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Elves of Evermeet Adampd Fantasy Roleplaying Forgotten Realms Very Hard To Findnbsped 1560768290 9781560768296
Elves of Evermeet Adampd Fantasy Roleplaying Forgotten Realms Very Hard To Findnbsped 1560768290 9781560768296
Evermeet
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Chapter 1: Evermeet and Her People. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Chapter 2: Special Places ............................................................................................. 35
Chapter 3: The Magic of Evermeet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Chapter 4: Gods and Goddesses of Evermeet .............................................................................. 76
Chapter 5: Evermeets Defenders ............................................................................................... 83
Chapter 6: Non-Player Characters .............................................................................................. 92
Chapter 7: Role-playing Evermeet Elves ................................................................................... 104
Chapter 8: Adventures in Evermeet .......................................................................................... 114
Chapter 9: Creatures of Evermeet ............................................................................................. 122
Credits
Design: Anthony Pryor
Editing: Anne Gray McCready
Inhouse Coordination: Karen S. Boomgarden
Cover Illustration: Laura Lakey
Interior Illustrations: Daniel Frazier
Cartography: Dennis Kauth
Electronic Prepress Coordination: Tim Coumbe
Typography: Angelika Lokotz
Production: Paul Hanchette
2 Table of Contents
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4 Introduction
PHBR7, The Complete Bards Handbook: Although the elves. The gods of the Seldarine are referred to
elves are not normally allowed to be bards, the frequently in Elves of Evermeet, and considerable
elven minstrel described in this book fills that information may be found in DMGR4.
niche in Evermeet. This book also includes FOR2, The Drow of the Underdark: This book pro-
descriptions of various enchanted items and vides details about the elves evil (and some not so
musical instruments, which are helpful in describ- evil) cousins, the Drow.
ing elven society and celebrations. FOR3, Pirates of the Fallen Stars: This book con-
PHBR8, The Complete Book of Elves: This book is tains useful and detailed ship combat rules. These
the most useful volume of the PHBR series for form the basis for naval combat as described in
any DM wishing to include Evermeet in a Elves of Everrneet.
FORGOTTEN REALMS® campaign. Several rules
and conventions from this book are used in the Much useful information has been revealed in
current work, including all aspects of elven physi- other publications. The Ruins of Myth Drannor and
ology, society, character creation, kits, magic, the novel Elfshadow by Elaine Cunningham tell
enchanted items, new proficiencies, and creatures. details of the elves history, the retreat, and the
DMGR3, Arms and Equipment Guide: This guide murder of King Zaor. In The Coral Kingdom by
includes various weapons suitable for elven use, Douglas Niles, human adventurers visit the island
as well as detailed information about elven and of Evermeet and even gain audience with the
Drow chain armor. powerful Queen Amlaruil. Much is revealed in
DMGR4, Monster Mythology: This book contains this book regarding Evermeets defenses, ene-
detailed information about the gods and myths of mies, and current political position.
Introduction 5
The following entries are extracted from a long let- ders, and the following information is not pro-
ter written by Captain Carreigh Macumail to Lord vided idly. All of what I am about to reveal is
Khelben Arunsun of Blackstaff Keep in response to a given in the strictest confidence, a confidence
request for information regarding Evermeet. Macu- that I am certain you will respect.
mails letter is a remarkably concise and informative My first introduction to the island of Ever-
document, and sheds much light on the culture and meet and its people came quite unexpectedly.
society of the mysterious Elves of Evermeet. As you know, I have cultivated a close friend-
ship with the Green elf druidess, Aerilaya. I
My Dear Lord Khelben: had not seen her in several years, since my
Respectful greetings from both myself and career as a freebooter on the Sea of Fallen Stars
the crew of the Mist- Walker. In response to your proved less satisfactory than I would have
request, I have attempted to summarize, to the liked and I had been forced to relocate to the
best of my meager abilities, the many facets of Sword Coast. There, with my new ship Mist-
Evermeets society, and provide enlightenment Walker and a loyal crew, I returned to my life as
regarding the isles history, and many of the a freelance adventurer.
mysteries surrounding it. It was here, after several months of mixed
success, that I was contacted by my old friend.
A Journey to Evermeet It seemed that she had decided to join the
Retreat and journey to the distant, sacred isle of
I am, admittedly, one of a tiny handful of humans Evermeet. Her decision was not entirely based
privileged to visit Evermeet and see its won- upon philosophical and religious considera-
6 Chapter One
tions. She made vague comments about being
involved in a scandal with a Chauntean monk,
an oak tree, and a cask of ale (as well as, I was
to learn, a garrison commander and an elven
archer with a traveling circus), and implied
that her life would be somewhat more sedate
on Evermeet.
At that time, like most citizens of Faerûn, I
nursed doubts as to whether the fabled island
even existed. What I knew was that the Green
Isle, as the land is also called, was supposedly
created for the elves by their god, Corellon
Larethian, as a refuge some thousands of years
ago. It is also known that as elven numbers on
Faerûn wane, more and more travel to this last,
peaceful stronghold, where their queen rules
and they are undisputed masters.
The isle is protected by many magical barri-
ers, and a mariner can easily sail past it un-
knowingly. Storms, teleportation spells, and
great guardian beasts are also said to defend
the island.
I had little enthusiasm for such a journey,
given the islands reputation, and the fact that I
wondered whether it existed at all. My friend,
however, prevailed upon me, and within a few
days Mist-Walker had set off, bound for the
unknown island.
I am still not entirely certain what motivated
me. I have always considered myself a friend to
the elves and well remember a dangerous voy-
age I undertook in the Sea of Fallen Stars, seek-
ing a lost elven treasure. When I restored the
item to the elven noble who claimed to be its
rightful owner, I was told that the elven people
were grateful. Little did I know how truly
grateful they were.
The journey was relatively uneventful. We
sailed through calm seas to the Moonshae
Islands, where I spent several days looking up
old friends and family members on the isle of
Gwyneth. From there, we set off into the open
sea, bearing due west, where Aerilaya assured
me the island was to be found.
Three days out from Corwell Town, we
8 Chapter One
small band of Drow who worshipped a good reaching Evermeets shores. The islands queen,
goddess by that name, but had never met any. I Amlaruil (of whom the two women spoke with
had even dismissed the tales as fabrications. awe and a deep affection), apparently wields
Now, here was proof. enormous power within her realm and can,
We spoke for some time and I swore to keep with a whim, cause a ship to be instantly tele-
the ladys secret. I write this letter to you only ported miles from the island, much to the shock
as a result of her explicit permission to do so. and consternation of her captain and crew.
That evening marked the beginning of a In addition, I was told that several great sea-
deep and, at times, passionate friendship with beasts cruise the waters immediately surround-
the Lady Karsellyn, but that is another story. ing Evermeet and attack intruding vessels with
The next morning I arose early and began an unholy fury. As if to emphasize this, our
preparations for our final approach to Ever- lookout shouted wildly, drawing my attention
meet, not knowing what obstacles lay ahead. to the water beneath our vessel. There I saw the
vast, gleaming back of a dragon turtle gliding
silently below, fewer than two fathoms down. I
Defenses and Warders shuddered heavily at the thought of fighting
Reaching Evermeet itself is a truly epic task. such a beast and wondered at the nature of the
Without the assistance of Aerilaya and Dae- other creatures who defended Evermeet.
nalaia, the Mist-Walker would surely have been Soon after, we came in sight of Evermeets
lost with all hands. shores. We gained an escort of slender, green-
Several significant barriers lie between the skinned Alu-TelQuessir, graceful beings more
mariner and the Green Isle. The first, a web of dolphin than elf. My heart pounded heavily
illusions, is said to have been woven by the and the eyes of my crew held a mixture of won-
elven goddess Sehanine Moonbow. These illu- der and apprehension as we approached the
sions, which make the seas surrounding Ever- tree-lined shores of Evermeet.
meet seem nothing more than another stretch
of featureless ocean, are enough to keep most
The Land
ships away. Beyond the illusory barrier, how-
ever, more extensive and deadly ones await. Evermeet presents a vision unequaled in any
Storms also protect Evermeetstorms of a mortal realm. Rising from the deep blue of the
most severe and unnatural nature. Vast cyclones sea, the Green Isle resembles a tiny fragment of
and towering waterspouts spring unexpectedly Arvandor fallen from the heavens. Elven leg-
from calm seas, lifting ships high into the air end, in fact, claims this very thing. The sea sur-
and smashing them to kindling, along with rounding Evermeet, except for those regions
their crews. Winds of hurricane force drive of cyclones and rough weather previously
ships away from the island, or wreck them on described, is eternally calm and of deepest
reefs. Whirlpools appear, dragging vessels to blue. The hand of Deep Sashelas can be seen in
watery graves. the unnaturally placid nature of Evermeets
Fortunately for us, the priestess Daenalaia seas, for the region is normally rough, continu-
knew the secrets of controlling these terrible ally beset by storms and treacherous currents.
forces, and none threatened us. From Evermeets shores, however, the sea
Once past the storm barrier, the Green Isle seems to stretch out forever, flat and undis-
showed itself, distant and verdant on the hori- turbed. These seas are home to countless bands
zon. Daenalaia and Aerilaya informed me that of Alu-TelQuessir, the mysterious Aquatic
there were still other obstacles to pass before elves.
10 Chapter One
Evermeet and Her People 11
portion of Arvandor can be seen on our poor Humans see the city as the ultimate mastery
world. of civilization over nature. The elves see the
Evermeets climate is not, as some legends world in an entirely different light. They are
claim, eternal springtime. Instead, I suppose it not the rivals of nature, nor are they its enemies
is most accurate to say that each season is per- or its masters. The elves are part of nature and
fect, embodying the times essence, while at the as such, must live according to the natural
same time never growing extreme enough to order, not in defiance of it.
become dangerous. Spring is green and pleas- In their heyday, elves were highly skilled in
ant, with occasional rains. Summer is warm the magical manipulation and transformation
and balmy, with a few hot days. Fall comes of natural forces and substances. Trees and
quickly, sweeping the island, turning the stands growing things were made to form houses
of deciduous trees into myriad red, yellow, and and other shelters. Rock was coaxed from the
gold shades. Winter brings with it snows and ground to form fortresses and roads. Crystal
chill winds. These seasons vary only rarely. was molded into walls, towers, and sculptures.
Most of the time they present all that is best, All things remained in constant contact with
while minimizing their less desirable qualities. the earth, never to be brutally torn from it or
reshaped in the violent manner of humans or
dwarves.
Cities and Towns This is the way of architecture in Leuthilspar.
Upon our arrival on Evermeet, our Sea elf The soaring towers, round domes, intricate
escorts directed us to the isles largest settle- buttresses and gilded palaces are works that
ment, the city of Leuthilspar, at the mouth of rival and surpass even the imperial cities of
the broad River Ardulith. Kara-Tur, but all are created directly from the
Even with our friendly priestess and the land. They are grown through the wonders of
druidess Aerilaya, the Sea elves gazed upon us elven magic. There are, I was soon to learn,
with deep suspicion and, in many cases, out- spells cast on Evermeet that normal mages can
right hatred. Few human vessels ever made it only dream of.
to the Green Isle and most of the elves who live A crystal tower may rear up from the ground,
on Evermeet tell terrible stories of human intol- glittering and gleaming like a gigantic, multi-
erance, repression, and murder. My feeling of faceted diamond, but where it joins the soil
apprehension grew as we approached the great there is neither seam nor gap. The tower was
city. raised from the earth itself, and continues to
The villages and camps occupied by the grow like a vast plant, its connection to the soil
handful of elves who have remained behind on unbroken.
Faerûn give virtually no clue as to the alien Wooden buildings are fascinating things, for
beauty and wondrous strangeness of true elven they are built without cut timber. Walls are
architecture. On Faerûn, most elves live in solid stretches of living wood, floors are alive
small settlements based upon the style of the with intricate whorls and patterns that change
surrounding lands or move in nomadic encamp- as the building grows. Roofs may be grown
ments from place to place. Neither settlement from heavy bark or shiny leaves, and shed both
can prepare a human for the sight of a large rain and snow.
elven city, for in such places as Leuthilspar and Streets are likewise paved with natural sub-
Taltempla, wonders still abound, echoes of an stances, either smooth rock summoned from
ancient time when elves ruled the world and the depths and sculpted, or shining crystal,
gods walked the land. clear and smooth. For horses and those unused
12 Chapter One
to the surfaces, the roads are highly slippery ture in without growing dizzy.
and treacherous. Roads of crystal and stone We had stood at anchor off Leuthilspar for
criss-cross the island and are often removed two days before the elves approached us. The
and rerouted overnight through the application priestess, her cloaked Drow charge, and the
of elven magic. other important elves had already left us,
Leuthilspar is surrounded by small fortresses although Daenalaia assured us that she would
and guardian trees, towering evergreens. Magi- tell the queen of our services.
cally-created passages and rooms within the This day, as I gazed idly up at the palace,
trees house the warriors who defend the isle nearly blinded by the gleaming white of its
and keep a constant lookout for enemies. walls, a pair of giant eagles set off from one of
Despite the isles potent magical defenses, she the highest towers, each bearing an elven war-
does have enemies. rior armed with a long lance. To my amaze-
Evermeets stone fortresses are the strongest ment, they swooped low and alighted upon the
in the world, more durable than even dwarven Mist-Walkers bow, causing the ship to pitch
clan holdings. Elven forts are huge, unbroken alarmingly.
masses of stone grown from the living rock. The lead warrior, clad in shining mail, with a
They have smooth walls, intricate passage- high, silver helm, fixed a burning gaze upon
ways, and portals grown of living wood, metal, me.
or rock that open only when proper passwords Human! he said in a tone that brooked no
are spoken. The lonely island fortress of Sum- argument. You are to present yourself to
brar is like this, sitting amid the waves, guard- Queen Amlaruil. The druidess Aerilaya is to
ing the approaches to the Green Isle. accompany you!
Even the most strictly military of structures I must admit that I blanched somewhat at the
retains typical elven grace and beauty, how- prospect. Swallowing heavily, I asked for a few
ever, rising with curved walls and high towers, minutes to prepare myself, for I am loath to
often in the shape of a star, rosette, or other attend even the simplest celebration in less
geometric shape when viewed from above. than the smartest attire.
Leuthilspar, more than any other city on The eagle-rider nodded briefly and I has-
Evermeet, is the ultimate embodiment of elven tened to my cabin, my mind awash with fear
harmony with the ways of nature. Despite and anticipation. Finally, dressed in my finest
being the home to thousands of elves, the city silk shirt and kilt, my hair and beard combed as
could as easily be another part of the forests or best I could manage, I rejoined the two eagle
hills, sitting placidly beside the Ardulith, grow- riders. They then handed me, Aerilaya, and my
ing and maturing with the trees and beaches. first mate, Drogo, over to a squad of elven war-
On the heights above Leuthilspar, standing riors who guided us up the long path to the
watch over her people, lives Queen Amlaruil palace, to what fate none of us could guess.
Moonflower. Her home, the Moonstone Palace,
is perhaps the pinnacle of elven architecture, The Queen
design, and harmony. The palace is a vast,
white structure crafted of alabaster, marble, I wish that I could give more than a cursory
and crystal grown directly from the land itself. description of the palace as we passed through
The structure is a pleasing combination of it. Unfortunately, my state of mind was such
domes, slender towers, long galleries, flying that I could only stare dumbly at the palaces
buttresses, sky bridges, and other features. A verdant grounds, vast wooden gates, long
mere human can scarcely take the entire struc- broad hallways of gleaming marble, and price-
14 Chapter One
Your majesty . . . I croaked. Please forgive many male advisers as well, but they have no
my intrusion . . . formal status within her court.
Apologies are not necessary, Carreigh Mac- All elves, even the males, accept this without
umail, she said. Although I could not see her, I question. To them, Amlaruil is Evermeet. As
felt her soft hands encircling my neck, and real- she prospers, so does the land, and in her heart
ized that she had placed a fine silver chain and soul resides the final hope of the elven peo-
around it, with a small amulet glittering and ple. Needless to say, this is a heavy burden
gleaming at one end. even in the best of times, and the Sad Queen, as
I name you ShaQuessir, elf-friend. From she is also known, bears it with a dignity and
this day, you shall be as one of our people, and wisdom far beyond even the most enlightened
shall never want for clothing, warmth, or shel- human ruler. Even I, imperfect and short-lived
ter, so long as my people live. In exchange, you human that I am, feel a deep love and loyalty to
shall serve us as ally and friend and aid my the queen, and if she were ever threatened, I
people whenever you can. Do you accept, Car- would lay down my own life in her defense,
reigh Macumail? alongside my elven brothers and sisters.
There was, of course, only one answer.
Yes, I whispered. Oh, yes.
So it was that I became ShaQuessir, or elf-
The People
friend. This most valued of gifts causes one of Four of the five elven subraces inhabit the
the NTelQuess (not-people, as the TelQues- island of Evermeet and its vicinity. The only
sir so charmingly refer to non-elves) to be ac- exception, the Drow, is excluded for the obvi-
corded nearly the same status as a full-blooded ous reasons of their decadence, violence, and
elf. Having been given the status by the beloved hatred of all things elven.
and near-divine Queen Amlaruil, I found my- Of the remaining subraces, each has its own
self treated with enormous respect and affec- outlook and culture, although all are united by
tion by most of Evermeets elves and received the overall elven psyche. I will attempt to
relative freedom of movement around the describe each of the subraces in detail here,
island. along with information about their society, out-
After my brief meeting with the queen, I look, and nature.
understood the esteem in which the elves hold
her. She and her husband Zaor were chosen as
rulers of the island through a rather complex
The Ar-TelQuessir
succession process. I am told the process in-
(Gold or Sun Elves)
volves the use of magical swords and tests of I am sorry to say that the Gold elves at first
prowess and wisdom. After Zaors murder by seemed to me a dour and serious lot. They
a renegade Gold elf, a fact that still fills most rarely express emotion to others or in public
elves with unspeakable horror, Amlaruil went situations. I am informed that with family or
into mourning, which still continues more than friends, however, and in particularly private
45 years later. Now more than 900 years old, settings, they can express a range of emotions
she remains on Evermeet, ruling and wielding well beyond those of an ordinary human.
powers of near-divine level.
Since Zaors death, Evermeet has grown into Character and Outlook
a decidedly matriarchal society. Amlaruil rules
with the advice of her Council of Matrons, a Gold elves believe themselves to be the chosen
circle of elder females of all subraces. She has defenders of elven culture and tradition, selected
16 Chapter One
artists are also wizards who use elven magic to ian by the Silver elves, is considered to be a
shape, carve, and polish natural objects, much misinterpretation of the other three elven god-
in the same way as elven buildings are con- desses, or a minor deity of the Teu-TelQuessir,
structed. whose importance has been exaggerated.
Gold elven poetry and song are as slow and
solemn as one might expect. Tales of ancient Relations with Others
battles, songs of the gods, and stories of heroic
individuals are popular, but these are more Gold elves feel affection toward their Silver elf
often than not sad sagas with tragic endings. brethren, but this is often couched in somewhat
Gold elf minstrels are an important part of soci- patronizing terms, which annoys the Teu-
ety. They wander the island, bringing news and TelQuessir. Feeling that their Silver cousins are
exchanging songs and stories. The harp, lute, flighty, chaotic, and irreverent, Gold elves often
and the shalaquin (a long-necked elven instru- strive to return them to the proper path with
ment that is played by plucking or strumming stern lectures and fatherly advice. For their
while changing the tension of the strings with a part, the Silver elves laugh and ignore such
ratcheted wheel) are all favored instruments. treatment.
