dlardrageth, and her Fey’ri legions. In 1369 DR, the Year of the Gauntlet, the Daemonfey were released from their prisons underneath Hellgate Keep. In the three years between, the Fey’ri began plotting their revenge on the Elven race as a whole. Using the fell magics of Malkizid the Demon, and the Nightstar, an ancient Dlardrageth Selu’Kiira stone, Sarya was able to modify the Mythal of Myth Glaurach to suit the needs of her and her Fey’ri army. While the city was under her control, the Mythal served as an anchor for all of the Demons that she had summoned, allowing them to stay on the Prime Material Plane indefinitely.

Shortly after the Battle of Evereska, in 1374 DR, the Year of Lightning Storms, Araevin Telshurr, a Sun Elf Mage from Evermeet, was able to reverse the modifications that Sarya Dlardrageth put on the Mythal. After stripping her modifications, he also added a new layer of magics, preventing those who had the taint of evil from manipulating the Mythal. All of Sarya’s summoned Demon warriors faded back to the Abyss, causing the Fey’ri to lose the tactical advantage in the battle they were involved in, against the Elven Crusade.

No longer allowed within the bounds of the Mythal of Myth Glaurach, the Fey’ri fled, where they would eventually settle in the ruins of Myth Drannor. The Elven Crusade would regain control of the city, where it would be used as a staging ground for further raids against the Fey’ri. Numerous search parties have been dispatched to ferret any remaining Fey’ri out of the city, and to explore the complex portal network in the tunnels underneath the city.

I do not plan to ever travel to Myth Glaurach, now that the People have reclaimed it. I did venture there in my youth, and found nothing but well-preserved ruins. I was able to recover a few relics of the past from the city, and bring them back to Evermeet. Now that the city is occupied, it is my hope that future archeological and anthropological studies will be done to learn more about the city.

Edelhonde (Elven Port)
Population: 6500 (green elf 25%, moon elf 25%, half elf 10%, human 15%, dwarf 15%, Halfling 10%) Mythal: No

Jallanthar
Population 250 ( green elf 10%, moon elf 20%, dwarf 30%, human 20%, Halfling 20%) Mythal: No

This village of 200 folk is often raided by orcs. Before Turnstone Pass was garrisoned, Jalanthar was subject to frequent raids from the Keep itself. Today, the buildings are little better than ruins. Most are stout stone foundations roofed with turf enspelled to resist burning amid the scrub woodlands. A small but thriving community of trappers and hunters dwells here. They hunt in the surrounding hills, where most have caves and hidden strongholds they can retreat to when orcs or barbarians attack. The hardy, land-wise folk of Jalanthar are valued as guides in the Interior. A payment is made in advance and is left with kin in Jalanthar. If anyone cheats, slays, or tricks a guide of Jalanthar, all the village folk take the task of avenging the slight. As over two dozen of them are powerful adventurers, this blood bond means something.

Loudwater
This town of 4,000 inhabitants spans the river, with an arching bridge made a millennia ago by the dwarf Iirkos Stoneshoulder for the elves who lived here at the time. The river was cut into a wide pool to provide a lading area for cargo and to carry the river.s flow around rocks that caused the rapids for which the town is named. The pool is crowded with flat-bottomed skiffs and barges for fishing or trading. It.s a human town today, although a quarter of the town.s inhabitants are half-elven descendants of Eaerlann. Loudwater citizens now make their living farming, fishing, and providing caravan services. Loudwater.s lands extend for two days. ride along the river. Loudwater.s a beautiful place. No two buildings are alike, but all are overgrown by vines and hung with plants until they blend back into the forest. The village is a gardener.s delight. Beautifully tended plants are everywhere.in houses, on roofs, every patch of ground, and the roadways. The streets are planted in tanglemoss. Streets wind and curve, meandering to take the best view or an interesting way, matching the town.s pace. The town has no walls, just a rampart and a ditch, both planted with flowers. The closest thing to ugliness in Loudwater is its four harborside warehouses and the cooperworks.

Loudwater is defended by patrols of 20 warriors, the full guard numbering 300, under the two Gauntlets: Harazos Thelbrimm (LN hm F5) and Kalahar Twohands (CG hem F6). Both are under the command of the High Lord of Loudwater,

Nanathlor Greysword (NG hm F11).

Nanathlor is a widely respected warrior and a careful, just, and loved administrator. His gray beard and long, flowing gray hair mark him as much as does the bastard sword riding on his back in its baldric. Nanathlor.s a friend of the Harpers, who come to slay the Zhent agents scouting the town. With Orlbar now fallen to Zhentarim control, both Nanalathor and the Harper.s are keeping a weary eye trained to the east.

Lhuvenhead
Population 550 (green elf 10%, moon elf 10%, half elf 10%, dwarf 40%, human 20%, Halfling 10%) Mythal: No

Everlund (Trade Meet)
Population 3500 (green elf 10%, moon elf 20%, dwarf 20%, human 30%, half elf 10%, Halfling 10%) Mythal: No

Farsilver (Fortress)
Population 2000 (moon elf 70%, green elf 30%) Mythal: Yes

The ancient fortress of Farsilver is an ivy-clad stone tower in the southeastern portion of the High Forest, due north of the city of Loudwater. Farsilver was a southern outpost of the realm of Sharrven, and is one of the few physical ruins of the Elven nation. While most ruins of the nation have since disappeared, Farsilver is protected by magical wards that preserve it.

The magical wards inside Farsilver dim any light sources brought into the ruins, and prevent magical darkness effects from functioning. As a result, the ruins exist in perpetual dimness, not too much light, and not too much darkness. Crystal frescoes on the top floors of the tower also have special magical properties. Each fresco acts as a crystal ball, with the effects of a Detect Thoughts spell, limited to the direction that the fresco faces. So, the fresco facing the north only scries on points to the north, the fresco facing the south only the south, and so on.

Under the light of the full moon, the entrance into the ruined tower becomes a portal to the ruined city of Lhuve, a city that was once in Sharrven. Because the site of Lhuve no longer exists today, those who enter into the portal, knowingly or unknowingly, simply get shunted to empty space in the High Forest. In the past, the portal acted as a way to connect the southern fortress with the rest of Sharrven.

Currently, the ruins of Farsilver are under the control of the Eldreth Veluuthra. Two Sun Elves, a Wizard and a Fighter, use the site to ambush caravans and merchant wagons traveling to or from Loudwater.

Lothen
Population 40 000 (Sun elf 80%, moon elf 15%, green elf 5%) Mythal: Yes

Lothen, known as the City of Silver Spires, was a beautiful site, a wonder to behold. This magnificent city, made of silvery stone that was as sleet as marble, and as sheen as silver, marked the southern border of Siluvanede. Great towers reached into the sky, and the streets were filled with the hustle and bustle of life. Lothen was the center of Siluvanedenn studies. The city itself was home to numerous libraries, and magical consortiums, and other cultural and heritage sites.