The Gold elves admire the Green elves of the
Faith and the Gods forests, feeling that they embody the true prim-
itive spirit of their elven ancestors. Relations
Religion and faith infuse every aspect of Gold between the two groups are good, but the
elf society. As the chosen representatives of all Green elves reclusive nature makes direct con-
that is good and beautiful in elven culture (in tact relatively rare. I was privileged to attend a
their own eyes, at least), the Ar-TelQuessir celebration of Faerieluck on Evermeet, in which
constantly give thanks and pay homage to the I saw the normally-reserved Gold elves frolick-
Seldarine. Each work of art, each poem, each ing and cavorting with their Green elf cousins
song, is dedicated first and above all others to in a manner that even the most free-spirited Sil-
the Seldarine, and second to Queen Amlaruil. ver elf would have found shocking.
Most elven priests are of Ar-TelQuessir extrac- Gold elves prejudice toward humans is
tion. quite severe. It is much more obvious than that
Gold elf religious ceremonies and proces- of the relatively friendly Silver elves. Many
sions are long, drawn out, andto both myself Gold elves who now live on Evermeet felt the
and my Silver elf friendsdeadly dull. Exuber- weight of human hatred and persecution
ance in the form of loud voices, merry songs, or directly, and so may be excused for their dislike
joyful worship is considered shockingly inap- of humans. Even after my adoption as a Sha
propriate, and quiet chanting or solemn intona- Quessir, I received many black looks from Gold
tion is the order of the day when Gold elves elves, and was sometimes treated with disdain
join together in worship. and hostility. Most Gold elves seem to bear
The Ar-TelQuessir observe a rigid hierarchy something of a chip on their shoulder, and it
among the gods, with the supreme deity, Corel- may not entirely be as a result of their treat-
lon Larethian, at its head and his consort, Seha- ment at the hands of humans.
nine, beside him. Various messengers and
demigods serve the Seldarine, but all are under
the direct leadership of Corellon Larethian, and
all pay him obeisance. The goddess Anghar-
radh, considered to be equal to Corellon Lareth-
18 Chapter One
The next day, while walking alone in one of remaining in one place for very long, and enjoy
the palaces many gardens, I was surprised to travel. This alone may account for their adven-
see the Lady Mylaela herself approaching me. I turous nature, but there is a deeper and more
greeted her politely, and she immediately fixed important aspect to it as well, for the Silver
me with a deep, penetrating gaze. elves strongly believe that an individual must
I want to thank you for your performance, choose his or her own path through life.
she said. I have never heard the tale of Jarsali The Silver elves desire to see and do every-
told in such a moving fashion. thing possible during their span on this plane.
Further astounded, I mumbled my thanks, Silver elves love of travel, their tendency
saying that I was only a second rate singer. toward multiple talents and skills, and the fact
Never! she said sharply, in a voice far that many chose not to follow the Retreat, but
stronger than any I had heard the night before. to remain in Faerûn as adventurers, are all
You made the tale live for me, and no one who reflections of the Teu-TelQuessirs inquisitive
gives me such joy could ever be considered sec- and unbounded nature.
ond rate. I give you my gratitude, elf-friend. A Silver elf craves experience; experience
With that, she leaned over and softly kissed entails going many places, doing many things,
my cheek. As she turned away, I could see the and meeting many people. Silver elves have
tracks of tears gleaming on her face in the sun- fewer qualms about associating with NTel
light. After she left, I stood in silence for a long Quessir than the Gold or Green elves, and usu-
time. ally possess the skills to relate to many differ-
ent peoples and cultures. Although I am now
aware of the true foundations of Gold elf insu-
The Teu-TelQuessir larity and perfectionism, I cannot help but find
(Silver or Moon Elves) it too different from my own views to be truly
Many humans consider the Silver elves to be comfortable with the Ar-TelQuessir. If given
far more tolerable as companions than the the choice, I must honestly admit that the Silver
solemn Gold elves. To be sure, they are a much elves, with their outgoing ways and love of
less serious and more independent group. excitement, are far more enjoyable as friends.
Many chose not to follow the Retreat, remain-
ing on Faerûn as adventurers. I have had many Clothing
good friends of this extraction and I share the
popular belief that they are far preferable to Silver elf dress includes many primitive ele-
their Gold cousins as companions. I also learned ments, in subconscious acknowledgment of
during my stay on Evermeet that the term their ancient origins. Robes and tunics are dec-
Gray elf, often applied to the Teu-TelQuessir, orated with feathers, beadwork, carved stones,
is considered somewhat pejorative and should and other such trappings. The colors are bright,
be avoided. sometimes even shocking. The more brightly-
colored the garment, the more highly the elf is
Character and Outlook looked upon by the others. Hair is worn in
braids or ponytails, twined with wires or beads.
While they share the Gold elves passion for the Silver elves often wear body paint or tattoos,
defense of their homeland, their race and their similar to the Green elves.
queen, the Silver elves personal philosophies Silver elf armor has a barbaric appearance.
are more impulsive and display a decided The feathers, stone charms, runes, and braided
live-for-the-moment outlook. They dislike hair of ordinary dress are displayed promi-
20 Chapter One
Relations with Others Games and Revelry
Silver elves are generally thought to truly hate Not surprisingly, the Silver elves love gambling
no one, but this is not entirely true. Their hatred and games of chance. During my infrequent
for the Drow and the goblin races, for example, stays on Evermeet, I am invariably accosted by
is extreme. But their overall outlook on life is to at least one group of Silver elves, urging me to
treat most strangers as friends, and friends as join in games of dice or cards. One popular
family. elven game called kholiast involves a deck of
While the Teu-TelQuessir have experienced more than 1,000 cards, a variable-sized hand
the same indignities and atrocities at the hands based upon a throw of dice, and a point-count-
of humans as the Gold elves, they are far less ing system that would drive even the most
likely to judge an individual solely on the basis dedicated Candlekeep scholar completely mad.
of race. Silver elves feel that individuals are Needless to say, I have never been a successful
responsible for their own actions and will gen- kholiast player.
erally give one the benefit of the doubt. Still, Drinking, feasting, and reveling are all part
many Silver elves harbor a deep distrust of of the Silver elf psyche. At one celebration I
humans, a distrust that takes much time and watched my Silver elf companions, with a sta-
effort to overcome. mina far exceeding that of even my own crew
The Silver elves are often annoyed by their of hardened buccaneers, carry on long into the
Gold cousins patronizing attitude, and some- night and well into the day beyond, singing,
times even grow angry at their unemotional and dancing, drinking, flirting outrageously. Given
seemingly colorless existence. On Evermeet the conventional wisdom about the frail elven
these conflicts are limited by the common causes constitution, I was at first amazed and then
of defense and loyalty to the queen, but in the completely dumbfounded as I watched a circle
past conflicts between Gold and Silver elf have of Silver elves, male and female, hoisting their
been known to boil over into outright warfare. tankards, singing The Elf Maids and the Orc
On occasion, there is a certain undercurrent of Lord (a song whose contents I simply cannot,
distrust between the Silver and Gold elves, but in the interest of politeness, divulge), their feet
this is largely kept quiet, especially on Evermeet. resting on the somnolent bodies of my first
The Silver elves adore the Sy-TelQuessir. mate and boatswain!
Both the Silver and Gold elves believe that they
reflect a naturalistic perfection in their shun-
Servants of the Queen
ning of civilization and its trappings, and are
somehow purer for it. Silver elves have been Before I continue, I want to emphasize a point
known to imitate Green elf customs, decorating that may have been lost in my previous narra-
themselves with tattoos and warpaint, wearing tive. I may have unintentionally left the impres-
purposefully primitive costume (during wilder- sion that the Silver elves are decadent pleasure-
ness excursions, no costumes at all), and hunt- seekers with few serious traits. This is most
ing in small parties with minimal equipment. assuredly not the case.
That the Green elves are apparently unmoved The Teu-TelQuessir are every bit as dedi-
by such tribute seems not to bother the Silver cated to the survival of their nation and the
elves. Several small communities are known to welfare of their queen as the Ar-TelQuessir.
exist under primitive conditions in the forests When not engaged in revelry, travel or recre-
of Evermeet, continuing to mimic the ways of ation, the Silver elves are among the most dedi-
their savage cousins. cated artisans, musicians, scribes, scholars,
22 Chapter One
The Sy-TelQuessir other and engaging in large-scale mock battles.
(Green, Forest, Savage, or Wild Elves) Their tactics for dealing with intruders vary
from tribe to tribe. Some will simply hide and
These insular and savage elves are not well allow trespassers to go by unknowing, while
known to humans because of their isolationism others will attack and capture the interlopers.
and dislike of outsiders. My personal knowl- Though they dislike outsiders, Green elves
edge of them comes largely as a result of my rarely kill captives, preferring instead to magi-
association with the Green elf druid, Aerilaya. cally alter their memories and carry them far
This silent, moody elf fell in with our band of away, to be released with stern warnings never
adventurers during our early days in Berdusk. to return.
While she was not especially well-liked by my Green elves excel in battle. They are masters
adventuring companions, I was able to forge a of hit-and-run tactics, ambush, and sniping,
close friendship with her, albeit after months of and have destroyed more than one enemy force
persistence and frustration. that attempted to enter their forest domains. In
Aerilaya was in many ways a typical Green close combat, Green elves are equally danger-
elf. She was quiet and, at times, almost hostile. ous, using complex acrobatic maneuvers and
She would leave our band for long periods to displays of their weapon skill to overawe oppo-
commune with her forest spirits and the nature nents, and slaying both quickly and efficiently.
deities of the Seldarine (particularly the tree- Many primitive elements persist in Green elf
god, Rillifane Rallathil), and evinced a deep society. Their priests function as human druids.
and abiding respect and love for the natural I am told this is rare among elves. They also
world around her. commune constantly with a pantheon of nature-
spirits, each representing an archetypal mem-
Character and Outlook ber of an animal species or natural phenome-
non. Their warriors often go into fits of battle-
Green elves throughout Faerûn show similar madness, and some of their more eccentric
attitudes. The Sy-TelQuessir have endured druidic priests are said to be capable of chang-
many outrages at the hands of humans and ing into animal form at will.
other non-elves. Their forests have been felled Although they are grim and hostile around
or burned, their homes and campsites sacked, outsiders, within the tribe Green elves are
their people killed or enslaved. Coupled with a pleasant and outgoing in a manner reminiscent
natural isolationist tendency, this terrible his- of the Gold elves. Their feasts are events of
tory makes the Green elves intensely suspi- great joy, with singing, dancing, and all manner
cious of outsiders, especially humans. of merry-making. Hunts are tribal affairs in
Several bands of Green elves remained on which all elves, including the very young and
Faerûn, preferring to defend their traditional old, have a part. They take great care to assist
forest homelands rather than retreat to Ever- those who need it during the hunt, so all will
meet. Even those Sy-TelQuessir who followed feel a part of their successes. Religious cere-
the Retreat remain distant and separate from monies involve exuberant songs and hearty
their Gold and Silver relatives, joining them prayers to the gods. On important festival days
only at festivals, or for the mutual defense of such as Springrite and Fallrite, Green elves
the realm. invite neighboring Silver or Gold elves and syl-
In addition to being insular and reclusive, van creatures to participate. Such celebrations
the Green elves are the most warlike and vio- can last for days and involve great revelry and
lent of the subraces. They enjoy raiding each uninhibited behavior. My experience at Faerie-
24 Chapter One
Art, Music, and Literature if somewhat painful. Upon my second visit to
Evermeet, I sought out my friend Aerilaya to
Music and art remain in a tribal state as well. see how she was adjusting to her new life on
The Green elves create few permanent works of the island. When I found her I was somewhat
art, but sometimes fashion brooches, torcs, taken aback. A new aura of happiness and con-
armbands, and magical amulets that are carried tentment surrounded the once-dour druidess,
by warriors and hunters. Songs take the form and with a bright smile she informed me that
of rhythmic chants accompanied by drums, her tribe had not, as she believed, been com-
flutes, and other instruments. Modern instru- pletely wiped out by an army of gnolls, but had
ments such as the harp and shalaquin are slowly instead escaped through a magical gate to Ever-
gaining acceptance among the Green elves of meet. Eagerly, she invited me to visit the tribe.
Evermeet. Even my status as ShaQuessir did not bring
As noted, body decoration is common among me a warm welcome. At best, Aerilayas tribe
the Green elves. The art of tattooing with the was coolly polite and did little to include me in
aid of a sharp needle of wood or bone is also activities and social functions. Finally, after
well-developed, and carries considerable mys- hearing the story of my friendship with Aeri-
tical significance. Tattoos often represent an laya and my deep friendship with the elves, the
individuals own personal spirit-animal. More tribal patriarch, a 1,000-year old elf named
influential creatures, such as the eagle, bear, Kamana, invited me to the mens lodge for a
and salmon, bring considerable respect from formal ceremony of inclusion.
other Green elves. There I was informed that, as an official
human friend to the tribe, I would have to be
Faith and the Gods marked with my totem animal. With no small
amount of apprehension, I accompanied the
The Green elves worship the Seldarine, but men to a ritual sweat-lodge, where I was told
place different emphasis on its members. While my totem would appear to me.
Corellon Larethian is still considered supreme, The sweat-lodge was a low, dome-shaped
the Sy-TelQuessir reserve their greatest devo- structure hung with hides. Inside, a small fire
tion for the nature gods Rillifane Rallathil, Ere- was built in the center, heating the hut to an
van Ilesere, and Solonor Thelandira. They also almost intolerable degree. The fire was hot and
pay homage to Oberon and Titania, gods of the small amount of smoke escaped through a
woodland beings. hole in the roof. I sat upon several soft, warm
In addition to their more traditional worship furs that encircled my lower body, causing me
of the Seldarine, the Green elves also revere a to sweat profusely.
pantheon of wilderness spirits embodied in In this lodge I sat for what seemed like hours,
animals, such as eagles and bears. They also feeling the oppressive heat, trying desperately
believe that natural objects such as trees, rocks, to stay conscious, as the Wild elves around me
rivers, and mountains have their own spirits, talked and joked with each other as if the roast-
which must be consulted, appeased, and re- ing we were getting were the most natural
spected. thing in the world.
Eventually the constant heat and dryness
Relations with Others was too much for me, and I slipped quietly to
the floor. I dreamed then of cool water, crash-
My own personal experience with the body ing surf, and a graceful sea otter diving in and
decoration of the Green elves was enlightening, out of the blue waves, gazing at me with wide,
26 Chapter One
As we drew nearer, I began to see figures things that held little interest for me. I was
swimming in the bright waters. These were Sea determined, as soon as the audience ended, to
elves, the Alu-TelQuessir. As slender and learn as much as I could about the undersea
beautiful as their land-dwelling counterparts, realm.
they swam with the skill and ease of porpoises The great city was illuminated in yellow-
or seals. Their skin was a pale silver-green, green, the water itself glowing, keeping its
their hair a rich blue-green. While some wore streets and buildings bright regardless of the
clothing, others swam unclad, sliding through hour. The sun and moon have little significance
the water and seeming as much a part of the to the Sea elves, except for their effect on the
underwater landscape as the silvery fish and tides. Dolphins and sea-chariots are used for
marine mammals we had observed as we de- transportation, although most individuals still
scended. prefer to swim unaided.
As I watched, entranced, a curious vehicle
approached. It seemed to be a gigantic scallop Character and Outlook
shell drawn by a pair of hippocampi, which are
beautiful creatures half horse and half fish. As individuals, the Sea elves seem distant and
Mounted in this wondrous sea-chariot was an only barely comprehensible. They are now
elven charioteer clad in armor crafted of sea creatures of the oceans, unaffected by the con-
shells, and a pair of female warriors bearing cerns of land dwellers such as myself. A Sea elf
elaborately-carved harpoons. They wore helms speaks in a deep voice, in a language distantly
in the shape of fish and silvery mail similar to related to and quite distinct from that of land
that worn by land elves. elves. Sensitive to the minutest changes in the
Lord Lysanthir Ahmaquissar! called one of water and the environment around them, the
the women. Her voice resonated deeply inside Sea elves feel a closer harmony with their
our air-bubble. You are expected! We will world than even the nature-loving Green elves.
escort you to the chamber of King Elashor! When one speaks with Sea elves, it is clear that
Our ship slipped slowly down a pearl-paved they are truly creatures of another world.
avenue. Curious Sea elves watched us as we During my visit, I attempted to communicate
passed. Ahead of us, a vast palace crafted of with a Sea elf guardsman. It was a very difficult
stone and shell awaited. process. The Alu-TelQuessir have their own
For the meeting, Lord Lysanthir furnished us language, somewhat akin in form to the squeals
with enchanted rings that allowed us to move and clicks of their dolphin allies, and speak
and breathe freely in the water. I was surprised surface tongues only with difficulty. In between
to note that as I wore the item, my clothes the slow, heavily accented words that the Sea
remained dry and I remained relatively warm elf spoke, there were long stretches of silence,
and comfortable despite the waters chill. as he felt the minute currents of the water and
Elashor, king of the Sea elves, sat upon a listened to the many sounds (inaudible to my
throne of pearl and stone. He was a mild-look- ears) that filled the water. Once satisfied that all
ing elf, totally unlike the image I had in mind was well, the Sea elf continued to speak, chang-
of an ancient, muscled giant with seaweed ing the subject entirely before again turning his
twined in his beard, a wicked trident held in attention to his business.
one mighty hand. Elashor looked at us serenely The Alu-TelQuessir have become very dif-
and invited Lord Lysanthir to speak. ferent from their land-based cousins. Although
The discussion that followed involved they are nearly as long-lived as other TelQues-
mutual defense pacts, fishing rights, and other sir, the sea dwellers are nowhere near as perfec-
28 Chapter One
from shells, stones, and sea plants. Their voices be land dwellers, and feeling that other distinc-
are capable of penetrating the water to a con- tions are minor.
siderable distance. Their songs and poems The aquatic ones love and respect their land-
seem to mimic the melodious cries of whales dwelling brethren, however, and enjoy what
and dolphins. The songs are long and lan- little contact there is. They know that they once
guorous, creating a sensuous calm, lulling one lived on the land. It is said that they are de-
to breathe deeply and sleep, rocked by the scended from an armada of elves threatened
rhythm of the waves. with drowning, but saved by a benevolent god-
dess. They take to their role as Evermeets
Faith and the Gods defenders with great enthusiasm.
The Sea elves physical isolation also keeps them The Sylvan Races
isolated from the gods of the land dwellers.
While they venerate the Seldarine in memory of The elves are not alone on Evermeet. Members
their days on the land, the Alu-TelQuessir ven- of several friendly sylvan races inhabit the
erate the sea god Deep Sashelas much more. island as well. They are allowed to live there by
Most temples, sprawling constructs of natural the grace of the Seldarine, based upon their
stone and sea materials resembling spiraling friendship with Titania and Oberon, deities of
shells, are dedicated to Deep Sashelas. Daily the woodland peoples. These sylvan races also
observances thank him for his benevolence and revere and serve Queen Amlaruil and form an
the beauty of the undersea world. important part of Evermeets defenses.
I was not lucky enough to observe such cere-
monies, but I am told that they are quite mov- Centaurs
ing, with sea priestesses making offerings to
the sea god, and acolytes swimming in com- Small bands of these man-horse hybrids roam
plex patterns, accompanied by dolphins, and the open spaces and forests of Evermeet. The
singing deep, reverberating songs of praise to elves consider them to be children of Corellon
Deep Sashelas and his creations. like themselves and treat them with great
respect. The centaurs hunt, fish, and play freely
Relations with Others on the island with few concerns. They worship
Skerrit, guardian of sylvan lands.
The Alu-TelQuessir of Evermeet maintain On one occasion I was hunting with mem-
closer relations with the land than any other bers of Aerilayas tribe. I was making a dread-
Sea elves. King Elashor and his people have ful hash of it, I fear. I will admit to being a
sworn loyalty and alliance to Queen Amlaruil, passable sailor, but as a woodsman, I am virtu-
and today serve as her defenders and guards ally without skills. As I crashed through a
against attack by hostile sea creatures. thicket, scaring off whatever game might be in
Beyond this, and the occasional state visit by the area, I looked up to see a trio of beings star-
such parties as Lord Lysanthirs, contact be- ing at me in mixed horror and amusement.
tween Sea elf and land elf is limited. Parties of These were centaurs, half human, half horse.
Sea elves escort ships to harbor and sometimes I had never seen such creatures before, and
come ashore to meet and socialize with the found myself gaping stupidly. There were two
land elves, but this is relatively uncommon. males and a female, all with human torsos and
The Sea elves make little distinction between features of unsurpassed beauty, seeming to
the other four subraces, considering them all to have been sculpted by some ancient artist.
30 Chapter One
myself beset by illusions of trees appearing in
Fauns my path, random sparkles in the air, and occa-
A small band of these fun-loving creatures sional wafts of air as if something unseen had
inhabits the forests of Evermeet. Again, the passed nearby. My Gold elf companions in-
elves feel respect and fondness for the fauns, formed me that a faerie dragon was known to
and often join them in their sylvan ceremonies. be in the region and that I had best ignore the
The elves are aware of the rumors regarding intrusions, unless I wanted my discomfort to
fauns and dryads (that they mate to produce provide the mischievous creature with amuse-
more fauns and dryads), but do not wish to pry ment. The creature never showed itself, but
into these beings personal lives. after several minutes with no apparent effect
The fauns worship the god Damh and invoke the pranks ended, and we continued our jour-
his name in their exuberant religious festivities. ney unmolested.
Other sylvan species such as pixies, centaurs,
and especially dryads also participate in these
rites.
Lythari
During the Faerieluck celebration (the same These gentle elven shape-changers are known
one in which I gained such painful bruises), I to me only by rumor. It is said that deep in the
noted that several fauns were present, laugh- forests of Evermeet (and possibly on Faerûn as
ing, dancing, and capering with the best of the well) dwells a race of secretive, very shy elves
elves. I was unable to actually meet one of who have the ability to change into wolves and
these unusual creatures, but I was overjoyed at perhaps other woodland creatures. As to the
even the simple opportunity to observe them at truth of these rumors, I cannot say, although I
a distance. know of several elves who claim to have actu-
ally met the lythari. Their precise nature and
history remain a mystery to me.
Faerie Dragons
These attractive, mischievous creatures inhabit
Evermeet in substantial numbers. Most elves
Nixies
pretend to be annoyed by their impish and These water sprites inhabit Evermeets lakes
playful pranks since that is the faerie dragons and streams. They are rather shy and avoid
intent, but harbor affection for the creatures all contact with the elves. The elves respect the
the same. The faerie dragons have a serious nixies by ignoring them unless approached
side, however. Many are refugees from other directly. The nixies tendency to temporarily
parts of the Realms, forced out by wars, human enslave other races is strongly frowned upon
expansion, or hunters. Like the elves, the faerie and, should this happen, the elves are likely to
dragons will stand in Evermeet or die, and will take action, capturing and banishing the of-
help their elven allies defend the island to the fender(s) back to the mainland.
last.
Evermeets faerie dragons worship the
dragon-god Nathair Sgiathach. Each dragon Nymphs
worships the god in his or her own way, and Although they are more common on Evermeet
some claim that Nathair himself visits Ever- than in Faerûn, nymphs are still quite rare here.
meet on occasion to oversee the welfare of his They inhabit only the most beautiful and tran-
worshippers. quil of Evermeets glades, valleys, and forests.
During one trip through the forests, I found The elves view them much in the same way as
32 Chapter One
Sprites worship the god, and are nominal subjects of
the Pegasus, Queen Yathaghera, but because of
The pixies smaller cousins serve the elves as their somewhat frivolous and chaotic nature,
protectors of glades and meadows, making cer- rarely pay much attention to her.
tain that no evil beings intrude and that the bal- Elven shield-maidens venture into the woods
ance of nature is maintained. They are very each spring hoping to attract unicorns, who
attractive and are the only one of Evermeets will agree to serve as mounts for a year. On
sylvan races to have regular contact with the average, a hundred such unicorn riders are on
elves. Sprites serve in Evermeets armed forces the island at any one time. A female elf chosen
and are often invited to even the most solemn by a unicorn is treated with near-religious
Gold elf ceremonies. Their flighty nature makes respect and reverence by the other elves of
them impatient during such proceedings, but Evermeet, and many become priestesses after
they always manage to restrain themselves. their service to Evermeet ends.
A woman of Aerilayas tribe actually became
Treants a unicorn-rider, I was informed, and I was for-
tunate enough to be in the tribes village when
Some of the ancient trees of Evermeet are not she paid her fellows a visit. There are few
trees at all, but wise and venerable treants. Tre- sights in all the Realms to compare to the sight
ants are living tree shepherds who assist the of an elven maiden, clad in shining white mail,
elves in overseeing the forests, glades, and long lance in hand, astride the powerful form
streams of their island. The elves know of the of a mighty unicorn. As she rode into the camp,
treants presence, but seek them out only in the tribespeople gathered around her, laughing
extreme emergencies, or when their wisdom is and chattering, touching both her and her uni-
desperately needed. Like the other species of corn. The great beast accepted their touches
Evermeet, the treants will not hesitate to defend with good grace, although when it saw me, it
the isle should an outsider threaten it. The snorted and reared slightly, seeing me as a non-
eldest treant, known as Graybranch, is said to elf, and therefore a threat.
know much of the lost wisdom of the Realms, Aerilaya and the tribe calmed the beast, and
and to be able to communicate freely with such explained my status to the warrior-woman,
deities as Corellon, Chauntea, and the Earth- whom they called Sister Iahalae. Once more, I
mother of the Moonshaes. was forced to remove my shirt and display my
otter tattoo, after which the elf maiden and her
Unicorns mount both looked at me with considerably
less disdain. I moved forward and gently
The woods of Evermeet teem with these un- stroked the unicorns cheek. Unlike horsehair,
earthly creatures, and the elves consider them which is relatively coarse, the unicorns fur was
sacred. Killing a unicorn is unthinkable to an soft and downy, with a warmth that made me
elf, and should a visitor, for some bizarre rea- long for sleep.
son, hurt or kill one, he or she will be merci- Sister Iahalae and I spoke for quite some time
lessly hunted down and slain on the spot. that evening and today I count her among my
The unicorns of Evermeet are special. The closest friends on the island.
elves believe that they are the direct descen-
dants of Eachthighern, god of unicorns and
pegasi, and that he will return to defend them
should they ever be threatened. The unicorns
34 Chapter One
with other craftsmen and scholars, travel long in fact, that she lingered in the mortal world for
distances to obtain rare materials, observe more than a century beyond her allotted time
other great works, experience appropriate simply to complete the weapon. Today the
conditions, and clear their minds and souls for weapon is one of the three Great Treasures of
the task ahead. Evermeet, and remains in the keeping of Queen
The actual creation of a work of art, poem, or Amlaruil herself.
weapon can take decades. Each subtle element It is this obsessive perfectionism that makes
and nuance of the work is carefully planned elven crafts so highly prized. With centuries to
and patiently executed. This process may take perfect things, it is not surprising that the elves
many human lifetimes. The sword Tahlshara is can create such works. It also comes as no sur-
said to have taken more than 150 years to forge, prise that human merchants, princes, and wiz-
scribe, and enchant, and was the lifes work of ards will give virtually anything to own the
the elven armorer Kythaela Durothil. It is said, legendary treasures of Evermeet.
36 Chapter Two
Special Places 37
4. Greenmeadow. Evermeet elves do not stable said to be bound with the spirit of an ancient
their moon-horses when visiting cities. Instead, elven goddess.
they allow them to run free in common herds in Durothils estate in Leuthilspar is a vast
such areas as the Greenmeadow, a pleasant wooden structure grown over centuries from a
stretch of grass and small groves. Here, the single grove of trees. The manse is said to have
horses meet, socialize, communicate and eat, numerous secret passages and hidden rooms,
and return to their elven companions when and holds much treasure and ancient magic.
summoned. At any time, a herd of as many as
100 moon-horses can be found here. 7. House Silverspear. This Silver elf house
traces its ancestry back to ancient Myth Dran-
5. Hall of the Ancients. This vast hall houses nor. A handful of house members escaped the
the remains of elven heroes, both recent and citys destruction to settle and continue their
ancient. The long, echoing chambers of this line on Evermeet. Today, Silverspear is an influ-
building contain numerous crypts, shrines, ential, if relatively small house, and is home to
plaques, and statuary depicting the images of many priests and wizards. Because of its ancient
elvenkinds departed defenders. The mortal lineage and the esteem in which other elves
remains of such legendary elves as Lafarallinn hold the house, members of Silverspear tend to
and Kethryllia Amarillis are kept here, rever- be somewhat less chaotic and wild than other
ently guarded by elven warriors and many Silver elves.
magical wards. The houses colors are silver and green. Its
Also interred here, according to rumor, are current matriarch is Tyllaetha Silverspear, a
numerous legendary elven weapons and en- 600-year-old warrior-wizard with a long his-
chanted items, along with their owners. No one tory of quests and violent adventure. She guards
knows the exact nature of the items and the the ancient moonblade Thoerl, long considered
elves will not divulge secrets to outsiders. a symbol of the household.
Some scholars, such as Lord Khelben Arunsun, Silverspears manse is a chaotic confusion of
claim the rumors to be false, noting that unlike styles, with several attendant structures built
dwarves, elves do not lock away their most from lumber and quarried stone, not magically
important enchanted items, preferring instead grown like other elven buildings. Tyllaethas
to use them in the defense of their race and study boasts the heads of several evil creatures
nations. slain by her, including the pit-fiend Foulheart.
6. House Durothil. Durothil claims to be one of 8. House Aelorothi. This Gold elf familys
the founding houses of the ancient Gold elven home is a tall, slender tower, pale blue and
dynasties, and its members never cease letting veined with green. In ages past, the elves of
people know it. Known as a great house of war- House Aelorothi served Corellon Larethian
riors and wizards, Durothil has many of its and the Seldarine as priests and warrior-clerics.
fighters among Evermeets army, and has more Today their numbers substantially reduced, the
high magi than any other house. The houses Aelorothi still tend the temples of Evermeet,
crest portrays a gold dragons head, and its col- and bless the elven fighters and sailors. The
ors are yellow and white. family possesses several valuable clerical magi-
The familys current patriarch is the ancient cal items, including two rods of resurrection, and
high mage Ilianaro Durothil, who fought at the the legendary staff of Rumathil. House colors are
siege of Myth Drannor and carries the houses red and blue. The crest shows a red swan on a
greatest weapon, the axe Redethemar, which is blue field.
38 Chapter Two
9. House Symbaern. Symbaern is a very old The Alenuath manse in Leuthilspar is a small
Gold elf family. It is another house that man- structure decorated in house colors. Except for
aged to survive the destruction of Myth Dran- servants, it is often left unoccupied for long
nor. The home is a low, silvery-white dome periods. The servants (most are Silver elves)
surrounded by various small towers and villas. consider Alenuath a good house to work for,
Symbaerns sigil is a white Espruar s-rune on since while the family is off adventuring, they
a green field. The house patriarch is the millen- can generally do as they please.
nia-old wizard Yalathanil, a thin-framed elf
who spends much of his time in seclusion. The 12. House Nightstar. Nightstar is a Silver elf
house has been quiet and relatively inactive for house that moved to Evermeet after the fall of
the past 200 years, although its warriors are Myth Drannor. Their symbol, an eight-pointed
widely considered some of the finest in the silver star, graces the lintels over their man-
queens service. sions doorways. The Nightstar house is a com-
Yalathanil once wielded a powerful en- bination of styles, with magically-grown wood
chanted staff said to be capable of changing the and stone meeting in pleasing harmony.
outcome of dire events, and even of sending Halaema Nightstar and her twin sister, Sae-
the wielder back in time a few minutes to re- lihn, currently lead the household. Despite
fight battles, cast spells, or avert disasters. No their relative youth (300 years old), they are
one knows the staffs true powers, or whether bright, resourceful, and enlightened females
it still exists. who have overseen a surprising comeback for
the once-decimated family. Today, Nightstar
10. House Evanara. House Evanaras current warriors and sailors serve Evermeet faithfully.
leader is fighter-wizard Nylaathria, an elven Several of their agents roam Faerûn, gathering
woman of exceptional wisdom and insight. information for the queen, and aiding their
Evanara is a relatively insular Gold elf house elven brothers and sisters in need.
that has few contacts with the outside world.
Many war wizards come from this house, whose 13. House Amarillis. This estate is a walled
colors are blue and white, and whose emblem castle of exotic design, with many towers, crene-
is a prancing white horse. lated walls, domes, cupolas, and parapets. The
The Evanara home is a series of small villas descendants of the Silver elf heroine Kethryllia
in a vast, grassy compound where many moon- are a mercurial lot, happy and carefree at one
horses roam freely. moment, grim and cynical the next. Elves of
many different classes come from this house,
11. House Alenuath. The members of this Sil- such as warriors, wizards, priests, and rogues.
ver elf house are scattered throughout Ever- Amarillis has no real leader or elder, but con-
meet, for they are hunters, rangers, and loners. tinues in typically chaotic Silver elf fashion.
These are unusual qualities for the gregarious The family is also known for its restlessness
Gold elves. Haramara Alenuath, the houses and wanderlust, and many members leave
legendary founder, is said to have slain the red Evermeet to bear the houses green dolphin
dragon Skarra with a single arrow. Her bow is crest throughout Toril.
an important artifact of the house and is borne Despite the Amarillis familys disorganized
by the current leader, Thalanil Alenuath. Har- nature, its members are loyal to each other.
maras bow is not magical, but is an ancient Should a member of the house be threatened,
and magnificently-crafted weapon. Family col- kin will appear, as if by magic, to defend their
ors are gray and green. fellow.
Special Places 39
14. House Nierdre. Once one of the leading Today, the family continues its practices, train-
Gold elf families of Myth Drannor, Nierdre suf- ing animals for the queen, other noble families,
fered greatly during the citys fall. Only two and the army.
house members escaped to follow a handful of
other survivors to Evermeet. Lord Maiele Nier- 17. House Hawksong. This Silver elf house has
dre now leads the house, wielding the en- produced many fine hunters and minstrels.
chanted axe Uthula. Their symbol is a black Their manse in Leuthilspar consists of three tall
dragon silhouette. Their manse is a low, sprawl- towers connected by skybridges. Many Hawk-
ing affair with many rooms and attached build- songs also serve Queen Amlaruil as eagle- and
ings. Pegasus-riders.
The entire complex is wrought of an uniden- Hawksongs leader is a distinguished min-
tifiable, shiny black stone that is rarely used in strel-warrior named Tiatha. No one has seen
elf construction. her in a decade, although the family claims she
is alive and well. Outsiders are strictly forbid-
15. House Eroth. The Eroth used to make their den from entering the Hawksong tower com-
livings as rangers, scouts, and guides, but since plex, although the house maintains good rela-
the Retreat, there have been few such opportu- tions with Nightstar and Ahmaquissar, and
nities. Today, Eroth serve as woodsmen and members of those houses visit frequently.
scouts for Queen Amlaruils army. The house is Tiatha Hawksong is said to control the mysteri-
a very devout one, revering Corellon Larethian, ous Gem of Clarata, which numbers inter-planar
Angharradh, and Rillifane Rallathir. Members travel, jar-seeing, telepathy, and healing among its
are typical Silver elves, known for their rather numerous legendary powers.
roguish and independent views. For example,
they treat the queen with considerable love, 18. House Raerdrimne. This pleasant structure
respect, and admiration, while at the same time is shaded deep in a grove of trees, and houses
they refuse to acknowledge her authority over the last 20 Gold elves who escaped from the
the entire elven nation. Amlaruil values Eroths mainland to keep the house of Raerdrimne
service, and does not seem to mind their fail- alive.
ings. Today, the house is relatively quiet. Most of
Eroths elders are Tanithil Eroth and his sis- its members are more than 700 years old and
ter Anaharae, both skilled rangers rumored to spend much of their time resting in reverie or
be in personal service to the queen. They man- creating fine works of art. Raerdrimne statuary,
age their house affairs from an estate consisting jewelry, paintings, and ceramics are prized
of several small stone buildings, connected by throughout Evermeet, and each piece requires
underground passages. months or years of painstaking craftsmanship.
Tragically, every survivor knows that Raer-
16. House Korianthil. House Korianthil is a drimne is dying. No children have been born to
warrior house with many blade dancers and the house in centuries, and most house mem-
war wizards. Its current leader is Hatharal bers have progressed down their road of life to
Korianthil, a war wizard with extensive experi- a point where they can look forward only to
ence as a mercenary before the Retreat. Kori- departure and union with the Seldarine. The
anthil family members are also known as beast house has a long and heroic history. Members
masters and trainers. Their horses, hunting of this house once helped turn aside a goblin
hawks, and dogs were considered the finest in invasion that threatened to destroy the entire
Faerûn until Korianthil moved to Evermeet. elven nation. Though it will linger on for only
40 Chapter Two
another two centuries or so, a relatively brief 21. House Shaelara. This Gold elf house is a
time in elven terms, the family will long be recent arrival from the mainlands. It has brought
remembered. many new citizens who have yet to completely
fit in with Evermeets ancient society. This
19. House Ahmaquissar. This house is infa- attractive mansion of gray and white stone was
mous throughout Evermeet and many places magically grown less than a decade ago, and
on the mainland as a haven for rogues and house patriarch Uthorim Shaelara has had his
other neer-do-wells. Many Ahmaquissar are hands full keeping his relatively young family
minstrels, traveling actors, confidence trick- from getting into trouble.
sters, and thieves. While few are outright evil, Most Shaelara are fewer than 100 years old
many are highly chaotic with flexible morals. and are still quite adventurous and rowdy.
The rogues of Ahmaquissar are tolerated on Although they are Gold elves, Shaelara origi-
Evermeet, so long as their tricks do not cause nated in a rough region of Faerûn, where fights
more than a minor nuisance. Many members of and adventures were common. Slowly but
the family chafe at such restrictions, often ven- surely, the Shaelara have been improving their
turing back to Faerûn to raise a ruckus, then behavior, but they still cause incidents that dis-
returning to Evermeet, beyond the reach of rupt the calm life of Evermeet. A recent brawl
human authority. with Silver elves at the Green Sword tavern is
House leader Lysanthir Ahmaquissar has but one example of Shaelaras boisterous be-
several estates throughout the island, so this havior.
pleasant wood-and-marble building is often
occupied by lesser family members who pass 22. Dhoelaths Tower. This tower is one of the
their time hosting feasts, gambling, and carry- most prominent features of this part of the city.
ing on. It is crafted entirely of smooth, polished green
marble, veined in black and white. The roof is
20. House LeQuella. This long, rectangular jet black marble that is highly reflective. Sev-
building is magically made from light-colored eral windows and balconies are visible along
wood and sprouts thick green leaves for the the towers length.
roof and doorways. LeQuella is a Silver elf Dhoelath is an important high mage, and is
family, although it has many members with one of the citys best-known defenders. He is
Green elven ancestry. The family is known for known to be old and reclusive, but he possesses
its outlandish dress that is unusual even for many of the secrets of high magic, and occa-
Green elves. sionally takes on a pupil or assistant.