Being a city of status, when Silivanede was annexed into Eaerlann, upon the conclusion of the Seven Citadels’ War, the Eaerlanni embraced the acquisition of Lothen. The City of Silver Spires would grow during the time it spent in the control of Eaerlann, and would become the center of culture in Eaerlann as well, just like it had been the center of culture in Siluvanede.

In 882 DR, when the hordes of Demons and Devils burst forth from Ascalhorn, Lothen remained mostly untouched. Very few of these extraplanar marauders reached Lothen, but those that did were promptly defeated by the defenders of the city, many of whom were powerful Wizards that made their homes in the city. As a result, unlike so many other Elven settlements in the area, Lothen was not sacked and pillaged. Her downfall, however, very much mimicked the eventual downfall of Eaerlann.

The run in with the extraplanar horrors of Ascalhorn, and the destruction of numerous settlements, ultimately resulting in the realm of Sharrven toppling, caused many residents of Lothen to leave the city. As a result, the downfall of the City of Silver Spires was not so much a deathblow as it was a slow and steady bleed. Eventually, the city was simply abandoned.

Today, Lothen’s slender stone towers still stand strong, but the city is populated by Orcs of the Tanglethorn, Sharpspike and Horned Lord tribes. The temples dedicated to the Seldarine have been desecrated, and now the Orcs participate in fell rituals paying homage to Gruumsh, and other Orc deities in the same halls where the Seldarine were once worshipped. The forests around the city are home to Beasts of Malar, that serve as spies and sentries for their Orc masters, most of whom worship Malar.

When Sarya Dlardraegeth was first freed from their prison underneath Ascalhorn, they first came to Lothen. Deep beneath the city, House Dlardraegeth had set up a special conjuring chamber to summon extraplanar creatures, and this chamber had survived the passage of time. When Sarya and her forces occupied Myth Glaurach, this refuge was abandoned. It currently sits abandoned.

Nar Kerymhoarth, (the Nameless Dungeon)
Population: 2500 (Imprisoned Fey’ri 2000), Green elf & Moon elf guards 500 Mythal: Yes

Nar Kerymhoarth (the Sleeping Citadel) is an underground fortress known by most as the Nameless Dungeon. The Eaerlann knew its true name but refused to speak it.[1] It is situated below a stone bluff in the High Forest near to Elven Port[2] and at its entrance is a nearly impenetrable magically protected stone door.[3] It is linked to Elven Port and Mhiilamniir by the Old Road.[2] The site is guarded against intrusion by elven patrols, who wear a diamond-shaped brooch.[1][4] In Alturiak, 1369 DR, the Scoured Legion of Hellgate Keep and a powerful band of nagas, yuan-ti and other serpents both invaded the site, driving off the garrison. The latter group arrived through a portal. They are in competition for control.[5] On 16 Alturiak, 1374 DR, Sarya Dlardrageth used the complete Gatekeeper's Crystal to utterly dispel all of the magical protection and gained access. This freed the fey'ri imprisoned within for the past five thousand years, who numbered almost two thousand. Adofhaeranede (Myth Adofhaer) Population 55000 (sun elves 100%) Mythal: Yes

The city, Adofhaeranede, was anointed Myth Adofhaer when a Mythal was created to cloak the city in –5,300 DR. During the Seven Citadels’ War, the magi of Myth Adofhaer discovered the Fey’ri, and to avoid their corruptive influence from affecting the city, Siluvanedenn Selu’Taar shunted the city elsewhere. Wherever Myth Adofhaer is, it exists as a testament to what Siluvanedenn life was like.

Teldardon (City of Emerald Spires)
Population 3500 (sun elf undead) Mythal: No

Teldardon, the City of Emerald Spires, was a Siluvanedenn city constructed on the western edge of the Silverwood, overlooking the Evermoors, back when both regions were still part of the High Forest. Like Lothen, often considered it’s sister city, Teladron was known for the collective magical lore held by the magicians who inhabited the city. Telardon was known in particular for the unusual magical artifacts created by its residents. It’s moniker, the City of Emerald Spires, was gained in reference of the large emerald towers that stood in the city.

During the Seven Citadels’ War, Talardon’s magical might made it a natural target for the army of Eaerlann, and later, the armies of Eaerlann and Sharrven. The two nations leveled the city, literally destroying every building that rose above the ground. In their haste, however, the armies of the two other Elven nations failed to take into account underground chambers and libraries. As a result, the site remained a treasure trove of knowledge and power.

Today, thousands of years later, the site where Teladron stood proudly years before is marked only by a few crumbling piles of green stone, remnants of the emerald towers that the city was named for. Thousands of years of disuse has caused many of the magical items stored beneath the site, in ancient vaults, to become corrupt.

The green stones found around the cite of where the city once stood exhibit a curious effect, due to the corruption of magical items beneath them. They now taint any living creatures that come close enough to them, and transform them into what scholar call ‘Greenbound’ creatures. Their physical forms are corrupted to resemble plant-like versions of what the creatures used to be. Flesh is replaced with pulpy wood, thickly corded creepers, and branches, sticks and twigs. Hair, fur and feathers are replaced by vines, moss, flowers and leaves. Creatures also gain magical powers directly related to plants and plant life.

Ascalhorn
Population: 12500 (human 85%, sun elf 5% (50% fey’ri), moon elf 5%, half-elf 5%) Mythal: Yes

Ascalhorn was founded by the Eaerlanni elves in the northeast of the High Forest on an area known as Ascal's Horn, to protect the boundaries of the kingdom. They gave it to the Netherese refugees after Netheril fell.[2] Wulgreth, a Netherese wizard, summoned demons to the city in 820 DR. In 880 DR, this prompted other wizards, with the guidance of the fey'ri, to summon devils to counteract the demons, but in 882 DR the demons won the battle and conquered the city. The demons continued their rampage, destroying Eaerlann and Ammarindar. Hellgate Keep stands on the westernmost of the three rivers that join to form the Delimbiyr. The westernmost stream was once known as the Ascal Stream, but it’s now called Skull Creek. This infamous city is the Maw of the Nine Hells, the most evil and dangerous place in all the North. For obvious reasons I could not go near it.

It was once known as Ascalhorn, because it was built on the slopes of a jutting natural peak known as Ascal’s Horn. The Keep’s soaring stone walls and towers were built by elves long ago. They were intended to guard Turnstone Pass and the northern reaches of the elves’ realm from the periodic attacks of orc hordes.

The elves who built it made one mistake. They didn’t want the disasteful task of fighting the orcs themselves, so they turned their newly built fortress over to human refugees from fallen Netheril.