This building is the scene of many wild dis-
cussions, arguments, and good-natured fight- 23. The Green Sword Tavern. A popular spot
ing between members of this contentious, but with young Silver elves, the Green Sword is
ultimately close-knit and loyal family. Le often the scene of excessive celebration and
Quellas matriarch is a sorceress named Huque- late-night parties, activities that are relatively
thae, who oversees her chaotic family with wis- uncommon in Leuthilspar. Tavern-keeper Hala-
dom and good humor. She is said to own a naestra is a female elf of mixed Green-Silver
wondrous chimera-shaped automaton capable (and possibly a bit of Sea elf) heritage, and was
of flight, teleportation, and combat. once a celebrated beauty and dancer on Faerûn.
The house colors are red, orange, and yellow. Today she is still a relatively free-spirited
The family crest consists of three triangles, one woman, sometimes leaving the tavern in the
of each house color, on a white background. hands of her dour cousin Halamar for days
Special Places 41
42 Chapter Two
while she travels or visits friends. elves are tolerated, but rarely come here be-
The tavern gets its name from a large sword cause of the subdued atmosphere.
mounted high on the wall behind the counter. Throleatha is a Gold elf sorceress who still
Its metal is tinted a strange green. Legend sometimes works for the queen, contacting
holds that the sword once belonged to a power- important noblemen or communicating with
ful green dragon. The blade is too heavy for agents on the mainland.
even the strongest warrior to handle alone.
27. The Ruby Way. This street is not actually
24. Spirit Lodge. Rivalries between Green elf paved in ruby, but in reddish crystal that resem-
tribes are suspended by unspoken agreement bles the gemstone. Like the Diamond Road, it
while in Leuthilspar. Those Green elves who appears slick and smooth, but is neither slip-
visit the city usually stay here at this long lodge pery nor treacherous.
building. Grown from several different trees,
the woods combine into pleasing whorls, spi- 28. Sunstone Commons. This star-shaped open
rals and patterns, and the exterior is painted area forms a common meeting place for the
with Green elf spirit designs. The lodge is citys elves. Speeches are given here, news is
almost always occupied, and is a place of great communicated by criers, and elven merchants
activity, with continual feasting, dancing, and sell their wares. Wine and food vendors often
celebrating. The lodge is located in a heavy set up temporary booths here, and the com-
stand of trees, well away from city streets, so mons are crowded with visitors at all hours of
the noise from these activities rarely if ever dis- the day and night. In the evening, the commons
turbs anyone. are lit by large sunstones. In the exact center of
the commons, a large statue of Corellon Lareth-
25. Shialaevars Home. This noted high mage ian stands watch over the throngs of elves that
is much more sociable than the reclusive Dhoe- surround it.
lath. She is tall and near-skeletally thin, with
deep-set eyes and a surprisingly offbeat sense 29. Fountain of Stars. This fountain, a gleam-
of humor. Her home is a pleasant construct of ing white construction with images of birds,
magically-regrown trees with bark-like walls trees, flowers, and other natural wonders, is
and roofs. Shialaevar is a popular guest at said to have been a gift to King Zaor from the
nobles parties, and a frequent visitor of the goddess Sehanine herself. Some who gaze into
queen at her palace. its waters are said to receive a vision of the
Her home is decorated with colored flags she future.
places outside her windows each morning. No
one really knows the significance of the flags 30. Temple of the Seldarine. This complex con-
and she has remained silent as to their mean- sists of a large central building and several sur-
ing. Some speculate they are some sort of signal rounding parks and shrines, secluded by ever-
to the gods and goddesses. greens and poplars. The main building is a
large dome, containing separate halls dedi-
26. Throleathas Public House. This quiet, cated to the worship of the individual Sel-
reserved eating and drinking house is very darine gods, and a main central chamber with
popular with the Gold elves. Nobles often visit images of and altars to them all. A staff of
here to discuss important matters, since there priests and priestesses maintains the complex
are several secluded rooms and booths that can and performs rituals and ceremonies.
provide privacy if needed. Silver and Green This temple was primarily created by and is
Special Places 43
maintained by the Gold elves, so the goddess secret vows, witnessed by only the tree and the
Angharradh is not included among the Sel- Seldarine. The queen visits this spot once a year
darine. The Silver elves seem to accept this on Agelong to reaffirm her dedication to the
with good grace and none have raised a fuss gods and to assure her people that the island
about it so far. still remains free and independent.
31. Temple of Corellon Larethian. This smaller 36. Armorer. Tamnaeuth is a very old elven
temple is dedicated exclusively to the worship armorer who crafts excellent swords, mail, and
of the leader of the Seldarine Pantheon. It is a plate armor for nobles and influential elves. He
pleasant building, with twin spires and a cen- does not charge money for his crafts, but selects
tral hallway, leading to a large statue of the his own clients. If an important elf accepts one
god. Corellon Larethians high priest, Rathal of his items, it enhances his reputation. Clients
Evanara, lives here with but two acolytes. The keep Tamnaeuth supplied with food, clothing,
three can often be found maintaining the and other essentials. His works are famous in
grounds, planting, pruning, and gardening. Evermeet and beyond. The items are often
enchanted, and many have become legendary.
32. Temple of Sehanine. Near Corellon Lareth-
ians temple is another temple dedicated to his 37. Shrine of the Black Sword. These quiet
consort, Sehanine Moonbow. It is similar to his gardens feature tall, unadorned columns of
in design and construction, and is tended by a black marble leading to a small crystal pyra-
trio of Sehanines priestesses, led by Soliania mid, and act as a memorial to all those Tel
Durothil. Quessir slain throughout elven history. Each
year at Fallrite, Queen Amlaruil and a party of
33. The Glade. This pleasant stretch of trees nobles visit the shrine in solemn procession,
and meadows features a small stream and lake. singing and chanting, burning incense in mem-
It is considered the most peaceful place in the ory of the fallen. During the rest of the year, the
city. Sylvan races such as centaurs and fauns shrine generally remains unvisited, although
stay in the glade when visiting Leuthilspar, so occasionally elves will visit to memorialize
that the relative hustle and bustle of the elven dead relatives or ancestors. The garden is
settlement will not disturb them unduly. tended by a lone gardener who lives in a small
cottage nearby.
34. Rillifanes Grove. This grove of ancient oak
trees is considered sacred by the Green elves 38. Thaolas Wineshop. This soft-spoken elven
who often travel here for ceremonies, mar- woman sells fine elven vintages here. She has a
riages, funerals, and other important events. single bottle of wine from ancient Myth Dran-
Several spirits are said to guard the grove, and nor, generally considered to be beyond price.
both Gold and Silver elf priests sometimes Thaola has been saving it for a special occasion,
come here to commune and receive messages but nothing in her life has struck her as special
from the Seldarine. enough yet.
35. The Sacred Oak. This oak is said to have 39. Clothier. Shael, a former windrider, settled
come from Arvandor itself. The Green elves down after a life of adventure and now crafts
claim that it was the first tree on Evermeet. It is fine clothing for the nobles of Evermeet. Often
held in great veneration by all of the islands patronized by Queen Amlaruil and members of
elves. Lovers often come here at night to make the Council of Matrons, Shael actually charges
44 Chapter Two
very little for his tunics, cloaks, hats, shoes,
gloves, and other items. He prefers to live off
the largess of his clients, who send him gifts,
invite him to their estates, and keep him living
in luxurious style.
Special Places 45
monarch. These grounds are constantly pa-
Nimlith
trolled by Gold elf warriors, for it is here that
the late King Zaor met his end at the hands of a This settlement of about 1,000 is inhabited pri-
Gold elf assassin. marily by Silver elves. Nimlith is a fishing com-
Inside, the palace is an endless wonderland munity with a small number of boats that work
of broad corridors, high-ceilinged rooms, and the waters west of Evermeet. The whitefish,
galleries gleaming in black, white, and silver. hake, and oceanic salmon brought in by the
Private rooms rival the most lush accommoda- fisherfolk of Nimlith are transported and con-
tions of the human world, and vast crystal win- sumed throughout the island.
dows give views of Leuthilspar below, as well The village consists of about 200 houses con-
as the ocean and forests beyond the palace. structed non-magically out of wood from the
Queen Amlaruil lives here in magnificent surrounding forests. The town is led by Lady
isolation, meeting with nobles and important Ialantha Rumithamal, a cousin of Queen Amla-
persons, governing her island with the assis- ruil. Ialantha is a former unicorn-rider who
tance of her Council of Matrons, and seeing to retired to the peace of this fishing village after a
the welfare of her people. Her servants are lifetime of travel and warfare.
actually nobles who love and protect her fiercely,
selected from among legions of willing volun-
Inside Nimlith
teers. The guards who serve her will lay down
their lives without a second thought. 1. Harbor
No one knows what Amlaruil does here 2. Anchorage
when she is not dealing with others, for she 3. Town Hall
lives apart and alone, nursing her sorrow and 4. Holy Ground (tavern)
quietly contemplating the tasks that still lie 5. Lady Ialanthas Home
ahead. Tales speak of the Sad Queen wander- 6. Home of Kavrala Nightsong (mage)
ing her hallways at night, quietly gazing upon
portraits and statues of her husband, and re-
membering happier times.
Drelagara
Several other important individuals make This Gold elf town of about 2,000 inhabitants is
their homes here. The Council of Matrons often notable because of its location amid lush mead-
spends extended periods of time in the palace, ows and grasslands. Drelagara is a major center
considering important issues. A number of for moon-horse breeding and training, and a
Amlaruils high magi also stay here in several large herd of more than 1,500 moon-horses
towers devoted exclusively to their use and roams the surrounding lands freely.
work. Nobles are often invited to spend time A few Silver and Green elves also live in
with the queen, and members of her family Drelagara, working as stable keepers, servants,
occupy several of the lesser palaces on the and grooms for the horses. Non-Gold elves
grounds. gather at Blackthorns Haven, a local tavern
But since the death of Zaor, none has been known for its wild atmosphere.
able to truly know the queen or understand her The elves relationship with the moon-horses
sadness. The four-and-a-half decades since is far more than that of a master to an animal.
Zaors passing may seem a long time to humans, The moon-horses are highly intelligent and
but to the long-lived elves it is little more than a serve the elves willingly. The arrangement
heartbeat, and no one knows how long the Sad between the Gold elves of Drelagara and the
Queen will mourn. horses of the herd is therefore more of a part-
46 Chapter Two
Special Places 47
nership, intended to train the elves who ride foot wall magically raised from the bedrock
the moon-horses as much as it is to train the around the city. The citys central fortress,
moon-horses themselves. The corrals and en- Lightspear Keep, is also magically crafted from
closures of the town serve as comfortable homes living rock and is the largest and strongest
where the moon-horses can be close to their purely military fortress on Evermeet.
elven friends. The city is under the leadership of Lady
The settlement is quite extensive. There are Maelyrra Durothil, a powerful fighter-mage
many low, single-story buildings with attached who wields Norathrava, a mighty spear +4 that
exercise yards, barracks, and stables. Moon- always returns to its wielders hands after
horses generally stay near their adopted riders being thrown, and can cast a 1d8 lightning bolt
and are kept in conditions of relative luxury. twice per day. Maelyrra is in many ways a typi-
Drelagara is led by Lord Tolthe Alerothi, an cal Gold elf, fanatically devoted to the defense
elf who has dedicated his life to the moon- of the island. She is widely believed to be com-
horses, and the perfection of the partnership pletely humorless and has never married.
between his people and theirs. In typical per-
fectionist elven fashion, he spent more than 10 Inside Ruith
years in seclusion, improving the empathic
connection between himself and his moon- 1. Harbor
horse, Yalanga. 2. The Sunreacher (elven wardragon)
3. Outer Wall
4. Unicorn Rider Barracks
Inside Drelagara
5. Pegasi Aerie
1. The Meadows 6. Lightspear Keep
2. Lord Tolthes Home 7. Home of High Mage Ralikanthae
3. Home of Sister Immianthe (priestess of 8. Home of Marshal Traeliorn (fighter)
Sehanine) 9. The Iron Horn (tavern)
4. Shrine to Skerrit 10. City Armory
5. The Grand Corral 11. Public Square
6. The Crescent Moon (inn) 12. The Rusty Sword (inn)
7. Blackthorns Haven (tavern) 13. The Thousand Trees (public park)
14. Farmland
Ruith
Taltempla
Ruith (population 10,000) is the third-largest
settlement on Evermeet. It is also important This second-largest settlement on Evermeet is
because of its strategic location near Leuthil- also known as the City of Magic, for a large
spar. In addition to its importance as a farming portion of the towns inhabitants are mages.
and fishing center, Ruith also houses numerous Many priests and holy sites may be found here
elven military units, including the queens uni- as well.
corn- and Pegasus-riders. Should any attack Taltempla is crafted entirely of white and
fall upon Leuthilspar, the reserves from Ruith green marble, much of it actually conjured
may be called upon to save the city. Several from deep beneath the ground and crafted into
large elven vessels also use Ruith as their base graceful buildings. There are very few straight
for patrols and military excursions. lines in Taltempla, as all the structures were
Ruith is well defended, surrounded by a 30- created to appear as natural formations. The
48 Chapter Two
town is also full of parks, shrines, and groves 7. Gaeliras Tower
for worship or meditation. A sense of peace 8. The Golden Griffon (inn frequented by
and harmony suffuses the entire settlement. many wizards)
The High Mage Gaelira is the de facto ruler 9. Temple of Corellon Larethian
of the city, owing to the fact that she is the most 10. Temple of Labelas Enoreth
powerful spellcaster here. There is no formal 11. Temple of Sehanine
governmental structure to the city, however. 12. Temple of Angharradh
Most citizens are content to live their lives, pay 13. Temple of Aerdrie Faenya
homage to the Seldarine, and not interfere with 14. Temple of Hanali Celanil
each other, doing away with the need for any 15. Temple of Solonor Thelandira
real ruler. 16. Grove of the Four Winds (public park)
17. Shrine of the Fallen Heroes (memorial to
slain elves)
Inside Taltempla
18. The Green Paths (public park)
1. City Wall (crafted of clear crystal)
2. Harbor Elion
3. Wizards Road
4. School of Magic This northernmost settlement of about 1,500
5. Tower of Flinar (mage) Gold and Silver elves is another important fish-
6. Tower of the Sisters of the Sun (guild of ing village. Most inhabitants here are relatively
female mages) isolationist, serving the queen faithfully, but
Special Places 49
taking little role in Evermeets day-to-day the valley is guarded by Everantha (The Watch-
affairs. The town is governed by an elected ful Fortress), but the rest of the region is filled
council who settles disputes between fisherfolk with lush grasslands, vineyards, farms, and
and keeps the town in good order. stands of trees. Moon-horses, cath shee (faerie
cats), deer, elk, and sylvan races frequent the
valley, as well.
Inside Elion
1. Anchorage
Inside Tyathalael
2. Drying Beach (for fish)
3. Council House 1. River Ardulith
4. Deep Sashelass Blessing (tavern) 2. The Eagle Hills
5. Makaelas House (inn) 3. The Silver Hills
4. Thaliakaera Rock
5. Everantha
Tyathalael 6. Lovers Grove (dedicated to Hanali
This lush, verdant valley lies at the rough cen- Celanil)
ter of the island. Formed between the Eagle 7. CorrelonQue (Corellons Lake)
and Silver Hills by the River Ardulith, Tyatha- 8. Durothil Estate
lael contains many places of great beauty, as 9. Alerothi Estate
well as the estates of several prominent Gold 10. Evanara Estate
and Silver elf noble houses. The approach to 11. Amarillis Estate
50 Chapter Two
12. Eroth Estate
13. Ahmaquissar Estate
14. LeQuella Estate
15. Hawksong Estate
16. Erial (Silver elf village)
17. Silverstream Temple (Seldarine temple)
Other Locations
There are many places of wonder and beauty
on Evermeet, far more than can be described in
the space available. The following locations are
described briefly.
Corellons Grove
This sacred place is visited by all the elves of
Evermeet for solemn ceremonies, private wor-
ship, or simple private meditation. Located
near the center of the island, the grove is the
place where Corellon Larethians and the Sel-
Special Places 51
darines powers are at their height. Many elves 5d. Invulnerability
claim to have seen Corellon Larethian himself 5e. Extra Healing
and other members of the Seldarine. 5f. Vitality
Most of the elven gods and the faerie gods
Oberon and Titania are worshipped here and 6. Sehanines Shrine. The elven moon goddess,
portrayed in the form of graceful marble stat- special protector of the Silver elves, is por-
ues. The rogue godsErevan Ilesere, Fenmarel trayed in statue form as a beautiful elven maiden
Mestarine, and Solonor Thelandira are not in flowing, diaphanous robes. Individuals
portrayed, nor are the gods specific to the dif- praying here have a 10% chance per hour (cumu-
ferent elven subraces such as Angharradh and lative) of falling into a deep sleep and receiving
Raven. This has caused some controversy a prophetic dream from Sehanine, in which the
among the elves, but the Gold elves designed dreamer can receive a truthful answer to one
and built the shrine and consider themselves its question.
caretakers.
7. Aerdrie Faenyas Shrine. This statue por-
1. Guardian Trees. The trees that surround the trays a tall, slim elven woman with graceful,
shrines magically weave their branches to- feathery wings, dressed in a long, flowing
gether, preventing entrance to any outsiders. gown that reaches the ground, concealing her
Treants sometimes join the guardian trees, feet. Elves who pray here have a 10% chance of
watching over the shrine while the elves are being transformed into a giant eagle for 1d6
away. The guardian trees will open for any elf days. At the end of this time, if the elf is still
who approaches wishing to worship Corellon airborne, he or she will revert to elven form but
Larethian and the Seldarine. drift to the ground as per the featherfall spell.
2. Gates. These wrought iron gates are twined 8. Hanali Celanils Shrine. Hanali Celanils
with ivy and blooming roses year-round, and statue shows the goddess as a beautiful elven
will open for any elf who approaches them. woman in a short tunic, wearing anklets and
bracelets. She holds her arms out and smiles
3. Walkway. This gleaming white marble path- warmly. Elves praying here have a 10% chance
way leads through the heart of the shrine. of receiving a philtre of love.
4. Columns. Tall columns line the pathway. 9. Labelas Enoreths Shrine. The elven god of
They are covered in ivy and roses, like the time appears as an androgynous elf clad in
gates, and are carved of plain white marble. long, druid-like robes. Those who pray at this
shrine have a 10% chance of being able to cast
5. Fountains. These simple but lovely fountains one randomly determined spell from the sphere
are evenly spaced around the shrine. Each of Time whether the individual is a spellcaster
fountain acts as a different potion when drunk or not. This spell may be cast only once.
from, as the following list notes. Only elves can
drink from the fountains, and then only once 10. Titania and Oberons Shrine. The king and
per day per fountain. queen of faerie are honored here, along with
the members of the Seldarine. Titania stands
5a. Healing solemnly, a gossamer-winged faerie queen
5b. Elixir of Health holding a diamond-tipped wand. Oberon is a
5c. Heroism muscular, wingless male faerie clad in a long,
52 Chapter Two
Special Places 53
leafy cloak. Elves praying here receive no bene- 91-92 One randomly-determined miscel-
fits, besides the good will of the two faerie laneous magical item
monarchs. However, members of sylvan races 93-94 One randomly-determined magical
have a 10% chance of receiving the effects of a weapon
beneficial clerical or wizard spell. 95-96 A woodland animal companion
97 Moon-horse mount, will serve per-
11. Rillifane Rallathils Shrine. The Leaflord, manently
master of woodland realms, is portrayed here 98 Giant eagle mount, will serve for
in his elven incarnation, as a green-skinned elf one year
armed with a longbow and clad in bark armor. 99 Pegasus mount, will serve for one
Anyone praying at this shrine has a 10% chance year
of being granted the ability to communicate 00 Roll twice, disregard repeats
with one woodland or sylvan species.
The Towers of the Sun and Moon
12. Corellon Larethians Shrine. The high ruler
of the Seldarine and the creator of the elves is These twin towers representamong other
portrayed traditionally here. Corellon Lareth- thingsthe unity of the major elven subraces,
ian is a tall, unnaturally thin elven figure of and serve as a place of learning, worship, and
uncertain gender, with a thin face, high cheek- contemplation. Elven high magi dwell here
bones and narrow, slanted eyes. The figure is and in the surrounding woods, and teach the
clad in scale armor and carries a long, slim secrets of their spells to worthy students. Sev-
sword. A delicate coronet graces Corellon eral significant magical items are also kept
Larethians brow, and a sense of peace and con- here, guarded by the ancient powers of elven
tentment seems to radiate from the statue itself. sorcery.
Elves who pray here have a 10% chance of
receiving a special favor from Corellon Lareth- The Terrain
ian. If the worshipper receives a special favor,
roll 1d100 and refer to the following table to A. Forest. The vast, ancient stands of trees that
determine its exact nature. Special favors may surround the towers are probably the oldest in
be received only once per year. Subsequent Evermeet. Many different animal species live
prayers at the shrine will have no effect on the here, some that are as old as the forest, and can
worshipper, but make Corellon Larethian very impart great wisdom to those able to communi-
happy. cate with them. The sacred white stag has
sometimes been seen in these woods, which are
Die Roll Favor also patrolled by bands of Wild elves and cen-
01-50 Cure light wounds spell, usable once, taurs.
at any time
51-75 Cure serious wounds, usable once, at B. Grounds. Narrow gravel paths lead through
any time the trees here and footbridges cross small
76-80 +1 to hit and saving throws for one streams. The paths are decorated with totem
week stones and small shrines.
81-85 -1 to AC and enemys attacks for
one week C. Totem Pole. A Green elf totemic monument
86-90 One randomly-determined item of rises here. Its totemic images are extremely
magical clothing powerful, and act as a permanent clerical pro-
54 Chapter Two
Special Places 55
56 Chapter Two
Special Places 57
tection from evil spell that covers both towers Level Four. The towers library and display
and the entire grounds. area are located here. The walls are lined with
thousands of books, while crystal display cases
D. Spirit Stones. Carved stone images are dot- contain several valuable magical items, includ-
ted throughout the grounds. Elves use the ing a staff of power owned by the ancient elven
stones to communicate with good spirits, as sorceress Nakiasha, an antique cubic gate, and a
described in the American Indian chapter of sword of sharpness wielded by an elven warrior
Legends and Lore. who fought the Army of Darkness. These items
are held here for safekeeping, but can be used if
1. Tower of the Sun the island is ever threatened.
Level One. The Tower of the Sun is a place of Level Five. This floor is empty except for the
learning, but it also contains an extremely gleaming, unsheathed surface of the Accumu-
potent elven weapon and magical artifact lator in the center of the chamber. Its powers
known simply as the Accumulator. This device are strong here. Nonwizards must successfully
occupies the center of the tower, extending save vs. spells each turn they occupy the cham-
deep into the earth beneath, and rising to a ber, or lose one level of experience.
slender silver pinnacle above. As its name
implies, the Accumulator absorbs some of Ever- Level Six. The topmost spire of the Accumulator is
meets magical energies and can discharge it in located here, a slender silver mast topped with a
a number of ways, including for the defense of huge, scintillating gem. This level is very danger-
the island. ous for nonwizards. Characters of any other class
The Accumulator is sheathed in silver and must successfully save vs. spells or lose 1d4
heavy stone, and occupies a thick cylinder run- experience levels each turn they are here.
ning the length of the tower. This level is de- The Accumulator has a number of uses. It can
voted to study areas and storage. The study be used to control the weather of Evermeet and
cubicles are small but comfortably furnished surrounding seas, to create illusions, to teleport
with padded chairs, desks, and bookcases, and any vessel within 100 miles to a random loca-
stocked with standard magical and historical tion, and to inflict damage upon any enemy
reference volumes. within 500 miles of Evermeet. The base damage
that the Accumulator inflicts is 50d10. This dam-
Level Two. The towers second level contains age decreases by 1d10 every 10 miles from the
classrooms, each with desks, bookcases, and Tower of the Sun. The Accumulator can be fired
slate blackboards where instructors copy com- once per turn.
plex magical formulae and theories for their
pupils. 2. Tower of the Moon
Level Three. Several large rooms occupy this Level One. The Tower of the Moon is dedicated
level. Each is magically protected by modified mostly to living quarters for the high magi and
permanent globes of invulnerability and other wizards who teach and study here. The first
defensive spells. These rooms are used for mis- level has no walls, but has colonnades and is
sile spell practice and the casting of other pow- open to the outside air. Inside are hanging
erful enchantments. plants, tables, and chairs. The level is designed
for sitting, eating, conversation, and reverie. In
the center is a door leading to the spiral stairs.
58 ● Chapter Two
Level Two. This level contains living quarters Level Five. Laeroth Runemaster, master of the
for students and visitors. These are dormitory tower, lives on this level. His quarters are pro-
style accommodations, with beds, study tables, vided with a permanent illusion, making them
and small windows to the outside. The rooms resemble Laeroths home in the High Forest.
are not exceptionally large, but they are com- His wand of conjuration and frost and his staff of
fortable. Each room has furnishings of a differ- the magi are kept here, concealed by the power
ent color, but the colors are soft and soothing. of the illusion.
Level Three. Instructors live on this level in Level Six. The top level of the tower is covered
spacious rooms. Each room is decorated in by a permanent invisible dome that protects it
accordance with its occupants tastes. Several from rain, wind, and the elements. The floor is
have extra-dimensional aspects, extending green malachite inlaid with silver representa-
beyond their prime material limits. tions of Torils constellations. The constella-
tions magically change with the seasons.
Level Four. Kitchens and eating facilities are This level serves as an observatory, with sev-
located on this level. There are many large eral ancient telescopes crafted of brass, silver,
communal tables, but also several smaller, and crystal. Most are simple optical devices,
more private tables to dine. The kitchens are with a range of several miles, but one enables
only accessible by the workers and are closed its user to see any place on Evermeet, while
after dinner until breakfast. another allows viewers to see any spot on
Faerûn, if pointed in the right direction.
Special Places 59
60 Chapter Two
Sumbrar serve as a mount, in exchange for food, shelter,
and companionship.
This lonely, rocky island lies 60 miles east of
Evermeet. It contains extensive tunnels, cham- Siiluth (Beaching Bay)
bers, and barracks, and is home to nearly 1,000
elven warriors, many with their giant eagle and This largest stretch of true beach on Evermeet
Pegasus mounts. A substantial elven fleet lies is where elven ships are built, finished, and
hidden in vast sea caves. They are capable of blessed by priests and priestesses. Longhouses
dealing a devastating surprise attack upon un- for workers dot the shore, as do the lodges of
suspecting enemies. Silver and Green elf clerics who cast spells and
In addition to its troops and ships, Sumbrar craft runes of protection for the vessels as they
also hides several other important elven secrets. approach completion. The beach itself always
A small flotilla of spacefaring Ruathimaer holds several elven vessels at various stages of
(starwing) ships is hidden here, not to use for construction.
escape from Toril, but to use as a reserve of fly-
ing vessels capable of attacking enemies from The Summer Palace
above.
Far beneath Sumbrar, magically protected Queen Amlaruils second home lies in the cen-
from harm or observation, lie the last 12 dragons ter of the peaceful Lake of Dreams. It rests on
of Evermeet and several of their most ancient four great crystalline pyramids that seem to
warriors, to be called into battle when the need float without support 200 feet above the surface
is greatest. Until then, they all slumber, dream- of the lake. An enchanted construct of crystal,
ing of the day when they will at last be released gems, alabaster, and marble, the Summer Palace
to join the Seldarine in Arvandor. rivals the Moonstone Palace of Leuthilspar for
sheer beauty. The queen spends much of her
The Farmeadows time here, often sequestered with her Council
of Matrons, considering important issues.
This stretch of lush greenery is interrupted
here and there by small streams and groves of
evergreen or oak. The elves have left it for the
sylvan races. Centaurs, fauns, nymphs, faerie
dragons, cath shee, pixies, unicorns, and other
exotic creatures all live in the Farmeadows,
away from their elven allies, and from the evils
of the outside world. Although they mean the
elves no harm, the sylvans might become an-
noyed if any approach their sanctuary, and
will tease and torment any intruders merci-
lessly.
The Horsefields
A great herd of moon-horses lives in this vast
grassland. Elves will often venture here, hop-
ing to find a moon-horse who will agree to
Special Places 61
In many ways, Evermeet is the physical embodi-
ment of elven magic. Once centuries ago, elven
magic achieved many wonders, defeating ene-
mies, creating wondrous cities, and even, accord-
ing to rumor, sundering entire continents. Over
the millennia, however, their magic has dwin-
dled. Today elven wizards are less powerful than
their human counterparts in most of Toril.
Not so in Queen Amlaruils realm, though.
The old magic exists here and can still be cast
(albeit at a terrible price) by the select group of
wizards known as the high magi.
Many of the ancient magical artifacts are on
Evermeet as well, in safekeeping for the day
when the elves either return to Faerûn, or if the
elves enemies ever try to take the island by force.
This, of course, makes Evermeet a storehouse
of magical knowledge and treasure. Many foes
have tried to learn or steal the islands secrets.
Thus far, none have succeeded.
But still they try. The Red Wizards of Thay,
the Drow, scrag, and sahuagin, the evil legions
of the lower realms such as mind flayers, be-
holders, and other foul creatures, the Zhen-
tarim, and even some good, well-meaning
individuals have all made moves against the
Evermeet elves. Queen Amlaruil and her advis-
ers know that such attempts will never cease
and that the island must maintain a constant
state of vigilance against them.
High Magic
In ages past, the elves cast mighty enchant-
ments and learned secrets unknown to even the
most powerful human sorcerers. Today, only a
small group of elves known as the high magi
can cast the titanic spells of the past, and they
risk terrible fates each time they do so.
62 Chapter Three
ment option (DUNGEON MASTER® Guide, order to actually rise in level. Most high magi
Chapter 2). In this case, elven high magi are elect to remain on Evermeet, or go about Faerûn
required to earn double the experience points incognito, disguised as traveling minstrels or
for humans of similar level. Certain elves might hedge wizards.
be able to rise as many as four levels beyond DMs may wish to rule that any elven wizard
normal racial limits because of the Exceeding wishing to exceed the maximum racial level
Level Limits option (also in DMG, Chapter 2). If must become a high mage. This may be espe-
you are using this option, the double experience cially appropriate for campaigns in which
points begin at the first level beyond the indi- racial level limits are strictly observed.
viduals maximum.
This option is open only to elven wizards
Casting High Magic
actually on the island of Evermeet. They may
travel outside the island and use all of their High magi can cast 8th-level and non-high
magical abilities, but must return to Evermeet in magic spells without penalty or risk. When cast-
64 Chapter Three
successfully save vs. death magic or be blinded
Sixth-Level Spells
for 2d4 turns. The blinding effect is only effec-
tive against self-willed undead such as liches, Construction (Alteration)
vampires, or mummies. It is not effective against Range: Touch
mindless undead such as skeletons and zom- Component: V,S,M
bies. Its material component is a small sunstone Duration: Permanent
(worth at least 25 gp). Casting Time: Special
Area of Effect: Special
Saving Throw: None
Fifth-Level Spells
Discord (Enchantment/Charm) The buildings and structures of Evermeet are
Range: 0 constructed using this spell. With it, natural
Component: V,S,M materials such as stone, crystal, and wood can
Duration: Special be transformed into sculptures, shelters, build-
Casting Time: 6 ings, or even great palaces.
Area of Effect: 10 radius/level The building material must maintain contact
Saving Throw: Neg. with the earth at all times and still be in contact
at the end of the spell. The material being ef-
This spell affects only individuals who are hos- fected must be within a radius equal to 10 feet
tile to the spellcaster. Any such creatures within times the level of the caster.
the spells area of effect must successfully save The caster can create any object with a volume
vs. spells or immediately attack their closest equal to 1,000 cubic feet (10x10x10 feet) per
friend or ally. These attacks continue for the level. Each 1,000 cubic feet so created takes one
number of rounds equal to the casters level. entire day. Once created, the object can be added
The material component of this spell is a to at the same rate (1,000 cubic feet per day) for
small mirror. as long as the caster wishes.
The DM should work with the player to deter-
Maximum Damage (Alteration) mine the exact nature of the object or structure
Range: 0 created. It can be subdivided with rooms, walls,
Component: V,S,M hallways, or chambers as the caster wishes, but
Duration: 1 round the creation of complex areas such as vaulted
Casting Time: 3 ceilings, columns, or galleries will add to the
Area of Effect: Special overall construction time. Once construction is
Saving Throw: None complete, the structure is permanent and needs
no further magical enhancement or maintenance.
This spell causes non-magical weapons to Buildings constructed using this technique
inflict maximum damage for one round after it will maintain the appearance and texture of the
is cast. The caster can enchant a number of substance they were created from.
weapons equal to his or her level. Weapons so These structures are also much stronger than
enchanted inflict maximum damage on their those constructed using non-magical tech-
next round of use only. Magical weapons are niques. If besieged or attacked, they receive a +5
unaffected by this spell. The material compo- bonus to all saving throws (DMG, Chapter 9).
nent is a silver rod worth at least 100 gp, which
must be touched to the weapons in order for Anti-Magic Aura (Abjuration)
the spell to be effective. Range: 10 yards/level
66 Chapter Three
The material component of this spell is a tiny Die Roll Type
gold or crystal sword (worth at least 250 gp), 1-2 Copper
which disappears immediately after the spell is 3 Brass
cast. 4 Bronze
5 Silver
Gullship (Alteration) 6 Gold
Range: 10 yards
Component: V,S,M Die Roll Age
Duration: 1 hour/level 1 Juvenile
Casting Time: 1 turn 2 Young Adult
Area of Effect: One vessel 3 Adult
Saving Throw: None 4 Mature Adult
5 Old
When cast, this spell allows a single normally 6 Very Old
water-borne vessel to fly. The vessel can be no 7 Venerable
longer than 10 feet per level of the caster, and 8 Wyrm
must still rely on the winds to move. The caster
can control the vessels altitude up to 100 feet Once cast, the mage gains the abilities of the
per level. A vessel raised with this spell will chosen dragon type and age. These abilities are
lower itself gently to sea level as the spell ends; Hit Die modifier (to each of the mages Hit
it will not come crashing down. The caster Dice), combat modifier, fear radius, save modi-
need not maintain concentration, except when fier, Armor Class, attacks (including breath
changing altitude. weapon), movement (including flight), and
The material components of this spell are a special attacks and defenses.
small model boat and the feather of a seagull. The additional hit points must be the first
ones lost by the mage. Once the modified hit
points are gone, the mage begins losing his or
Eighth-Level Spells her own hit points.
Dragonrage (High Magic) While dragonrage is in effect, the caster also
Range: 0 gains many of the personality traits of the appro-
Component: V,S priate dragon. A mage casting a brass dragon
Duration: 1 turn/level version of this spell, for example, will be arro-
Casting Time: 10 gant and egotistical while the spell is in effect,
Area of Effect: Personal while a bronze dragon mage will be inquisitive,
Saving Throw: None humorous, and interested in warfare.
The material components of this spell are any
This spell does not outwardly change the type of dragon scale and a candle.
casters appearance, but temporarily grants the
caster the powers of a dragon of randomly Leviathan (High Magic)
determined type. When this spell is cast, roll Range: 10 yards /level
1d6 and refer to the following table to deter- Component: V,S,M
mine type. Then roll 1d8 to determine age. Duration: Special
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: None
68 Chapter Three
mons a host of beings from the upper planes Soul Freedom (High Magic)
who will fight on the side of the caster. Roll Range: 1 yard /level
1d10 and refer to the following table to deter- Component: V,S
mine the type and number of creatures sum- Duration: Special
moned. Casting Time: 4
Area of Effect: Special
Die Roll Beings Summoned Saving Throw: Neg.
1 1-3 Astral Devas
2 1 Light Aasimon This spell can be used against any creature of
3 3-18 Lantern Archons evil alignment. The subject of the enchantment
4 1-6 Sword Archons must successfully save vs. spells at -6 or in-
5 5-20 Bariaur stantly be converted to good alignment. The
6 1 Celestial Lammasu subject must again successfully save vs. spells
7 1-3 Phoenixes at -6 once a month for one year, then once a
8 2-20 Reverend Ones year for 10 years, or return to its original align-
9 10d10 Einheriar ment. After 10 years, the realignment is consid-
10 1 Adamantine Dragon ered permanent.
The summoned creatures will serve until the Gift of Life (High Magic)
enemy is defeated or until they are slain. Slain Range: 1 yard/level
creatures vanish and return to their home plane. Component: V,S,M
The material components of this spell are a Duration: Special
candle and an altar crafted of precious metals Casting Time: 8
and worth at least 1,000 gp. Area of Effect: Special
Saving Throw: Neg.
Wrath of the Just (High Magic)
Range: 1 mile/level This powerful high magic spell has an effect
Component: V,S unlike any other. It restores undead creatures to
Duration: Special life. Undead creatures are allowed a saving
Casting Time: 2 turns throw vs. death magic, but they can only make
Area of Effect: Special such a roll at a level equal to half their Hit Dice.
Saving Throw: None An 18th-level lich, for example, would make a
saving throw vs. death magic as if it were actu-
This spell is a massive one and is to be used ally a 9th-level wizard.
only if the elves existence is threatened. It cre- If the undead creature fails its saving throw,
ates massive earthquakes, fissures, lightning it is immediately restored to life as it was just
storms, floods, and other natural disasters before its death, if it died by unnatural causes.
throughout its range. Anyone in the spells area It is restored to life as it was 10 years before its
of effect must successfully save vs. death magic death if it died of old age or similar causes. The
or be swallowed up by the earth, carried away restored creature will be stunned and incapable
by floods, or fall victim to some other disaster. of any action for 1d4 turns as it slowly realizes
High magi using this spell must add +20 to what happened.
their effects roll. It would be considered a terri- The restored creature returns to life at an
ble crime for this spell to be used in any but the appropriate experience and Hit Die level, and
most dire of emergencies. with its original alignment and abilities. It will,
70 Chapter Three
Moonblades start out with a single ability and Tahlshara
gain another ability with each new owner. Each
ability is symbolized by a small rune that ap- This weapon, considered by many to be the
pears on the blade. These abilities can be selected greatest elven weapon ever crafted, is one of
by the DM from the Weapon Extraordinary the three Great Treasures of Evermeet. It is cur-
Powers (DMG, Appendix Three, Magical Item rently in the keeping of Queen Amlaruil. In-
Descriptions), or can be determined by rolling fused with the magic of the Seldarine, the
1d20 and referring to the following table. weapons powers cannot be used by non-elves.
Any non-elf touching the weapon must suc-
Die Roll Power and Description cessfully save vs. death magic or be instantly
1 Additional +1 to hit and damage (to slain. This prohibition extends, not surpris-
a maximum of +5) ingly, to Drow, regardless of their alignment.