The humans of Ascalhorn were proud, and strong in magic. They strove to recapture the glory of fallen Myth Drannor, even as Silverymoon does today. However, they over- reached themselves. One ambitious mage, Wulgreth, created a secret gate to the Nine Hells in order to summon aid for his strivings against rivals in the city. Baatezu slowly infiltrated the city, at first only as quiet, quick servi tors wearing shapes as like people as possible. Then they grew bolder, scheming and manipulating, acting as go-betweens for the powerful mages of the city, encouraging rivalries, misunderstandings, and fears.

An Ascalhi wizard, consorted with baatezu in defiance of the ancient pact his ancestors had made with the Eaerlanni elves to abandon the dark arts of the Netherese. Wulgreth of Ascalhorn bested his rivals for six decades because of the help of his baatezu. In turn, his rivals summoned the aid of tanar'ri for their own defense, which killed the baatezu, conquered all of Ascalhorn (which then became known as Hellgate Keep), and overran the elven kingdom of Eaerlann and the dwarven kingdom of Ammarindar, destroying them both. This occurred in 882 DR, the Year of the Curse.

They led many of Ascalhorn’s powerful wizards to embrace lichdom in a way that gave the baatezu magical control over them. When they felt bold enough, baatezu ruled openly, torturing and devouring the human citizens at will. In desperation, many women and men of Ascalhorn turned to dusty grimoires. They summoned tanar’ri to fight the baatezu. It was a strategy that worked too well.

A horde of tanar’ri poured into the city, slaughtering humans, liches, and baatezu alike. Those who could fled in terror, and frightened folk across the North rechristened Ascalhorn with the name Hellgate Keep from a minstrel’s ballad describing the fall of its pride and might.

In 1369, the Year of the Gauntlet, adventurers managed to destroy Hellgate Keep by activating some form of Artifact. It was a suicide mission, but it worked, and the Keep has been utterly destroyed, although a large force of the tanar’ri were on the war path elsewhere at the time, so survived the artifacts effects. These tanar’ri and other fiends have since been almost completely destroyed by other forces. Treants now guard the ruins to prevent any evil being re-awakened.

Khle’cayre (Eyrie of the Star Mounts)
Population: 3000 (Moon elf 30%, green elf 30%, moon elf 30%, human 5%, half elf 5%) Mythal: No

A vast complex of caves and stables atop this mountain plateau holds the aerial wing of Eaerlann’s forces, constantly patrolling the skies over Siluvanede and fallen Sharrven. The pegasi, hippogriff, giant eagle, griffon, and dragon riders form a loose alliance in this area of the mountains.

Teuveamanthaar
Elven Tree-City of Eaerlann From its founding circa –4,500 DR, the elven tree-city of Teuveamanthaar was the capitol and largest city of Eaerlann, the moon elven realm that lay within the northern and eastern reaches of the High Forest amongst the ruins of Aryvandaar. Built atop a steep-sided ridge, Teuveamanthaar was known for its soaring oak trees, which towered over the rest of the forest like hill giants to human youth and whose trunks were said to be the width of most northern human villages. Teuveamanthaar is now known as Tall Trees, and the city’s ancient trees—believed to be among the oldest of the High Forest.

The abandoned remnants of Teuveamanthaar lie high above the forest floor, linked by a network of magically warded and preserved rope bridges. Only a handful of rope ladders lead down to the ground, and they are normally drawn up into the trees. Ancient wards dating back to the earliest days of Eaerlann still protect the Tall Trees settlement from magical and nonmagical fire, the danger of lightning strikes, and the threat of rot and disease. The inhabitants of Teuveamanthaar created fabulous dwellings from hollows painstakingly shaped into the trunks and branches of the great trees as they grew, and these chambers still exist today, largely unchanged from the day their elven inhabitants departed for lands to the south and west. Although the Fair Folk of Eaerlann took nearly everything of value with them when Teuveamanthaar was abandoned, a few magical and nonmagical artifacts that they left behind are still found on occasion.

Perhaps the best-known legacy of Eaerlann is, however, the settlement of Tall Trees. Now inhabited and preserved by a circle of Mielikkian druids, the Tall Trees were once Teuveamanthaar, the capitol of Eaerlann. Founded circa -4500 DR, Teuveamanthaar was built around huge oak trees towering above the rest of the forest. It was the largest city in Eaerlann, but it was abandoned after the kingdom's defeat in 882 DR. The Mielikkians struggled to protect the site from the fiends of Hellgate Keep, however, and succeeded in preserving much of the ancient capitol. Far above the forset floor, rope bridges still criss-cross the distance between the massive oaks and lead into masterfully shaped living chambers inside the trunks. The whole structure is protected from fire and rot by wards dating back to Eaerlann's glory. Most of the city is empty today, but the Great Druid's acknowledged title ”Regent of Teuveamanthaar” suggests hope of Tel'Quessir one day reclaiming their realm.

The Mythal
Ere the fall of Netheril, when the Eaerlanni elves ruled the High Forest, there appeared a hamadryad skilled in sorcery whose mastery of the Art was said to rival that of the most accomplished elven High Mages. The Hamagess, as she is sometimes known, is said to have sprung from the heart of a Turlang, the first wood nymph born of a treant and not an ordinary oak tree. Turlang and the Hamagess ruled the High Forest as king and queen for over a millennium before the fall of Ascalhorn in the Year of the Curse (882 DR) threatened the High Forest with the taint of the Abyss. The Hamagess is said to have given her life to form a living mantle around the High Forest to shield it from infestation by the twisted vegetation of the Abyss. [5] Although her death was an occasion of great sorrow for those races that live in harmony with the great woodlands, it is said that the Hamagess’ songs still drift through the Woods of Turlang each autumn, whispering words of comfort and magic to her mate. If her breath touches a brilliant yellow leaf in the process of drifting to the ground from the limb of a long-slumbering treant, it leaves in its eddy a leaf of pure gold inscribed with the workings of a rare or unique spell. Through these Leaves of Gold the forest can be defended against looming threats to its existence.

The living mantle that envelops the High Forest is somewhat akin to a powerful ward or minor mythal. While it stands, vegetation native to the Lower Planes, such as viper trees, cannot grow within the borders of the High Forest, and the taint of fiends from the Lower Planes cannot corrupt any plant that grows within the confines of the great woods. (The Dire Woods are believed to be an exception of sorts to these restrictions.) If Turlang and his allies succeed in their efforts to extend the High Forest’s northeastern boundary to encompass the Far Forests, then the Hamagess’ surviving form will slowly purge that woods of its centuries old taint as well.

The Sunglade
-The Sunglade is an important site in the Yuirwood, and an important site in the Sildëyuir. This magical site, and it is magical, for it has been enchanted to resist the ravages of time, contains two sets of concentric circle stone menhirs. The outer circle has rocks that are up to twenty feet tall. These stones, which number twelve, are marked with ancient Espruar runes dedicating each stone to a particular member of the Seldarine. The inner circle has rocks that are about six feet tall. These tones, which number ten, are marked with faded Espruar runes dedicating them to the members of the ancient Yuir pantheon. Only four of the symbols remain, as the others have faded away. Like all of the menhirs in the Yuirwood, one can teleport to other locations using the magical menhir in the Sunglade. It is said that one may even teleport as far away as Evermeet.

Teumyshaaril (Tree Temple to Rillifane)
See handout

Plants Peculiar to the High Forest
Dream Leaves

Dream Leaves are often used in Wild Elf rituals and ceremonies, most commonly vision quests, and to make contact with their animal spirit guides. A few other Druidic circles around the Realms also use these leaves for roughly the same purposes. In a few metropolitan areas, like Waterdeep, or Baldur’s Gate, Dream Leaves are also used by the rich, as a novelty, and by the downtrodden and disenfranchised, to escape reality for a brief period.

The plant itself grows about ankle high, in heavily wooded areas, under, or next to large trees. The plant consists of a central stem that is more akin to a vine than anything else, roots, a small bud at the top, and leaves that slowly grow over the course of the year. The central stem is reddish near the roots, and progressively gets greener and greener the further up you observe. It is quite thin, only being about a finger length in diameter. The bud at the top of the stem, which looks like a tiny, rust-colored acorn, is prickly, as to attach itself to anything that brushes against the plant. When the seed is mature, it grows a small five-petal red flower, which attracts animal life to it. The roots of the plant do not dig very deep into the ground. If multiple root tendrils are ingested, they actually induce nausea and vomiting (DC 5).

The small leaves that grow towards the bottom of the plant are green, with a yellow stripe going down their center. The leaves are roughly heart-shaped, with the tip facing outwards, although some variation exists from plant to plant. The plant is hardy, and does not hibernate during the winter, although it grows very slowly during this time.

The leaves of this plant are cultivated. They are dried in a variety of methods, depending on who harvested them, and then crushed into small flakes. It is in this form that their potent hallucinogenic effects can be tapped. Once the Dream Leaves have reached this point, they are considered a drug by most authorities.

Dream Leaves causes a sentient being to hallucinate, hear things, and feel a constant wave of vertigo and euphoria at the same time. Many describe the sensation as being in a dream, which is where the name is derived from. Those who are under the effects of Dream Leaves feel sluggish (-5 to Reflex Saves and Dexterity checks) and muddled (-5 to Intelligence and Wisdom checks). When used in excess, the drug becomes addictive, although when used sparingly, it does not (DM’s disgression).

The common method used by Wild Elves is to pour the shredded leaves in an open brazier, and lighting a fire underneath. This is done during many of their religious holidays, as well as coming-of-age ceremonies. Soon afterwards, the smoke from the brazier fills up the enclosed space, affecting those who breathe it in. Alternatively, a person can stick their face next to the brazier, and inhale deeply, taking in the smoke from the Dream Leaves. In both cases, the hallucinogenic effects begin in a few minutes (1d6 minutes), depending on how hardy the individual is (DC 10 every Round until failure), and last for an hour or two (2d6 X 10 Minutes).

Sometimes, the chopped up Dream Leaves are put into tea bags, and can be brewed as tea. This is the method preferred by the rich, who are experimenting with the drug, because it is not overt, as other methods. When the brew is imbibed, the hallucinogenic effects begin in a few minutes (1d4), depending on how hardy the individual is (DC 10 every Round until failure), and lasts two to three hours (3d6 X 10 Minutes).

Finally, drug dealers often sell the poor and disenfranchised Dream Leaves rolled in paper. One end of the paper is lit with a flame, and burns. The other end is put to your lips, and inhaled from. The hallucinogenic effects, when “puffed” begin in a few minutes (1d6 minutes), depending on how hardy the individual is (DC 10 every Round until failure), and last for about an hour (1d6 X 10 Minutes).

On the black market, because that is only where Dream Leaves are available from, a single tea bag containing Dream Leaves costs about 25 GP, and a single “puff stick” costs 5 GP, though prices fluctuate with availability and time of year. Sehanine’s Kiss

Sehanine’s Blush is the name of a flower that grows in the vale of Evereska.It is a wildflower that grows in dark places,such as in the shadows of large rocks, or trees, or under a thick forest canopy. Sehanine’s Blush is a vine, growing very low to the ground, in long tendrils. The plant grows slowly, but when it does grow, it creeps around to expand as much as possible.

When a vine reaches maturity, it begins to flower. Mature vines are easy to differentiate from immature vines. Mature vines are a blue-white color, while immature vines are a fresh green color. The small flowers that bud on mature vines are crimson, some of which have blue and white flecks on the petals. The center of these flowers contains a sweet smelling white pollen.

On nights of a full moon, when moonbeams shine down upon these flowers, the pollen within goes through a remarkable magical metamorphosis. The ordinary white pollen begins to glow a soft, milky white luminescence.

If the pollen is extracted from the flower during the night, after the pollen undergoes this transformation, it continues to glow, and exhibit these unusual characteristics. If the pollen is not extracted, it returns to normal upon the setting of the moon, and the rising of the sun.

The pollen, in this form, is known as Sehanine’s Kiss. Not surprisingly, due to its origins, the pollen has magical properties. Numerous magical properties, actually. It takes only a few ounces of the powder- enough to fit in a small vial- to activate any of the pollen’s numerous magical properties.

When sprinkled in water, or food, the pollen purifies it, like the Purify Food and Drink spell. The taste the pollen leaves in the food or drink, a slight sweet taste, is very faint. When someone who is poisoned ingests the powder, it detoxifies them, like the Neutralize Poison spell. When the powder is sprinkled in an open wound, it heals the person who was injured (2d6 HP).

Vials of Sehanine’s Kiss are commonly available in Evereska. Most vendors who sell the pollen package it in two-ounce vials, which is enough for one personal use. Those who sell it to larger institutions, such as academies, or temples, sell it in larger quantities. Two-ounce vials sell for 100 gold pieces each, four-ounce vials, which contains enough pollen for two dosages, sell for 200 gold pieces each. I, myself, am in possession of a few vials of Sehanine’s Kiss, as one of my brothers lives in Evereska. The Tree of Souls

Not many Elves or Elflings are aware that these lands, all of Toril, used to be one large landmass- Faerûn, ‘One Land’. Long, long ago, Faerûn was torn asunder by the energy from one of our High Magic spells. The unbridled energy of the Sundering literally reshaped the world, and killed hundreds of thousands. The High Magic ritual also gave birth to Evermeet, and the Tree of Souls, the most powerful and prized of all Elven valuables on Toril, and likely, all of Realmspace.

In the aftermath of the ritual, only a single High Mage who participated in the spell survived the casting- a Wood Elf woman by the name of Starleaf. During this early time period, Starleaf was the greatest mage among the People of the Sun, Moon and Wood. It is a testament to her power that she, the center of the casting circle, was not consumed, while all of the other magi were.