2 Danger Sense; the sword glows blue Tahlshara is a broad-bladed, two-handed
if danger is imminent (within one sword. Leaves and vines are etched into its sur-
turn) face and its hilt is carved with complex knot-
3 Dreamwarning; the moonblades owner work. Its name is written in small characters
receives a prophetic dream warning around the ferrule.
of danger within one day Tahlshara normally functions as a two-handed
4 Fire Resistance (as ring) sword +8, and drops its wielders AC to 0, but it
5 Human Influence (as ring) has a number of special abilities that can be
6 Spell Turning (as ring) used at will. Unfortunately, each use of a spe-
7 ESP (as medallion) cial ability marked by an asterisk in the follow-
8 Command (as armor) ing listing requires a 1d100 roll and reference to
9 Good Luck (as luckstone) the High Magic Effects table. All who use the
10 Opening (as chime) sword must roll 1d100 and refer to the table,
11 Blasting (as horn) regardless of class. Only Queen Amlaruil is
12 Fear (as spell) immune to this effect. All special abilities are at
13 Dancing (as sword) 20th level unless otherwise noted.
14 Flame Tongue (as sword) Tahlsharas powers are cast any high magic
15 Wounding (as sword) spell*, vorpal weapon +5*, teleport without error,
16 Life Stealing (as sword) spellstrike*, sunburst, spelltrap*, turnshadow, and
17 Warning; determines location, num- teleport dead.
ber and species of hostile enemy
within 240 Thael and Amasal
18 Throwing; weapon can be thrown
up to 100, inflict normal damage, Matched blades crafted of a black, greenish-
and return to wielder in one round tinged metal, Thael and Amasal were once car-
19 Sharpness (as sword) ried by the twin Silver elf heroes Afamrail and
20 Elfshadow; once per day, user may Gaeleath. The brothers are ancient defenders of
summon a duplicate identical in the old kingdom of Illefarn. They rode single-
every way (level, hp, AC, etc.), to handedly against a horde of gnolls who had
fight for 2d10 turns, or until slain; if slain the priests of the Tower of the Winds.
slain, elfshadow returns to sword, Although the brothers both died in the battle,
and cannot be summoned again for the gnolls were put to flight and never again
2d4 days troubled Illefarn.
72 Chapter Three
Bow of Eletha Enchanted Figurehead
74 Chapter Three
The Magic of Evermeet 75
Redethemar head at one end. The staff combines the func-
tions of a staff of the magi and a staff of wizardry.
This mighty axe, which has been wielded by
several elven heroes, will only attack enemies of Sunstones
neutral or evil alignment. Against good-aligned
opponents, it will neither hit nor inflict damage. These are amber, light-emitting crystals found
When used against the appropriate enemy how- in the Eagle and Silver Hills. They can be cut
ever, Redethemar acts as a vorpal sword +1. Also, and polished like gems and are used through-
once per day, the user can strike the axe against out Evermeet as light fixtures. A sunstone will
the ground, inflicting 5d10 points of damage on emit light for many years before fading. A
all enemies within 100 feet. small sunstone, which emits light equal to a can-
dle, is worth 50-100 gp, while larger ones cost
Ruavias Steed more. A torch-equivalent sunstone is worth 200
gp and a large sunstone capable of lighting a
The steed is actually a necklace whose pendant large room is worth 400 gp or more.
is in the form of a carved ebony horse. When-
ever the user summons the power of the steed, Tree of Souls
a random creature appears to serve for one day.
Only one creature can be summoned per day, The most powerful and valuable of all elven
and that must be ridden by the user. When the magical artifacts resides in magical stasis in the
steed is summoned, roll 2d10 and refer to the palace of Queen Amlaruil. It is possibly the
following table. most powerful artifact on all of Abeir-Toril.
The tree of souls holds the essences of many
Die Roll Creature Summoned ancient elves who chose to stay on Toril, rather
2 Pegasus than join Corellon Larethian in Arvandor,
3-5 Unicorn allowing their souls to be used to rebuild the
6-10 Light Warhorse elven nation. It is being held in safety, looking
11-13 Heavy Warhorse forward to the day (possibly thousands of
14-16 Giant Eagle years distant) when the elves finally return to
17-18 Ki-rin Faerûn.
19 Lesser Lammasu If planted, the tree will instantly sprout into a
20 Asperii gigantic (500-foot-tall), white-barked, oak-like
tree with gleaming green and gold leaves. The
Staff of Rumathil tree itself will then act as a permanent gate to
and from the island of Evermeet. It will allow
This item enables its user to cast clerical or wiz- the free casting of high magic without penalty
ard spells as if he or she were actually one level within 100 miles. This radius will increase at a
higher. The staff also adds 1 die per level of the rate of one mile per year after the tree has been
user to all offensive spells such as fireball and planted.
ice storm. Once the tree of souls has been planted, how-
ever, it can never be moved again. For this rea-
Staff of Travaran son, in anticipation of an eventual return to the
mainland, Amlaruil and the leaders of the elves
A very old magical item, the staff is a simple, (those few who know of the trees existence) do
six-foot length of ashwood, with a silver horses not wish to plant it on Evermeet.
76 Chapter Three
The gods of the Seldarine play a vital role in the The Gold elves really dont know what to
daily life of Evermeet. Corellon Larethian and make of Angharradh. Most consider her to be
the Seldarine deities are a constant presence on either a separate goddess, or a typical Silver elf
the isle and in the hearts and souls of its inhab- misinterpretation of Sehanine Moonbow, con-
itants. Every elf on Evermeet knows beyond sort to Corellon Larethian. They generally do
doubt that should the lands of the elves be not object to the Silver elves veneration of the
threatened, the gods will return to Toril to save tripartite deity, however, and occasionally even
their people. pay her homage themselves. The Green elves
The gods of the elves are described in DMGR4, do not worship Angharradh.
Monster Mythology, and Rillifane Rallathil is Whether Angharradh is truly a combination
described in both Unearthed Arcana and the of the three other goddesses or a separate deity
March 1993 issue of DRAGON® Magazine. The in her own right actually lies in the hearts of
following entries add new heroes and demi- her individual worshippers, but her avatar has
gods to the Seldarine pantheon. the following statistics.
78 Chapter Four
or 2d4 (scythe); MR Nil; SZ 6; Str 12; Dex 14; The two have distinctive personalities, how-
Con 17; Int 17; Wis 18; Cha 14 ever. Lashrael is given to emotional extremes.
Spec. Att/Def: The touch of Khalreshaars When delivering a message, Lashrael will
sickle can bring any dead plant back to life speak with great conviction and, depending
automatically. Once per day, she can polymorph upon the message, enormous joy or sorrow. In
any individual into a tree (saving throw vs. battle, Lashrael is ferocious, neither asking nor
spells allowed). This last power is not always giving quarter.
considered a bad thing by Rillifane Rallathils Felarathael, on the other hand, is the very
worshippers, who often allow themselves to be image of rational detachment, treating all situa-
so polymorphed for meditative purposes. tions with logic and calm reason. Felarathael
always speaks in a slow, measured, but im-
mensely reassuring voice, and fights with
Lashrael and Felarathael (Demigods)
unhurried skill.
Corellon Larethians primary servitors are
identical twin spirits who resemble tall, shin- Lashraels and Felarathaels Avatars (F20/W16):
ing, androgynous elves clad in gleaming white AC 0; MV 18; HD 20; hp 125; THAC0 1; #AT 2;
robes. They are most often seen delivering mes- Dmg 1d8 (sword) + 8; MR 10%; AL CG; SZ 6; Str
sages for Corellon Larethian in the various 20; Dex 18; Con 18; Int 20; Wis 16; Cha 18
worlds and planes where his worshippers can Special Att/Def: When Lashrael or Felarathael
be found, and are also dispatched to defend hit a victim in combat, they may inflict any one
elves if they are threatened. of the following effects in lieu of damage: vic-
80 Chapter Four
form of magic, but it is entirely possible that short if the symbol is damaged or removed. If
other cultures exist where it is practiced only the symbol is treated in this manner, its power
by men, or by both sexes equally. is immediately lost and it must be rescribed.
High-level rune-crafters are said to be able to
Casting Totemic Magic create permanent symbols, but such abilities
are rare.
Totemic magic does not use spells as they are Inscription Time: This is the amount of time
normally known. Instead, the totemic practi- the user must spend in the creation of the
tioner paints or inscribes an image that conveys image. This time must be a continuous period
spell-like powers upon anyone bearing that without interruption, or the user must start
image. over again.
Most totemic images take several hours to
properly create, making such magic impractical Bear
for the average adventuring spellcaster who Duration: 1 day
needs to have spells ready in a hurry. On the Inscription Time: 1 hour
other hand, totemic inscriptions are powerful,
and can be prepared in advance based upon This image can be inscribed upon an amulet,
anticipated situations. pendant, weapon, clothing, armor, or virtually
Each image must be inscribed or drawn any object that can be kept on an individuals
upon an appropriate surface. This can be done person. While wearing the object, the bearer
with a knife, paint, or other pigments. Once the receives a +1 bonus to his or her Strength for
image has been inscribed, the object will func- the above duration.
tion in a manner as described. Some images
have a time limit after which the image is still Beast-Speaker
visible, but has lost all its power. Such images Duration: Permanent
must be rescribed, a process that does not actu- Inscription Time: 1 day
ally involve redrawing the image, but requires
the same amount of time. An amulet, brooch, pendant, or other item with
The following list describes several different this symbol inscribed upon it enables the bearer
totemic images, their powers, inscription times, to communicate with any one type of animal.
and limitations. There is no level equivalent to The most common beasts chosen include horses,
totemic magic. The images are learned as the eagles, wolves, and bears. This object will not
user gains experience, and as new images are necessarily make the animal less hostile toward
encountered or created. New totemic images the bearer, nor will it increase the animals
can be designed by characters, with statistics intelligence. All conversations must be in terms
assigned by the DM. Several of the following which the animal can understand. One individ-
images duplicate the powers of magic runes in ual can carry as many as three such objects at
HR1. Other runes in that book can be used as one time.
guidelines for future development of totemic
symbols. Coyote
The following format is used for the presen- Duration: 1 day
tation of totemic symbols. Inscription Time: 2 hours
Duration: This is the amount of time the
symbols power lasts, after which it must be The image of the crafty Coyote, inscribed upon
rescribed. An images duration may be cut a weapon, amulet, or piece of clothing brings
82 Chapter Four
This image can be inscribed upon a pair of rel, spear, or dart), but not on a bow, crossbow,
shoes, boots, or sandals. While bearing the sling, or the like. Three Shrike symbols increase
rune, the user moves at double his or her nor- damage by +2. This is the maximum bonus,
mal rate. however. The Shrike image can be used with
the Hawk and Eagle symbols, but like the other
Otter two, becomes useless once the missile has been
Duration: 1 day released.
Inscription Time: 1 hour
Tortoise
The totemic image of an otter is often inscribed Duration: 1 week
upon a small pendant or earring. It gives the Inscription Time: 1 day
bearer the ability to swim like an otter for the
images duration (SW 18), and remain sub- The Tortoise symbol can be inscribed on a piece
merged without the need to breathe for as long of armor, or on an amulet or pendant. Once
as five minutes at a time. Green elf hunters, inscribed, the symbol provides the wearer with
spies, and scouts often use this image. -1 AC. Only one such symbol can be worn by
an individual at any time.
Owl
Duration: 1 day Unicorn
Inscription Time: 1 hour Duration: Special
Inscription Time: 1 hour
The bearer of this symbol, which can be in-
scribed upon a pendant, amulet, brooch, torc, This image is inscribed onto a stick, staff, or
or circlet, can see in total darkness without stone. When touched to a wounded individual,
penalty for the above duration. an object with this symbol acts as a cure light
wounds spell. Once the symbol has been used,
Salmon it must be rescribed. More than one of these
Duration: Permanent symbols can be inscribed on an object. A stone
Inscription Time: 3 days can hold no more than four, a stick no more
than six, and a staff no more than eight sym-
This symbol can be carved on the gunwales of a bols. This limitation is based upon the size of
small boat. Like all boats, the vessel can then the object and can be adjusted at the DMs dis-
move downstream freely, but can also move cretion.
upstream at half the currents rate, without the
occupants having to row or expend any similar Whale
effort. Duration: Permanent
Inscription Time: 1 week
Shrike
Duration: Special Ships with this image carved into the strakes,
Inscription Time: 1 hour gunwales, or ram do not need to make Seawor-
thiness checks if they ram another vessel. They
A single Shrike symbol increases a missiles cause 2d6 points of ramming damage per 20
damage by +1. As with the Eagle and Hawk, it cargo tons (to a maximum of 9d6) against liv-
can only be inscribed on a missile (arrow, quar- ing creatures.
84 Chapter Five
Reefs: Beyond the cyclone barrier is a maze of to defend the island. No one knows exactly how
coral reefs, shoals, and shallows, which regu- many warders exist, or their exact nature, but it
larly change magically. The safe course through is known that at least one dragon turtle, levi-
these reefs is known only to the Sea elves and a athan, and kraken defend the isle.
select handful of elven pilots. Without intimate
knowledge of the reefs and their hazards, a non-
elven-crewed ship would surely run aground,
Navy
be smashed in, or be hopelessly becalmed. Queen Amlaruils navy is acknowledged as the
Each turn that a vessel maneuvers through finest in the Forgotten Realms. Her ships include
the reefs, an Intelligence or Seamanship check at fast attack catamarans (often carried by larger
a -3 penalty is required. The checks occur for warships), graceful swanships, and clinker-built
3d6 turns. Failure indicates that the ship has run dragonships similar to the raiding longships of
aground. A natural 20 indicates that the ship has the Moonshae Norlanders. Largest and most
been damaged and is taking on water. powerful of the elven armada are the armored
Grounded ships can be hauled off the reefs, wardragons, capable of smashing the most pow-
but this requires a Seaworthiness check. If the erful human-crewed vessels to kindling.
check fails, the ships hull has been breached The following are statistics for major elven
and it has begun to sink. warships. They use the statistical form originally
Teleportation: Queen Amlaruil herself con- listed in FOR3 Pirates of the Fallen Stars, but the
trols the most powerful of the spells that defend following statistics alone can be used with the
Evermeet, an ability granted her by Corellon Ocean Voyaging rules from the DMG: Base
Larethian himself. At will, the queen can auto- Movement, Emergency Move, Seaworthiness,
matically teleport any ship or flying vessel that Cargo, and Length.
approaches within five miles of the island. Tele-
ported ships are instantly sent 20d20 miles in a Catamaran
random direction. Cost: 2,500
Amlaruils teleportation ability is impressive, Base Movement: 1/7
but it has limitations. She can only use the Emergency Move: 2/10
power three times per day, and it cannot be used Crew: 10/20
on targets below the surface of the ocean or Armor Rating: 8
underground. While potent, the teleportation is of Seaworthiness: 60%
limited use against a determined enemy with Saving Throw: Thin wood
dozens of ships, or an enemy attacking from Power Type: Sail, oar
underwater or underground. Cargo Tonnage: 5 tons
On occasion, the teleportation ability might Keel Length: 30
fling a ship even farther away, or open up gates Beam Length: 5/hull; 5-10 overall
to other planes or worlds. This might make a Standard Armament: 3 light ballistae (1 per hull)
good plot device through which PCs can reach Ram: Allowed
distant regions of Toril, or even be transported
to another AD&D® game setting such as Krynn, As many as three of these vessels can be car-
Athas, or the SPELLJAMMER® campaign set- ried on a single elven warship. They also patrol
ting. the seas near Evermeet. Their speed allows them
The Warders: The seas immediately sur- to harass enemy vessels, and they are surpris-
rounding Evermeet are patrolled by a variety of ingly maneuverable. Relatively light and fragile,
giant oceanic creatures, all magically compelled catamarans are capable of long journeys, but
Evermeets Defenders ● 85
have little resistance to storms or rough seas Elven dragonships are easily the equal of
(-10% Seaworthiness in rough weather). the Norlanders raiders, and usually carry 10
marines and a heavy catapult. They are works of
Swanship art, crafted of exotic hardwoods, carved with
Cost: 40,000 (not normally for sale) elven runes and totemic images. Sails are vast,
Base Movement: 4/2 colorful, carefully woven, and imbued with
Emergency Move: 8/4 magical strength. Swift and powerful, dragon-
Crew: 80/120 ships can be used to fall upon enemy vessels
Armor Rating: 7 from ambush or to carry elven warriors swiftly
Seaworthiness: 80% into battle.
Saving Throw: Thick wood
Power Type: Sail, oar Wardragon
Cargo Tonnage: 200 tons Cost: 500,000 (not normally for sale)
Keel Length: 130 feet Base Movement: 2/4
Beam Length: 30 feet Emergency Move: 4/8
Standard Armament: 4 large weapons Crew: 200/1,000
Ram: Allowed Armor Rating: 5
Seaworthiness: 70%
These ships are broad and beautiful, with Saving Throw: Thick wood
white bowsprits carved in the forms of swans. Power Type: Magic
These vessels have large, striped sails embla- Cargo Tonnage: 200 tons
zoned with the symbols of various noble houses Keel Length: 600 feet
and ancient kingdoms. Various elven shields Beam Length: 100 feet
line swanships gunwales. The rudders, masts, Standard Armament: 10 large weapons
oars, and spars are carved or brightly painted by Ram: Allowed
Evermeets craftsmen. Most swanships are also
protected by elven totemic images. A swanship Only four of these gigantic vessels exist, but
typically carries 20 marines, three heavy ballis- that number is more than adequate for Ever-
tae or catapults, and a fire projector. meets defense. Wardragons are long, armored
vessels polished white with great, dragon-
Dragonship shaped bowsprits and substantial armament.
Cost: 30,000 Though huge and ponderous, wardragons have
Base Movement: 3/6 neither sails nor oars, moving magically through
Emergency Move: 4/12 the water even when there is no wind. Each can
Crew: 40/175 carry as many as 1,000 elven warriors, as well as
Armor Rating: 7 numerous flying creatures such as pegasi and
Seaworthiness: 70% giant eagles.
Saving Throw: Thick wood
Power Type: Sail, oar
Cargo Tonnage: 50 tons
Aquatic Elves
Keel Length: 100 feet The inhabitants of the seas surrounding Ever-
Beam Length: 20 feet meet have long maintained good relations with
Standard Armament: 1 large weapon Amlaruil and the elves of Evermeet. Since their
Ram: None own peace is inextricably linked to Evermeets
prosperity and continued isolation, the Aquatic
86 Chapter Five
elves will not hesitate to assist if the island is These vessels h a v e t h e f o l l o w i n g
threatened. SPELLJAMMER® game statistics:
Attacking enemy ships from beneath, the
Aquatic elves can wreak havoc upon any hostile Built By: Elves
fleet, boring holes, wrecking rudders, cutting Used Primarily By: Elves
anchor cables, and even venturing onto the sur- Tonnage: 50 tons
face. The Alu-TelQuessirs dolphin allies assist Hull Points: 50
them in combat, as well. Crew: 10/50
Though potent against surface vessels, the Sea Maneuverability Class: C
elves major function is to battle enemies who LandingLand: No
attack Evermeet from beneath the waves, such LandingWater: Yes
as the evil scrags and sahuagin of the surround- Armor Rating: 7
ing seas, as well as crafty evil opponents who Saves As: Ceramic
may use the oceans as a surreptitious route to Power Type: Major or minor helm
the Green Isle. Ships Rating: As for helmsman
Standard Armament:
Aquatic Elves: AC 6; MV 9/SW 15; HD 1+1; 2 medium ballistae
THAC0 19; #AT 1 or 2; Dmg 1-8 (weapon); SA Crew: 2 each
+1 to hit with spears and tridents; SD 90% resis- 1 medium catapult
tant to sleep and charm; ML 13; XP 420 Crew: 3
Cargo: 25 tons
Dolphins: AC 5; MV 30; HD 2+2; THAC0 16; Keel Length: 150
#AT 1; Dmg 2-8; SD Save as F4; ML 11; XP 65 Beam Length: 16
Evermeets Defenders 87
The eagle riders are among the most flamboy-
Pegasus Cavalry
ant of the Silver elves, clad in bright colors, their
long hair braided with feathers, ribbons, gems, The Gold elves favor these graceful, winged
and gleaming wire. Ceremonial tattoos and horses as flying mounts. These Ar-TelQuessir
warpaint are common, and many affect a decid- are far more quiet and reserved than the Silver
edly primitive look, appearing more like the elf eagle riders, preferring to wear conservative
savage Green elves than Teu-TelQuessir. The suits of plate, chain, or scale, occasionally deco-
massive celebrations and live-for-the-moment rating themselves with jewelry, circlets, or
philosophy of these elves is known and infa- torcs.
mous throughout Evermeet. Pegasi live with their elven riders in stables,
or dwell on the heights of the Eagle Hills, visit-
Eagle Riders: AC 8; MV 12; HD 1+1; THAC0 19; ing their riders on a regular basis. Should Ever-
#AT 1; Dmg 1-6 (light lance or short bow); SA +1 meet be threatened, Queen Amlaruil can count
to hit with bow or sword; SD 90% resistant to on nearly 1,000 pegasi and their riders to rally to
sleep and charm; ML 15; XP 420 the islands defense.