Starleaf soon found that she was not the only living thing in the Gathering Tower, where the Sundering had been cast. In place of all her fellow High Magi was a tiny, mature oak-like tree, with silver bark, green and gold leaves, sprouting from a single blue-green gem no larger than the balled fist of a newborn babe.

Starleaf was informed by avatars of Corellon Larethian and his consort, Sehanine Moonbow what the small tree was, and they confirmed her suspicions- the small tree contained the spirits of the Elven Magi who had been consumed by the spell, as well as the spirits who had been killed with the casting of the spell, who wished to remain on Faerûn, to help the Tel’Quessir, rather than join Corellon Larethian and the rest of the Seldarine in Arvandor.

The Wood Elf mage resolved to plant the tree on the newly created Evermeet, but Corellon Larethian cautioned her against it. Evermeet already had an intrinsic connection to Arvandor, so there was no need. The Tree of Souls, Corellon Larethian said, had another purpose. He cryptically informed Starleaf that the Elves would someday forsake Faerûn, and would flock to Evermeet. If they ever wished to return, the Tree of Souls would be the key.

Since then, the Tree of Souls has been held in safety, for the day that the Elves would choose to return to Faerûn. Shortly after the recent invasion of the Green Isle by the traitor, Kymil Nimesin, Queen Amlauril bestowed upon her son, Prince Lamuril, and his future consort, Maura, the task of finding a new, and secret, Elven homeland on mainland Faerûn. She then gave him the Tree of Souls, and the young prince took it with him to the north, where he set off to found his new kingdom, Auseriel. Before the Tree of Souls could be planted there, however, disaster struck. An assault by White Dragons under the influence of the Rage of the Dragons leveled the city, causing the Tree of Souls to have to be escorted back to Evermeet.

Only months ago, during the darkest days of the Elven Crusade, Queen Amlauril communed with the Seldarine, asking for guidance and advice. While she was in Arvandor, the Seldarine provided her with guidance- the Tree of Souls was the key to victory.

When she felt the time was right, the Queen gave the Tree of Souls to the commanders of the Elven Crusade, and, as Corellon Larethian had said all those years ago, the Tree of Souls was the key for the Elves to return to Faerûn. Without the Tree of Souls with them, the Elven Crusade would have never retook the fallen city of Myth Drannor.

When planted, it is said, the tree instantly sprouted into a 500’ tall oak tree, with silver bark, green and gold leaves and an ethereal aura. Its roots, so the stories say, stretch down, through the Underdark, and into the heart of Toril itself. For this reason, the tree cannot be moved after being planted, which is the reason Corellon Larethian warned Starleaf to choose wisely what she did with the small sapling. Presumably, the same scenario will occur with the Tree of Souls in the possession of Prince Lamuril.

The Tree of Souls is powerful, but not only because of its origins, or because of what it symbolizes. In and of itself, the Tree of Souls has many powerful magical effects. The tree itself acts as a permanent Gate to Evermeet. If one were to walk up to the tree once planted, and speak the proper code- that, thus far, is not public knowledge- and step into the tree, they would suddenly find themselves in Corellon’s Grove, on Evermeet. The Tree of Souls also exudes an intangible aura of goodness for at least a mile radius. This aura repels and dispels Demons, Devils, and other evil, extraplanar creatures.

The most important benefit, to we Tel’Quessir is the fact that the Tree of Souls allows for the casting of our traditional magic, Elven High Magic, on the mainland without any harm, like on Evermeet. So long as a Selu’Taar performs a High Magic ritual within 100 miles of the Tree of Souls, he/she is not drained, as is what happens when High Magic is used in all other places, asides for Arvandor and Evermeet (No EXP cost to Epic Spells with the Elven High Magic descriptor). It is believed that the radius of this effect will increase about a mile each year, until all of Toril is engulfed in this Mythal-like field.

The Tree of Souls has, over time, come to represent the ideals of we Faerûnian Elves- Magic, life, the past, and the future. Many in the past believed that the planting of the Tree of Souls would bring about a glorious new age of the Tel’Quessir. Now that the planting of the Trees of Souls is imminent, we, the current and next generation of Elves will be the testament to those prophecies. The ability is in our hands to prove those prophecies correct, or incorrect.

Leaves of Gold Autumn’s turning yields leaves of gold, A mantle fit for woodland kings. Wood nymphs weep cold tears of sorrow, And yet the fair Hamagess sings. commonly recounted poem attributed to Mintiper Moonsilver Year of the Moonfall (1344 DR) Keeper’s Annotations

Oft confused with the Nether Scrolls [1], the Leaves of Gold are an obscure magical phenomena believed to be unique to the northern High Forest, specifically the region of the woods that lies near the city of Everlund and is commonly known as the Woods of Turlang. [2] The Leaves of Gold take the form of living oak leaves fashioned of pure gold, each of which is inscribed with the runes of a single wizard’s spell. [3] No more than a dozen such gilded leaf-scrolls have been recovered in a single season, and each has been found near the base of ancient tree believed to have once been a great treant in centuries past. Taken at face value, the first two lines of Mintiper’s poem seem to describe the changing hues of northern woodlands. However, those familiar with the legend of the Leaves of Gold believe that Mintiper is alluding here to the time of year when such treasures of the Art may be gathered. The reference to woodland kings is then interpreted as "Wood Rulers," a title by which the treants of the High Forest are most commonly referred to, yielding the general location where the Leaves of Gold can be gathered. [4]

At the most straightforward level, the next two lines again refer to the cycle of life, death and rebirth. "Wood nymphs" is a common appellation for dryads and their ilk, and the reference to "cold tears of sorrow" suggests the coming of winter. The Hamagess is an obscure name sometimes employed by the faithful of Mielikki for Our Lady of the Forest, and her singing can be seen as a promise that the cycle of life will continue and that winter will be of finite length. However, once again Mintiper’s words can be read at another level, this time alluding to an obscure tale from centuries past.

Ere the fall of Netheril, when the Eaerlanni elves ruled the High Forest, there appeared a hamadryad skilled in sorcery whose mastery of the Art was said to rival that of the most accomplished elven High Mages. The Hamagess, as she is sometimes known, is said to have sprung from the heart of a Turlang, the first wood nymph born of a treant and not an ordinary oak tree. Turlang and the Hamagess ruled the High Forest as king and queen for over a millennium before the fall of Ascalhorn in the Year of the Curse (882 DR) threatened the High Forest with the taint of the Abyss. The Hamagess is said to have given her life to form a living mantle around the High Forest to shield it from infestation by the twisted vegetation of the Abyss. [5] Although her death was an occasion of great sorrow for those races that live in harmony with the great woodlands, it is said that the Hamagess’ songs still drift through the Woods of Turlang each autumn, whispering words of comfort and magic to her mate. If her breath touches a brilliant yellow leaf in the process of drifting to the ground from the limb of a long-slumbering treant, it leaves in its eddy a leaf of pure gold inscribed with the workings of a rare or unique spell. Through these Leaves of Gold the forest can be defended against looming threats to its existence. [6]

Chronicler’s Footnotes
[1] The Nether Scrolls are 100 sheets of platinum and gold whose discovery precipitated the rise of Netheril as an empire of human wizards. Consisting of two sets of 50 scrolls each, the Nether Scrolls are believed to have been penned by the Creator Races and collectively compose the foundation on which the Art of modern wizardry is built. One entire set, known to the elves as the Quess’Ar’Teranthvar and said to have been transformed by an elven High Mage into a slim, golden beech tree with leaves of gold, was held in Myth Drannor in Windsong Tower ere the City of Song was overrun by fiends, but its current location is not known. The fate of the other set of Nether Scrolls is wholly unknown, but, at various times over the years, a series of unsubstantiated claims have been made that one or two of the Nether Scrolls have been recovered, leading some sages to speculate that this set is no longer a single collection but individual scrolls scattered about the Realms.

[2] The Woods of Turlang were once the home of Turlang the Thoughtful, ruler of the hundred or more treants who inhabit the High Forest and respected elder of the countless dryads, hamadryads, centaurs, korreds, leprechauns, and other faerie folk that dwell within the depths of the great woods. Since the destruction of Hellgate Keep in the Year of the Gauntlet (1369 DR), Turlang and most of his treant subjects have moved east and south within the High Forest, animating trees from deep within the forest to spread the tree line across the Upvale to connect with the Far Forests.

Following the departure of the Wood Rulers, the Woods of Turlang have become a quiet region inhabited only by ancient trees, other vegetation, and abundant wildlife. In keeping with the varying personalities of their former treant guardians, the various stretches of woodland still range from immaculately clean tree gardens to dense, dark, and eerie, seemingly haunted forest, although nature’s hand is slowly distorting the more unnatural features.

Recent interlopers into the former Home of the Wood Rulers have discovered that the treants did not leave Turlang’s old court unguarded in their absence. Those who seek to harm or plunder the Woods of Turlang find their passage thwarted at every turn by thick brambles, sharp thorns, and entwined vines that seem to spring up along their chosen path, no matter how much the intruders change their course. Sudden heavy rain showers quickly douse fires in this area, and even the faintest breeze seems to regularly whip heavy branches against intruders with killing force.

[3] The Leaves of Gold are equivalent to unbound pages in a wizard’s spellbook, not scrolls whose magic can be unleashed by reading the inscribed runes.

[4] The Leaves of Gold can be gathered anywhere within the Woods of Turlang that oak trees grow during the autumn season, although most have been found just as the northern High Forest reaches its peak color and the first leaves begin to fall. As a good number of Leaves of Gold have been brought out from the depths of the High Forest over the years, examples of these spell pages may also be found scattered about the Realms.

[5] The living mantle that envelops the High Forest is somewhat akin to a powerful ward or minor mythal. While it stands, vegetation native to the Lower Planes, such as viper trees, cannot grow within the borders of the High Forest, and the taint of fiends from the Lower Planes cannot corrupt any plant that grows within the confines of the great woods. (The Dire Woods are believed to be an exception of sorts to these restrictions.) If Turlang and his allies succeed in their efforts to extend the High Forest’s northeastern boundary to encompass the Far Forests, then the Hamagess’ surviving form will slowly purge that woods of its centuries old taint as well.

[6] The Folio of the Hamagess is a unique wizard’s libram assembled by the half-elven archdruid-magess Dalanaer Llundlar of Tall Trees in the Year of the Staff (1366 DR). The Folio contains more than half of the Leaves of Gold known to have been recovered, and it continues to grow as those who venerate Mielikki make additional contributions. Mintiper Moonsilver contributed a leaf inscribed with the 6th level spell known as The Hamagess’ Staffsprout, detailed below, to the Folio of the Hamagess. This spell is most commonly used when an archmage wishes to arm a small group with single-shot magical devices that can all be unleashed in a single round, and it has been used to great effect by small bands of green elves against large orc warbands.

The Hamagess’ Staffsprout
(Wiz6; Alteration) Range: 0 Components: V, S, M Duration: Special Casting Time: Two rounds per branch created Area of Effect: One wooden rod, staff, or wand Saving Throw: None

This spell affects only wooden rods, staves, and wands of magical construction that are usable by wizards and have more than two charges remaining. This spell or similar variants can affect such items at most once per thirty days. When cast upon such items, the Hamagess’ Staffsprout spell causes small branches to sprout along the length of the target. At most one such branch can be created for every two levels of experience of the caster, although less can be created if desired. The number of branches is further limited by the number of charges in the targeted item, as explained below.

As chosen by the caster, this spell directs a single spell effect from the target magic item and the corresponding number of required charges to unleash it into each created branch. (Note that the effects of breaking the original item, such as the retributive strike power of a staff of power, a magical attack and damage bonus, or any other effect not powered by charges cannot be directed into a branch.) Each branch can then be broken off and employed as a single shot magical item capable of unleashing only the chosen spell effect at the cost of the siphoned charges. Once cast, charges siphoned off into branches by this spell cannot be restored (although it remains possible to recharge the original target if normally possible). The use of this spell always expends one more charge than the total needed to power the effects imbued in all of the branches, regardless of the total number of branches created. In addition, at least one charge must remain within the original magic item after the casting. As such, the number of available charges limits the number of branches that can be created.

Once created, each branch has a unique word of activation, as specified during the casting by the creator. Each branch must be used within twenty-four hours of its creation or the magic fades and the charges are lost. A branch cannot be recharged, and its spell effects function at the same level as the original item.

The material components for this spell are the magical rod, staff, or wand to be targeted and a green (just broken off) branch from a tree of the same species as that was used to fashion the wooden item. That tree must have grown for at least nine years while in contact with an item bearing an enchantment, either among its roots, stored in a hollow within it, or that the tree has grown around. Also, the tree must have been in continuous contact with that enchanted item at the time the green branch is broken off.

Elder Treant
Standing high in the branches of an enormous oak tree, Evaine peered off in the distance. Smoke from dozens of fires blackened the sky, indicating that the orc armada had finally arrived in Blackleaf Forest. From the number of fires and reports sent back to him by various animals, there seemed to be hundreds, maybe even a thousand, of the foul creatures.

Evaine knew that most of the elves and gnomes who lived in that portion of the forest were already dead or enslaved. There was no one left who could fend off the horde. . .or so the orcs thought. Although he was loath to call upon him, Evaine knew there was one entity who could bring the orc invasion to an end. He would have to awaken the Great Sleeper.

He easily slid down the side of the oak and padded to a staggeringly tall tree in the distance. Although the forest floor lay thick with dried leaves from the approaching fall, Evaine made no sound at all. Eventually, he entered an open grove that was home to the Great Sleeper.