88 Chapter Five
Pegasi: AC 6; MV 24/F1 48; HD 4; THAC0 17; Breath weapon (22d8 + 11); AL LG; ML 17; XP
#AT 3; Dmg 1-8 (x2), 1-3; SA Dive, rear kick; ML 19,000
11; XP 175
Evermeets Army
Dragon Riders
Evermeets army is small, but is one of the best-
One of Evermeets best kept secrets is that a equipped and best-trained forces in all of Toril.
handful of the ancient dragons who once de- Comparatively few elves actually serve in the
fended the isle still slumber beneath the fortress isles standing army. The remainder train for a
of Sumbrar, awaiting call to battle. Their riders, time each year and are prepared to be called into
some of the oldest and most powerful elven action at a moments notice.
warriors, are the only ones besides the queen Evermeets warriors are drawn from all across
who know of their existence, and they are the island. They vary from almost-naked Green
sworn to secrecy. Most believe that these leg- elf archers and scouts, to heavily armored Gold
endary warriors have long since passed from elf knights mounted upon fully-barded moon-
the world, and have no inkling that they still horses. The following statistics can be used for
live. standard elven warriors and for those elite
A mere 12 dragons and their riders sleep troops who defend the island.
beneath Sumbrar, but these are warriors and
beasts who can deal devastating blows to even Elf Warriors: AC 5-9; MV 12; HD 1+1; THAC0
the most powerful outside army or fleet. Once 19; #AT 1; Dmg 1-8 (broad sword), 1-6 (spear) or
they are awakened, it is likely that most can 1-8 (longbow); SA +1 to hit with bow or sword;
defend the isle only once, then pass on to Arvan- SD 90% resistant to sleep and charm; ML 13; XP
dor and union with the Seldarine. Therefore, 420
Queen Amlaruil summons them only in the
direst of emergencies, possibly only when the Elite Warriors: AC 5; MV 9; HD 2+2; THAC0 18;
enemy is at the gates of her palace. #AT 1; Dmg 1-8 (broad sword or bow); SA +1 to
hit with sword; SD 90% resistant to sleep and
Dragon Riders: AC 3; MV 12; HD 12; THAC0 9; charm; ML 14; XP 420
#AT 1; Dmg 1-8 (broad sword or bow); SA +1 to
hit with bow or sword; SD 90% resistant to sleep
Unicorn Riders
and charm; AL CG or LG; ML 15; XP 420
Amlaruils unicorn riders are the most un-
Gold Dragons (3): AC -4; MV 12/Fl 40/Jp 3/Sw usual of the land-based troops under her com-
12; HD 23; THAC0 -11; #AT 3 + special; Dmg mand. These female elven warriors, riding
1-10 (x2)/6-36; SA Spells, breath weapon (22d12 their mystical mounts, are a feared and re-
+ 11), polymorph self; AL LG; ML 18; XP 19,000 spected part of the queens army. Each year,
elven warriors venture into Evermeets forests,
Silver Dragons (4): AC -10; MV 9/Fl 30/Jp 3; searching for unicorns who will agree to serve
HD 22; THAC0 -2; #AT 3; Dmg 1-8 (x2)/5-30; for a year.
SA Breath weapon (22d10 + 11); AL LG; ML 18;
XP 19,000 Unicorn Riders: AC 5; MV 18; HD 1+1; THAC0
19; #AT 1; Dmg 1-6 (light lance or bow); SA
Bronze Dragons (5): AC -2; MV 9/Fl 30/Sw 12; Double damage when charging; SD 90% resis-
HD 21; THAC0 1; #AT 3; Dmg 1-8 (x2)/4-24; SA tant to sleep and charm; ML 14; XP 420
Evermeets Defenders 89
Unicorns: AC 2; MV 18; HD 2; THAC0 18; #AT
Baelnorns
1; Dmg 1-8 (broad sword or heavy lance); SA +1
to hit with bow or sword; SD 90% resistant to Baelnorns are undead elves who continue to
sleep and charm; ML 13; XP 650 serve their people even beyond the limits of
their normal life span. They may be called up to
Allied Forces fight Evermeets enemies. Several still exist on
Evermeet, and are kept a closely-guarded secret,
Many different sylvan races inhabit Evermeet, even from the elves themselves. Only Amlaruil
sharing the land with their elven allies. The syl- and a select handful from her Council of
van species have as much, if not more, interest Matrons know of the baelnorns existence. They
in preserving the isles freedom as the elves. are fully described in the Ruins of Myth Drannor
While some species, such as the nymphs and boxed set.
fauns, are not numerous or warlike enough to
defend the island, many others are, and will Baelnorns: AC 0; MV 9; HD 9+6; THAC0 11;
turn out in substantial numbers if invasion is #AT 1; Dmg 1-10 or by weapon; SA Spell use;
ever threatened. SD +1 or better to hit; MR 50%; ML 20; XP 10,000
90 Chapter Five
(bow); SA +4 to hit with bow, sleep poison; SD
Centaurs
Invisibility; MR 25%; ML 11; XP 270
These human-horse hybrids roam the forests
and fields of Evermeet and can fight ferociously.
Reverend Ones
Ordinary centaurs may fight with swords or
axes, or might be armed with bows or lances, It is known that after departing the mortal world,
increasing their effectiveness. Of all the sylvan elves journey to Arvandor to join Corellon
races, centaurs are the most likely to fight along- Larethian and the Seldarine. There, most elves
side the elves in any given engagement. spend eternity in a paradise built for them by the
gods. A few, however, agree to serve Corellon
Centaurs: AC 5; MV 18; HD 4; THAC0 17; #AT Larethian as a celestial army, coming to the aid of
3; Dmg 1-6 (x2) and weapon; ML 13; XP 175 elves wherever they are threatened. These won-
drous creatures are fully described in Chapter 9.
Centaur Archers: AC 5; MV 18; HD 4; THAC0
17; #AT 3; Dmg 1-6 (x2), 1-8 (bow); ML 13; XP Reverend One: AC 2; MV 18/Fl 36; HD 8+3;
175 THAC0 12; #AT 2; Dmg 1-10 and by weapon;
SA Destroy undead; SD Light armor; MR 10%;
ML 18; XP 3,000
Faerie Dragons
Their character is flighty, chaotic, and, frivolous,
Sprites
but faerie dragons under their Queen Tyssaklera
will rally to Evermeets banner should they be Normally quiet, shy, and non-violent, the sprites
needed. As these creatures have little concept of hatred for all things evil and their undying loy-
strategy and tactics, invisible faerie dragons flit alty and gratitude to Queen Amlaruil will drive
around battlefields, casting illusions, and breath- them to swarm to her assistance in time of need.
ing their euphoria gas upon enemy soldiers. Like other sylvan species, sprites can become
invisible at will, and attack with their small,
Faerie Dragons: AC 5 (1 when invisible); MV 6/ sleep-envenomed arrows.
Fl 24; HD 12 hit points; THAC0 17; #AT 1; Dmg
1-2; SA Breath weapon, spells; SD Invisibility; Sprites: AC 6; MV 9/Fl 18; HD 1; THAC0 19;
MR 48%; ML 11; XP 3,000 #AT 1; Dmg 1-4 (dagger) or 1-3 (bow); SA Sleep
poison; SD Invisibility; ML 11; XP 420
Pixies
Treants
These diminutive creatures will help the elves
fight if the island is seriously threatened. Flying Since Evermeet and its forests are inseparable,
in squadrons of as many as 200 individuals, pix- the treants of the island are among its staunchest
ies will harass the enemy with spells and move defenders. The treants of Evermeet are all very
about invisibly, often raiding the enemy from old and powerful. In any battle in forests one or
behind, attacking when the enemys attention is more treants will accompany elven armies, and
focused upon elven opponents, destroying bag- will fight with a +3 bonus to Morale.
gage, frightening horses, and spoiling supplies.
Treant: AC 0; MV 12; HD 12; THAC0 9; #AT 2;
Pixies: AC 5; MV 6/Fl 12; HD ½; THAC0 20 (16 Dmg 4-24 (x2); SA Animate trees; SD Never sur-
with bow); #AT 1; Dmg 1-2 (dagger) or 1-4 + 1 prised; ML 16; XP 7,000
Evermeets Defenders 91
Evermeet is a place of legends, and those who
live there are individuals of legendary stature.
This chapter describes some of the most famous
characters of Evermeet, their personalities, his-
tories, and possessions. In the course of adven-
turing, player characters may encounter one or
more of them. Elves will probably know of these
characters, for most of them are famous in elven
tales. Even humans and dwarves may have
heard of them.
Many of the following NPCs are not even
elves, for many other races inhabit the Green
Island, and the Sad Queen has several non-elven
allies who do her work back on the mainland.
Aerilaya
Green elf (D10): AC 8; MV 12; hp 40; THAC0 14;
#AT 1; Dmg 1d8 + 1 (scimitar +1) or 1d4 (sling);
AL CN(G); Str 12; Dex 11; Con 13; Int 14; Wis 17;
Cha 15
Weapon Proficiencies: Longbow, sling, scimitar
Nonweapon Proficiencies: Direction sense, fire-
building, swimming, healing, herbalism
Spells: 4/4/3/3/2 Life on Evermeet has begun to wear on the nor-
mally adventurous Aerilaya, however, and she
Aerilaya, an independent and somewhat dis- has begun to contemplate returning to Faerûn.
tant Green elf, wandered Faerûn for a time Should this become the case, Amlaruil might
adventuring and promoting the worship of Rilli- want the druid to carry her elfrune, and act as
fane Rallathil. After an unfortunate incident another agent on the mainland. Aerilaya main-
involving a Chauntean monk, an oak tree, and tains a close relationship with Carreigh Macumail,
great quantities of ale, however, she journeyed although neither will admit exactly how close.
to Evermeet, where she now serves the Green
elves as priestess.
Lady Ahskahala Durothil
Aerilaya is tall, like most Green elves, but
sturdy and surprisingly voluptuous, with long, Windrider (F20): AC 2; MV 12; hp 105; THAC0
dark hair usually worn in a single braid, twined 1; #AT 2; Dmg 1d8 (broad sword or longbow) or
with stones, feathers, and charms, and bound up 1d8 + 1 (mounted lance); AL CG; Str 17; Dex 18;
by a copper headband engraved with oak leaves. Con 15; Int 17; Wis 16; Cha 18
Although she normally wears green druidic Weapon Proficiencies: Longbow (specialist),
robes, she will wear hide armor in battle, and crossbow, dagger, horse lance, quarterstaff,
does not shun combat if she or her companions spear, broad sword (specialist)
are threatened. She carries a staff of swarming Nonweapon Proficiencies: Animal handling, rid-
insects. ing (dragon), riding (horse), weather sense, ani-
mal lore, armorer, weaponsmithing
92 Chapter Six
Lord Alinar LeQuella
Elf (F13, Archer): AC 8; MV 12; hp 67; THAC0 8;
#AT 2; Dmg 1d8 (sword of dancing), 1d8 (long-
bow); AL CG; Str 14; Dex 19; Con 15; Int 11; Wis
10; Cha 12
Weapon Proficiencies: Longbow (specialist),
dagger, horse lance, spear, broad sword
Nonweapon Proficiencies: Animal handling,
direction sense, leatherworking, animal lore,
bowyer/fletcher, hunting, survival
Non-Player Characters 93
for the peace of Arvandor, but realizes that she is
needed by her people. Truly, the queen lives half
in one world and half in the other.
Queen Amlaruil is viewed with near-religious
respect and affection by most elves. She has
ruled Evermeet for more than 200 years, but for
the past four decades she has had to do so with-
out the support of her beloved husband Zaor,
who was slain by an assassin in his own garden.
The tragedy was complicated by the departure
of her daughter Amnestria, who had loved the
human adventurer Bran Skorlsun. Disgraced
and saddened by her fathers death, Amnestria
took the name ZBeryl. Her daughter, Arilyn,
participated in the recent Elfshadow incident
wielding her mothers moonblade. ZBeryl her-
self died tragically and never returned to her
estranged people.
Since the tragic events of that year, Amlaruils
sorrow has been unabated and she rules with a
quiet sadness, rarely smiling or laughing, and
keeping mostly to herself in the silent hallways
of her Moonstone Palace.
Amlaruil is more than 900 years old, quite
Nonweapon Proficiencies: Animal handling, venerable even for an elf of the Forgotten
dancing, etiquette, heraldry, riding (horse), Realms. Her great longevity, undiminished
ancient history, astrology, herbalism, reading/ beauty, high intelligence, and level of achieve-
writing ment as a wizard are all ascribed to her close
Spells: 5/5/5/5/5/4/3/3/2 relationship with Corellon Larethian and the
Seldarine. Many elves claim that Amlaruil walks
Tales of the Sad Queen are told, in much in the gardens and forests of Arvandor while the
changed form, even as far away as the high land sleeps or during reverie, and here she and
court of distant Shou Lung. Many think of Amla- Zaor may be together again, if only for a short
ruil and her realm as a myth, but she is very real time each night.
and, if possible, even more enchantingly beauti- Whatever her true connection with the Sel-
ful and wise than the tales imply. darine is, Amlaruil will not say. What is known
The queen stands six feet tall, with long red- for certain is that she can cast the devastating
gold hair, a slender, high-cheekboned face, and and powerful High Magic spells with none of
piercing blue eyes. She characteristically dresses the ill effects described in Chapter 3. In addition,
in the gray clothes of mourning, sometimes with Amlaruil is the guardian of the three sacred
small white flowers in her hair. Over the years, Great Treasures: the Chalice of Labelas, the sword
her existence and essence have grown linked to Tahlshara, and the Crown of the Sun (see Chapter
both the island of Evermeet and the deific pow- 3 for more details about these items).
ers of the Seldarine. In many ways, Amlaruil Amlaruil is no idle queen, either. Her network
desires to leave the pain and suffering of Toril of agents and allies would be the envy of any
94 Chapter Six
Faerûn monarch, and the magic of her elfrunes skilled sailor and a formidable warrior.
enables selected individuals to freely communi- Because of his close relationship with the
cate with, or even travel to, Evermeet. druidess Aerilaya, Carreigh has also become a
To the elves of Evermeet, Amlaruil is the good friend to Queen Amlaruil, who has given
embodiment of the island and her nation, and him an elfrune. She relies on his reports regard-
her power waxes and wanes with the strength of ing naval activity along the Sword Coast. Mist-
the elven people. In fact, this is not far from the Walker is one of very few human-crewed ships
truth. Amlaruils strength comes from the island allowed to enter Evermeets waters without trig-
of Evermeet itself, and the power remaining gering the isles magical defenses.
here from the lands creation by Corellon Lareth-
ian. Should she ever leave, Amlaruils powers
Elasha Evanara
will fade until she is the same as any other elf.
Elf (C12): AC 10; MV 12; hp 36; THAC0 14; #AT
1; Dmg 1d4 (dagger); AL CG; Str 11; Dex 15; Con
Carreigh Macumail
12; Int 17; Wis 18; Cha 14
Human (F8, Buccaneer): AC 7; MV 12; hp 75; Weapon Proficiencies: Dagger, club, staff
THAC0 13; #AT 3/2; Dmg 1d8 or 2d4 (bastard Nonweapon Proficiencies: Artistic ability, eti-
sword); AL CG; Str 18/91; Dex 15; Con 16; Int quette, languages (modern), ancient history,
13; Wis 9; Cha 15 healing, local history, reading/writing
Weapon Proficiencies: Crossbow, dagger, spear, Spells: 6/5/5/3/2/2
bastard sword, trident
Nonweapon Proficiencies: Rope use, seaman- This cleric of Labelas is the librarian in charge
ship, swimming, weather sense, languages of Queen Amlaruils vast library. A great lover
of knowledge and books, Elasha is a small Gold
Born in the Moonshaes, and a friend of the elf who nonetheless carries an aura of reassur-
Green elf druid Aerilaya, Carreigh once made ance and calm wisdom. Over centuries of study
his living as a pirate in the Sea of Fallen Stars. and contemplation, Elasha has developed a
He served as first mate to Captain Dalvar Cor- deep understanding and love of the Seldarine
zon of Cormyr and commanded his own vessel and their teachings. The queen often turns to
for a time. Today, he commands the privateer Elasha for guidance and comfort in her bereave-
Mist-Walker, a graceful ship carved with several ment, and her librarian has become one of Amla-
elven totemic images and runes that improve its ruils true friends on Evermeet.
speed and seaworthiness considerably
Captain Macumail is a human of enormous
Gwyon Ironhoof
stature (68 and more than 300 lbs.), with bright
blue eyes and long, curly blond hair. He is mus- Centaur: AC 4; MV 18; HD 7; hp 48; THAC0 13;
cular and quite handsome. He is also a bit of a Dmg 1d8 (x2)/1d8 (broad sword or bow); AL
dandy, usually dressed in a kilt and a full- CG
sleeved white shirt with extravagant ruffles at
its collar and cuffs. King Gwyon is ruler of all centaurs on Ever-
Carreigh is a kind-hearted man with a good meet. He is an old, wise centaur, and an experi-
sense of humor. He is used to most acquain- enced warrior. He fought with the Mindulgulph
tances assuming him to be considerably less mercenaries before coming to the island. In fact,
intelligent than he actually is, and accepts this his sojourn on Evermeet has left Gwyon some-
with relatively good grace. In reality, he is a what bored and nostalgic for his old days of
Non-Player Characters 95
Nonweapon Proficiencies: Agriculture, artistic
ability, riding (horse), weaving, healing, herbal-
ism, musical instrument, religion
Spells: 6/5/5/3/2/2
96 Chapter Six
This individuals presence on the isle of Ever- and a friend, she knows that the conservative
meet is a secret shared only by her, the queen, Gold elves will never accept Drow on Evermeet.
and Laeroth Runemaster, the master high mage. The Silver elves may be more inclined to at least
Karsellyn is a priestess of the good Drow god- consider the possibility that some Drow have
dess, Eilistraee, and has in the past been one of turned away from the ways of the evil gods, but
Queen Amlaruils best agents among the dark even they are suspicious.
ones in the Realms. Now she is on Evermeet, Unknown to Lady Karsellyn, several Drow
discussing what would have been, until recently, families have hired a Drow assassin named
thought impossiblethe possibility that the Mourn to hunt her down and kill her, thus end-
Drow worshippers of Eilistraee would be al- ing any current moves toward reconciliation
lowed to follow the Retreat to Evermeet. between the elves and the worshippers of Eilis-
Lady Karsellyn Lylyl-Lytherraias is as grace- traee.
ful as her name, and is the perfect representative Some observers have suggested that the Drow
of the tiny group of Drow who have forsaken lady is a rival of the druidess Aerilaya for the
the evil and decadence of the lower realms and affections of Captain Carreigh Macumail, but
embraced the loving and naturistic worship of none of the principals in the matter have ever
Eilistraee. In general outlook, she is much like a discussed it publicly.
Silver elf. She is impulsive, chaotic, intense, flir-
tatious, and somewhat fickle. Keryth Blackhelm
Karsellyn faces an uphill struggle in her mis-
sion. Although Amlaruil values her as an agent Elf (F13, Knight): AC 2; MV 12; hp 85; THAC0 8
(+1 because of Strength); #AT 2; Dmg 1d8 + 1 or
1d6 (+2 because of Strength); AL NG (lawful
tendencies); Str 18; Dex 17; Con 16; Int 12; Wis
11; Cha 15
Weapon Proficiencies: Longbow (specialist),
dagger, footmans mace, horse lance, morning
star, spear (specialist), broad sword (specialist)
Nonweapon Proficiencies: Animal handling, eti-
quette, riding (horse), armor, blind-fighting,
endurance, survival
Non-Player Characters 97
Keryth grew up estranged from his people (his tall, his face even narrower, and his eyes even
parents had both been slain at the siege of Myth more heavily slanted than those of an ordinary
Drannor). At age 200, he heard the call in the elf. His appearance is so far removed from other
form of a prophetic dream from Corellon Lareth- elves as to be almost completely alien. Many
ian, in which the god called upon him to give up believe that this is how all elves who stay on the
his lawless ways and serve his people. Keryth prime material plane past their normal lifespan
then turned to adventuring, turning what trea- come to look.
sure he earned over to less fortunate elves, help- The high mages true age shows in his eyes,
ing them to make the passage to Evermeet. whose black depths are those of an ancient
At 400, Keryth himself made the pilgrimage to being. He has inherited much of the wisdom
Evermeet, there to become a warrior in the and many of the memories of the high magi who
islands defense forces. He continues in this came before him. The realization of the terrible
capacity, his loyalty and love for his people responsibilities he carries has taken a toll on
undiminished. The continued foolishness and him, making him purposeful and silent, per-
violence of other races has made him somewhat forming his duties with limitless patience and
prejudiced against non-elves. He still likes half- loyalty.
lings, but only barely tolerates humans and
dwarves. He will not act dishonorably under
Prince Lamruil
any circumstances, though.
Keryth rides the moon-horse Sundancer, and Elf (F10): AC 3; MV 12; hp 75; THAC0 11; #AT
carries the spear Khormalashalal. His infamous 3/2; Dmg 1d8 (+1 because of strength); AL CG;
black helm acts as a permanent anti-magic shell
and allows its wearer to regenerate 1 hit point
per round, and his silver-blue shield +2 carries
Queen Amlaruils personal sigil, granting con-
tinuous protection from evil and prayer effects.
Laeroth Runemaster
Elf (M24): AC 9; MV 12; hp 30; THAC0 13; #AT
1; Dmg 1d10 (staff); AL LG; Str 11; Dex 16; Con
13; Int 19; Wis 18; Cha 14
Weapon Proficiencies: Dagger, staff, spear
Nonweapon Proficiencies: Artistic ability, eti-
quette, heraldry, riding (horse), seamanship,
singing, ancient history, astrology, herbalism,
reading/writing, religion, spellcraft
Spells: 5/5/5/5/5/5/4/3/2
98 Chapter Six
Str 17; Dex 15; Con 15; Int 13; Wis 12; Cha 16 difficulties in the past. A recent agreement by
Weapon Proficiencies: Longbow, dagger, foot- which Carreigh Macumail and his crew began to
mans flail, horse lance, broad sword (specialist), transport elven goods to Waterdeep through
spear Mirt the Moneylender has eased Ahmaquissars
Nonweapon Proficiencies: Animal handling, financial crunch somewhat, but Lysanthir con-
blacksmithing, armorer, bowyer/fletcher, gam- tinues to live close to the bone.
ing, weaponsmithing Despite his dissolute ways, Lysanthir is a
loyal servant of the queen, and never allows his
Amlaruils youngest child is only 95, a wet- house to grow lax in its service to the crown. He
behind-the-ears youngster by elven standards. is an outstanding warrior and enjoys a good
He is not nearly as experienced as his sister or scrap, often serving on board elven ships as a
mother, but is the only other known remaining marine simply for the experience of adventure
issue of Amlaruils bloodline. If Amlaruil were and battle.
to die or ascend to Arvandor, and Ilyrana were
to refuse the throne, the high magi would be
Marikoth Korianthil
placed in the position of passing over Lamruil
and choosing another elf (possibly one of their Elf (F12, Knight): AC 2; MV 12; hp 76; THAC0 9;
own number) or allowing an inexperienced king #AT 2; Dmg 1d8 (broad sword) or 1d8 + 1 (heavy
to sit on the throne at a time of crisis. horse lance +3); AL CG; Str 17; Dex 16; Con 13; Int
Lamruil spent a good deal of his early life 12; Wis 11; Cha 15
adventuring in Faerûn, going as far east as Sem- Weapon Proficiencies: Longbow, dagger, horse-
phar and Raurin, and gaining considerable mans flail, horse lance, quarterstaff, spear,
experience and understanding of the lands of broad sword
humans. He is a striking elf, with black hair and Nonweapon Proficiencies: Riding (horse),
piercing blue eyes, and customarily carries the armorer, endurance, tracking
sword Halakashara, an ancient elven blade he
obtained while adventuring in Myth Drannor. Dubbed bravest of the brave by the queen,
He is quite outgoing and somewhat frivolous this leader of her knights is second only to
and has a fondness for humans. Keryth Blackhelm in command of Evermeets
armies. For centuries before his arrival on the
island, Sir Marikoth fought ceaselessly for the
Lysanthir Ahmaquissar
elven communities of the Faerûn. Today, he is a
Elf (F11/T11): AC 6; MV 12; hp 46; THAC0 10; quiet, silver-haired elf with deep set eyes and an
#AT 3/2; Dmg 1d8 (scimitar); AL CN (G); Str 15; expression of continual wariness. He carries a
Dex 17; Con 13; Int 12; Wis 8; Cha 18 heavy horse lance +3 and a vorpal sword. Marikoth
Weapon Proficiencies: Dagger, longbow (spe- wears elven plate mail, and a helm of valor (see
cialist), scimitar, spear, trident The Complete Book of Elves for information about
Nonweapon Proficiencies: Ancient history, this item).
blind-fighting, armorer, gaming
Mourn
The master of the undisciplined House Ahma-
quissar is a handsome, gray-haired Silver elf Drow (Rogue, Level 12): AC 7; MV 12; hp 40;
with a quick wit and sharp temper. He is a good- THAC0 9; #AT 1; Dmg 1d8 (rapier) or 1d4 + poi-
hearted elf, but his disorganized manner and son (dagger); AL CE; Str 15; Dex 16; Con 14; Int
outlook have brought his family some financial 16; Wis 11; Cha 11
Non-Player Characters 99
Weapon Proficiencies: Blowgun, short bow, He is often sent on missions to the mainland,
crossbow, dagger, rapier where he enjoys masquerading as an elven min-
Nonweapon Proficiencies: Blind fighting, dis- strel, conjurer, or other entertainer. Rennyn is
guise, forgery, gaming, tumbling also capable of changing his appearance through
the use of magic, and is rarely seen in the same
Mourn is the sole survivor of a Drow house guise twice.
that had the misfortune to attempt the destruc-
tion of a rival household and fail. He was spared Lady Ryllae Windwalker
when he agreed to give up his name and serve
other Drow houses as an assassin. Elf (F13/W13): AC 5; MV 12; hp 50; THAC0 8;
The Drow took to his new life with relative #AT 2; Dmg 1d8 (+1 because of Strength); AL
relish, disposing of renegade Drow and trouble- CG; STR 16; Dex 14; Con 14; Int 17; Wis 13; Cha
some non-Drow enemies, roaming the land, 14
moving by night, becoming a master of disguise Weapon Proficiencies: Longbow, heavy cross-
and stealth. His true appearance is striking. He bow, harpoon, knife, morning star, spear, broad
is a tall, handsome Drow with long white hair, sword (specialist)
often clad in black scale armor. Nonweapon Proficiencies: Direction sense, sea-
Mourns current assignment is a difficult one. manship, swimming, weather sense, ancient his-
He must assassinate Lady Karsellyn Lylyl- tory, astrology, navigation
Lytherraias, ambassador to Evermeet from the Spells: 5/5/5/4/4/2
worshippers of the good Drow goddess, Eilis-
traee. Currently, Karsellyn is still on Evermeet, Lady Windwalker commands Evermeets
beyond the reach of Mourns poisoned dagger. navy. An experienced sailor, warrior, and wizard
Unbeknownst to the Drow lady and her elven with no small amount of skill, she is one of the
hosts, the assassin lies in wait, preparing for the most accomplished elves on the island. She is
moment that she leaves the island and comes highly outspoken and surprisingly free with her
within reach. emotions for a Gold elf. Ryllaes green eyes and
red-gold hair reflect a spirit as tempestuous and
Rennyn Aelorothi stormy as the seas that she sails.
Many suspect that Lady Ryllae counts a sea elf
Elf (F9/W9/T9, Infiltrator): AC 4; MV 12; hp 54; ancestor or two, for her love of the sea is strong.
THAC0 12; #AT 3/2; Dmg 1d6 (spear); AL CG; She seems ill at ease on land, preferring the roll
Str 14; Dex 17; Con 12; Int 16; Wis 11; Cha 12 of a deck beneath her booted feet. She rarely
Weapon Proficiencies: Longbow, dagger, spear, strays far from her flagship, Dolphin, and is never
broad sword, trident, warhammer without her enchanted cutlass +3. She is known
Nonweapon Proficiencies: Blind fighting, jug- to have many friends among the aquatic elves
gling, bowyer/fletcher, herbalism, spellcraft and carries a pearl given to her by their ruler.
Spells: 4/3/3/2/1 Dolphin ranges far and wide, patrolling the
waters claimed by Evermeet. Although she usu-
Rennyn is one of Amlaruils most skillful ally sails well escorted by the swanships and
spies. He is a handsome Gold elf with a typically other Evermeet vessels, Ryllae sometimes takes
frosty personality. Rennyn is only too capable of her ship out alone to sail beyond the Wave
feigning interest and friendship in order to get Rocks, even near to the shores of Moray and
close to a mark or subject, but his true nature is a Gwynneth, where the sight of her shining white
rather distant and insular one. sails bearing the sigil of Queen Amlaruil is
Evermeet is an excellent environment for the As may be guessed, scouts are well represented
wizardly mystic kit. Most mystics are Silver or in Evermeets army. Green and Silver elves most
Gold elves, although a few have been known to commonly serve as scouts. Details on this kit are
be Green elves. The kit is fully described in The in The Complete Thiefs Handbook.
Complete Wizards Handbook.
Swashbuckler
Savage Wizard
Like the swashbuckler-fighter, this kit is popular
Green elf wizards commonly take this kit, de- with Silver elf rogues. The kit is fully detailed in
tailed in The Complete Wizards Handbook. The Complete Thiefs Handbook.
CLIMATE/TERRAIN: Forests
FREQUENCY Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Low (6)
TREASURE: Nil
ALIGNMENT: Chaotic Neutral (good ten-
dencies)
NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT 18
HIT DICE: 4+3
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-6/1-6
SPECIAL ATTACKS: Rear claw kick, frenzy
SPECIAL DEFENSES: Teleportation
MAGIC RESISTANCE: 10%
SIZE: M (4’ at shoulder)
MORALE: Champion (15)
XP VALUE: 975
The cath shee, or faerie cat, is a large, greenish-gray mated cath shee pairs will fight furiously for each other,
creature with large, tufted ears, and wide, golden eyes. and for their offspring if any are threatened. If a cath
Cath shee can weigh as much as 400 lbs. These creatures shee’s mate or litter is threatened, it will go into a frenzy,
are clever and independent, but sometimes can be per- attacking at +4 to hit and damage and will never check
suaded to become a companion to a Green elf or Silver Morale.
elf ranger.
Once, cath shee were found in relative abundance on Habitat/Society: Cath shee are solitary creatures,
the mainland, but today are found only on the island of associating with each other only in spring, during mat-
Evermeet. ing, and remaining together in mated pairs through the
Normally, cath shee are solitary creatures, and highly summer if kittens are born.
efficient predators. An inborn natural ability enables For the rest of the year, cath shee tend to keep to
cath shee to teleport instantly, and without error, up to themselves, staking out territories as large as several
100 yards. This ability is used to escape from enemies square miles in area, and defending them, even against
and to attack prey. They are also naturally somewhat others of their own kind.
magic-resistant (10%).
There are many legends about cath shee in elven soci- Ecology: Cath shee are highly efficient carnivores,
ety. Some claim that cath shee were created by Corellon preying on other mammals, primarily rabbits and small
Larethian to serve as companions to the elves. Others rodents. Their natural teleportation abilities help make
believe that they are reincarnated elves who have been sure that a cath shee’s prey rarely escapes.
sent back to Toril by the Seldarine to defend the elven Cath shee sometimes consent to serve as companions
nations, or to atone for misdeeds in their previous lives. (never pets) to Green or Silver elves. An elf who wishes
to approach a cath shee must roll 1d20 and refer to the
Combat: Cath shee are ferocious fighters, and often “Threatening” column of the Encounter Reaction Table
lie in wait for prey, then use their teleport ability to attack (DMG, Chapter 11), applying any Charisma modifica-
with complete surprise. If both of a cath shee’s claws tions. On a reaction of “friendly,” the cath shee has
strike, it will then kick with its back legs, hitting auto- agreed to become the elf’s companion. Another check
matically and inflicting 2d6 points of damage. (this time on the “Friendly” column) is required every
While normally solitary and relatively unsocial, six months thereafter.
Kholiathra 9430
& © 1994 TSR, Inc. All Rights Reserved.
In addition to the goddess Sehanines cunningly-crafted In addition, PCs receive a -4 penalty when attempt-
illusions, Evermeet is also under the protection of her ing to hit invisible kholiathra.
servitors, the kholiathra. These cunning spirits, usually
unseen, are a constant presence on and around Ever- Habitat/Society: Kholiathra tend to be found in small
meet. They keep watch on the elves, ward off vessels groups, often in association with elven communities.
that stray too close, and avert minor accidents. Most They are also found on the plane of Olympus, serving
elves are unaware of the kholiathras existence, but Sehanine and other Seldarine deities.
these creatures are largely responsible for the good luck They are positively inclined toward elves. Some even
and happy existence of the people of Evermeet. In their claim that kholiathra are the spirits of departed elves
natural state, kholiathra are transparent humanoid crea- returned to serve their communities. Kholiathra enjoy
tures, with wispy, glassy outlines. Kholiathra can living near elven groups or bands and using their pow-
become completely invisible at will. They move as easily ers to bring luck to chosen individuals. Seldarine gods
through the air as they do on the ground, and can fly often send kholiathra to provide luck at births or during
without effort. battles.
A kholiathras main power is the ability to provide
either good or bad luck to those nearby. The presence of Ecology: As enchanted beings, kholiathra do not
a kholiathra may allow any individuals within 20 feet to require food, drink, or other sources of mundane nour-
either add or subtract 4 (at their discretion) to any roll ishment. They gain sustenance from sunlight, however,
the subject makes. This may include attack rolls, dam- and often gather in meadows or other sunny areas. Dur-
age rolls, saving throws, and reaction and ability checks. ing these times, kholiathra are playful and carefree,
cavorting and flying about. The sight of these beautiful
Combat: Kholiathra generally do not fight, preferring creatures floating gracefully through the air, dancing
to turn invisible and flee. If forced to fight, these crea- and pirouetting, is a sight not easily forgotten.
tures can buffet enemies with invisible masses of force,
causing 1-10 points of damage.
Lythari 9430
& © 1994 TSR. Inc. All Rights Reserved.
Lythari are good-aligned elves capable of changing into Habitat/Society: The lythari are a shy race, preferring
lupine form. Unlike ordinary werewolves, the lythari to remain in the forest, far from civilization, and even
are a gentle, benevolent species and, although they hunt from their own elven relatives. Their small bands are
and kill in the same manner as ordinary wolves, they anarchic, communal societies, with no real leaders, and
neither inflict wanton violence nor attack intelligent complete equality for all members.
species. Lythari are interfertile and reproduce among them-
Physically, lythari are beautiful and otherworldly, selves. They may also create new lythari from among
even for elves. In elven form, they are tall, pale skinned, normal elves in a manner similar to other lycanthropes.
with light blue or green eyes and silver hair. Lythari in Lythari status may only be conferred upon another elf if
wolf form are equally beautiful, with pale gray or silver both the lythari and the elf agree to the transformation.
fur and intelligent, blue or brown eyes. Wolf form In elven form, lythari dress in furs, hides, and other
lythari leave no impression of danger or ferocity, but natural garb, in a manner much like the Green elves.
rather seem friendly and companionable. They also decorate themselves with feathers, bone jew-
Small, independent bands of lythari live in the forests elry, and similar objects.
of Evermeet and a few still may linger in Faerûn. Lythari revere Rillifane Rallathil and other wilderness
Seldarine deities, but worship Oberon and Titania of the
Combat: Lythari dislike combat and prefer to flee Seelie Court with the most devotion.
rather than fight. If cornered or defending their kin,
they will fight with great skill, however. In elven form, Ecology: In both their elven and lupine forms, lythari
lythari fight with normal elven weapons. In wolf form, are hunters, but their relatively small numbers prevent
lythari attack by biting. them from having any real impact on prey populations.
In the same manner as ordinary lycanthropes, lythari They prefer to hunt mammals such as deer, rabbit, and
may be hit only by silver or enchanted weapons. wild boar.
Moon-horse 9430
& © 1994 TSR, Inc. All Rights Reserved.
There is much debate among elven scholars as to exactly In addition, reverend ones can cause the destruction
what the reverend ones are. Some claim that they are of undead or evil extra-planar creatures (such as tanar’ri).
spirits of ancient elven warriors who have chosen to Any undead or evil planar creature that is hit by a rev-
fight for their people even beyond the barrier of death. erend one must successfully save vs. death magic or be
Others say that they are warrior-beings created by the instantly destroyed if undead, or returned to its home
Seldarine specifically to defend elven communities. plane if a planar being.
Whatever their origin, there is no denying that the Reverend ones wear gleaming plate armor, which
reverend ones are ethereal, impressive creatures, and gives off a blinding light, giving opponents a -2 penalty
that when they take the battlefield on behalf of the elven to hit on all melee attacks and -4 penalty to hit with mis-
nations, they are a potent and terrifying force. sile weapons.
Reverend ones resemble tall, slender elves with pale If a reverend one is slain in battle, he or she returns to
skin and brilliant violet eyes, clad in gleaming silver Arvandor, and any enchanted weapons and armor van-
suits of elven plate. Most fight afoot, but some legends ish as well. On occasion, a reverend one’s enchanted
tell of bodies of mounted reverend ones riding into bat- weapons will be given to a deserving elven warrior, but
tle on barded warhorses. this is a rare occurrence.
Combat: Reverend ones appear on the battlefield Habitat/Society: Little is known about the reverend
whenever enemies threaten elven nations. They appear ones’ society. It is known that their primary function on
in groups of 10-100 and usually act at crucial moments the prime material plane is to act as warriors and
or locations in the battle, striking the enemy from defenders of elves and elven civilization. They may
behind, or bolstering a beleaguered elven unit. appear individually to defend important elves or in
Ten percent of all reverend ones are armed with groups during battle, but they never speak, and always
enchanted weapons. The DM may simply select a suit- vanish as soon as their task is completed.
able number from the total force of reverend ones, or
roll individually for each reverend one. Weapons range
from +1 to +4.
The White Stag 9430
& © 1994 TSR, Inc. All Rights Reserved.
NO. APPEARING: 1
ARMOR CLASS: 5
MOVEMENT: 36
HIT DICE: 6 (48 hp)
THAC0: 14
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-8/1-4/1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Mislead
MAGIC RESISTANCE: 10%
SIZE: L
MORALE: Fearless (20)
XP VALUE: 650