Knowing that time was of the essence, Evaine sang a chant to the great tree. For hours, he called and sang at the top of his voice, asking the Great Sleeper to awaken. He pounded on the thick bark and stamped his feet on gnarled roots. He watched intently, and was eventually rewarded by seeing the outlines of facial features move within the bark. Two huge lids opened, and eyes the color of sap turned their gaze toward the druid.

"I hear you, woodsman," rumbled the elder treant, its voice sounding like the cracking and creaking of branches. "Why have you awakened me?"

In slow, patient words, Evaine explained the threat of orc invasion against the forest. When finished, he sat down and rested, knowing that it could take hours for the immense treant to respond. To his surprise, the treant responded after only twenty minutes.

"This must not happen," boomed the treant. "I will awaken my children to protect our home." Suddenly the ground trembled as the elder treant pulled up its roots. Four enormous branchlike arms rose in the air. Evaine felt that the entire forest was shaking apart. He realized that other treants and normal trees were coming to life.

With a grim smile, Evaine knew that there was no place for the orcs to hide. Not when the forest itself was alive....

Elder Treant

Colossal Plant Hit Dice:	32d8+448(592 hp), Druid 30+ Initiative:	+0 Speed:	60 ft. AC:	34 (-8 size, +32 natural), touch 2, flat-footed 34 Attacks:	4 slams +32 melee Damage:	Slam 4d8+16 Face/Reach:	40 ft. by 40 ft./25 ft. Special Attacks:	Spell-like abilities Special Qualities:	Animate trees, bolster treant, DR 30/+3, fire vulnerability, half damage from piercing weapons, plant traits, triple damage to objects Saves:	Fort +34, Ref +10, Will +18 Abilities:	Str 42, Dex 10, Con 39, Int 17, Wis 23, Cha 18 Skills:	Hide -16*, Intimidate +14, Knowledge (any) +13, Listen +16, Spot +15, Wilderness Lore +18 Feats:	Great Fortitude, Improved Critical (slam), Iron Will, Power Attack Climate/Terrain:	Any forest Organization:	Solitary or grove (1 plus 10-12 treants) Challenge Rating:	19 Treasure:	Double Standard Alignment:	Usually neutral Advancement:	33-60 HD (Colossal)

Although most humanoids believe that treants are among the most ancient creatures in the world, few realize that there are even older and stronger such creatures that live for tens of thousands of years. Elder treants are the undisputed rulers of treantkind and firm defenders of the forests. Elves, druids, rangers, and other forest-lovers also revere them.

Elder treants are awesome to behold, towering above even some of the largest oak trees in the forest. Only rare species of redwoods have reached taller heights. Like normal treants, they combine the features of trees and humans, although it is difficult to discern their facial features with a casual glance. Their faces are kind, but ancient beyond compare, suggesting a wizened crone or sage. Their bark is scarred and blackened from occasional lightning strikes, and thickly covered with moss.

Because of their tremendous life spans, elder treants think incredibly slowly. They spend most of their time in deep meditation and communion with the forest around them. Unlike normal treants, elder treants care little about concepts like good or evil, and seldom go out of their way to provide assistance or hindrance. They are difficult to awaken from their thoughts, but terrible beyond compare when angered.

Like treants, elder treants fear nothing save fire. Their incredibly tough bark can withstand most normal blazes, accepting it as a part of nature. However, they detest any species that uses fire as a weapon -- those who burn and rape the woods without thought. Elder treants have been known to animate entire groves to seek revenge on nearby communities that use fire indiscriminately and destroy part of the forest.

Elder treants speak Treant, plus Common, Elven, and Sylvan.

COMBAT

Elder treants dislike moving at all and will uproot themselves only when things turn dire. They observe their foes carefully and use control plant, entangle, and wall of thorns to hinder or dissuade opponents from approaching.

If that tactic does not work, an elder treant first sends out animated trees, then treants, to deal with problems. Only when all of these tactics fail do elder treants pull themselves out of the ground to attack. They strike with two enormous branchlike claws that can inflict horrific damage.

Spell-Like Abilities: At will -- entangle, plant growth, command plants, control plants. 3/day -- wall of thorns.Caster level 20th; save DC 14 + spell level.

Trample (Ex): As a standard action during its turn each round, an elder treant can literally run over opponents at least one size category smaller than itself. This attack deals 4d12+22 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 42) for half damage.

Animate Trees (Sp): An elder treant can animate trees within 1 mile at will, controlling up to 12 trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 and fights as a treant in all respects. Animated trees lose their ability to move if the treant who animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak as cast by a 20th-level druid.

Bolster Treants (Sp): Once per day, an elder treant can lend some of its enormous energy to all treants and animated trees within 1 mile, gaining a +4 to attack rolls and saving throws. In addition, treants and animated trees do triple damage against objects instead of double.

Fire Vulnerability (Ex): An elder treant or animated tree takes double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a success.

Half damage from Piercing (Ex): Piercing weapons deal only half damage to elder treants, with a minimum of 1 point of damage.

Plant Traits (Ex): An elder treant is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. The creature also has low-light vision. Triple Damage against Objects (Ex): An elder treant who makes a full attack against an object or structure deals double damage.

Skills: Elder treants receive skills and feats as though they were fey*. They have a +20 racial bonus to Hide checks made in forested areas.

TREANT SOCIETY

Elder treants hail from a different era, when all species lived in harmony with their surroundings. Eventually (some say with the elder treants' aid), other trees evolved into normal treants. The elder treants treated these new creatures like their own offspring and charged them with watching over and protecting the forest.

Treants have tremendous respect and admiration for elder treants. They defer to them in almost every respect and will do everything, including lay down their own lives, to protect them from harm.

Regular treants do not turn into elder treants through size and age; elder treants are a different creature altogether. A few normal treants tower over the elders.

The Flesh-Mulcher Tree
From the druid Miala's journal:

I discovered a new carnivorous plant today, a very interesting one. A brigand chased me through the woods, and just when he'd started to gain ground, he stopped as a bunch of pods hit him. I kept running, but when I saw that he was no longer chasing me I crouched behind some brush to watch. He continued toward me, but then stopped, stared blankly, and began approaching a nearby tree. It was old and gnarled, about 12 feet in diameter. He walked slowly toward it, and then I saw vines shoot out from its base, wrap him up, and pull him toward the trunk of the tree, where he disappeared. I crept closer but could not see him anywhere. I did hear him pounding against the trunk, for a while. Eventually the pounding stopped. At that point, I crept away.

A dryad I ran into an hour later told me this tree feeds on animals, humanoids, beasts, and such, but as it leaves the fey creatures alone, she really does not pay it much attention. It never moves, but it can cast some kind of spell with its bark and throw pods. I will have to study this closer, once I figure out how to resist or ignore the effect of the bark….

Flesh-Mulcher Tree

Huge Plant Hit Dice:	10d8+50 (95 hp) Initiative:	+0 Speed:	0 ft. AC:	21 (–2 size, +13 natural), touch 8, flat-footed 21 Attacks:	4 tendrils +10 melee, or 6 pods +5 ranged Damage:	Tendril 1d8+5, or pod 1d6+5 Face/Reach:	10 ft. by 10 ft./15 ft. Special Attacks:	Captivating bark, improved grab, pods (acid, explosive, poison, seed), swallow whole Special Qualities:	Plant traits, precise targeting, tentacle regeneration, tremorsense Saves:	Fort +12, Ref +3, Will +3 Abilities:	Str 20, Dex 10, Con 20, Int 2, Wis 10, Cha 4 Climate/Terrain:	Any forest Organization:	Solitary Challenge Rating:	8 Treasure:	Standard Alignment:	Always neutral Advancement:	11–16 HD (Huge); 17–30 (Gargantuan)

Tall and majestic, flesh-mulcher trees are hidden menaces in the forest. Varieties of this barely sentient killer exist in most climates where trees grow, seeking to feed on humanoids and animals that approach.

Most flesh-mulcher trees reach between 20 and 25 feet in height, but taller varieties have been reported. The canopy is formed from dense growth of three-pronged, swordlike leaves, and species of shade-loving ground plants thrive at the tree's base. The tree's gnarled and dense trunk grows to be about 12 feet thick in 10 years. (The flesh-mulcher does not become fully mature for 10 to 12 years.) This tree's distinguishing feature, however, is the clusters of pods that grow in the branches. The greenish-black pods are very hard and about 4 inches long. In colder climates, the leaves take on a silvery color, and in tropical climates they become bright green. The tree looks harmless from a distance, but up close one can see that a part of the trunk at its base opens like a large mouth (with no teeth). Inside this maw grow four vinelike tendrils, which the tree uses to snag prey. The tendrils are 18 feet long and can effectively grab targets up to 15 feet from the base.

The (barely) sentient flesh-mulcher trees feed on humanoids, animals, beasts, magical beasts, and even corporeal undead. They do not feed on fey creatures of any type, so the fey sometimes use them as guardian trees around their most private places. The tree attracts prey to it with its hypnotic special ability, then snags the prey and crushes it. It then mulches or composts the remains, and feeds on that. Immature trees catch smaller animals only; a flesh-mulcher cannot catch a Medium-size humanoid until it is at least eight years old.

Flesh-mulcher trees do not speak any language, but one can communicate with them via a speak with plants spell.

COMBAT

Flesh-mulcher trees live on the decomposing remains of organic creatures. When hunting, they begin by throwing clusters of pods at targets, and continue to do so until the creatures approach the trunk. Then the tree attempts to draw the prey into its maw and crush it. Flesh-mulcher trees attack only to feed; they are not self-aware enough to defend themselves. Captivating Bark(Su): The bark of the flesh-mulcher tree boasts swirling color patterns that can bewitch a viewer. Anyone within 20 feet of the tree who sees the trunk must make a successful Will save (DC 12) or become utterly captivated by the bark (as though by a harpy's song). This is a mind-affecting charm. If the save is successful, that creature cannot be affected again by that harpy's song for one day. A captivated victim walks toward the flesh-mulcher tree on its next action, taking the most direct route available. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the tree's maw area stands there and offers no resistance to the tree's tendril attacks. However, the creature gets a second Will save (same DC) against the effect once it has sustained some damage from the tree.

Improved Grab (Ex): If a flesh-mulcher tree hits an opponent that is at least one size category smaller than itself with three of its four tendril attacks, it attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +20). If it gets a hold, it can transfer the opponent to its maw with another successful grapple check, then try to swallow on its next turn. Alternatively, the flesh-mulcher tree has the option to conduct the grapple normally, or simply use its tendrils to hold the opponent (–20 penalty on grapple check, but the tree is not considered grappled).

Tentacle Regeneration (Ex): Foes can attack the tentacles of a flesh-mulcher tree, but only when those appendages are actually holding an opponent. A tentacle has an AC of 22 (touch 9) and can withstand 15 points of damage. The loss of a tentacle does not harm the creature (that is, the damage does not apply against its hit point total), and it regrows the limb within a day. Pods(Ex): The tree grows clusters of small and very hard pods, each one measuring about 4 inches long. The tree can throw clusters of six pods at a time at a given opponent, with a maximum range of 80 feet, minimum range of 10 feet, and no range increment. Each pod inflicts 1d6 points of damage. The tree can attack up to eight opponents this way in a round if surrounded: one opponent at each compass point (N, NE, E, etc.). The tree can throw up to 120 pods in a day and regrows pods at a rate of six per day. Variant Pods: Pods from some varieties of flesh-mulchers have varying effects. It is not uncommon to find a single tree with several different pod types, but a cluster contains only pods of the same type.

Acid Pod: This very rare variant pod contains a small amount of concentrated acid. The effect works exactly as if the tree had thrown a flask of acid (Player's Handbook, page 114).

Explosive Pod: This pod explodes on contact, inflicting 1d6 points of fire damage (or cold damage in some climates) to all within 10 feet of the target, as if a small fireball had detonated. All creatures within the area may attempt Reflex saves (DC 20) to avoid half the damage. Explosive pods that miss still explode when they hit the ground, causing damage. See the grenadelike weapons sections in Chapters 7 and 8 of thePlayer's Handbook for pod miss effects.

Poison Pod: This pod breaks on contact, inflicting only 1d2 points of damage. Inside it holds a poison that causes 1d4 points of temporary Wisdom damage (initial and secondary, Fort save DC 20). A given creature can be affected by this poison only twice in a 24-hour period, though all hits by these pods still inflict damage. Creatures with lower Wisdom scores tend to approach the tree to find the source of the attacks. Wisdom returns at a rate of 1 point per day.

Seed Pod: This pod contains a seed for another flesh-mulcher tree. These pods serve as the tree's mode of reproduction. Each deals 1d6 points of damage on impact, then breaks open and releases a small seed.

Swallow Whole (Ex): A flesh-mulcher tree can swallow a single creature that is at least two sizes smaller than itself by making a successful grapple check (grapple bonus +20), provided it already has that opponent in its maw (see Improved Grab, above). Once inside the tree, the opponent takes 5d4 points of crushing damage per round from the plant's stomach. A swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing a total of at least 20 points of damage to the inside of the tree (AC 25) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, the tree transfers some of its wood mass to close the hole; thus, another swallowed opponent must cut its own way out. A flesh-mulcher tree's stomach can hold 1 Medium-size or 4 Small or smaller opponents.

Plant Traits (Ex): A flesh-mulcher tree is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. The creature also has low-light vision to a range of 30 feet.

Precise Targeting (Ex): Because of its tremor sense and its root network, a flesh-mulcher tree can triangulate the location of a creature within 80 feet of its trunk. This ability gives it a +2 insight bonus on ranged attacks with pods.

Tremorsense (Ex): A flesh-mulcher tree can automatically sense the location of anything within 80 feet that is in contact with the ground.
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