Ardeep Forest
This forest east of Waterdeep and the Dessarin River was once part of the long-lost elven kingdom of Illefarn. Now it’s home to a small clan of wood elves recently ar¬rived from Evermeet. They refuse to leave their woods, guarding relics and ruins of ages past, and they want nothing to do with the world beyond their borders.
Ardeep Forest: This small forest, the remnant of an elven kingdom, lies close to the bustling city of Waterdeep. Ardeep Forest's pleasant verge conceals thickly grown woods whose interior is all ridges and breakneck gullies cloaked in thick vines and shrubbery where mists are constant, wild boars roam, and ruins lie hidden. Outlaws and a few lonely elves dwell in Ardeep. The occasional owlbear, wolf, or stirge lurks here as well, but nothing worse - except the mad undead elven hero Reluraun.
Reluraun's tomb at the very heart of Ardeep is guarded by at least three baelnorns (good liches), who keep the living away. Twisted by evil magic in his final battle, Reluraun is now a mad, aggressive flying pair of skeletal hands and eyeballs. Shrieking, he hacks with a magic sword at anyone who ventures too near.
Ardeep also holds the famous Green Glade, the Dancing Dell, and some ancient tunnels and storage cellars from the days of the lost kingdom of Phalorm, some of which may still hold treasure or link with the Underdark.
The Green Glade is named because within its protective ring of elms, no matter what the season outside, conditions are always springlike. Good-aligned creatures are welcome, and healing magic used in the glade has unusually strong effects. No trail to the Glade survives for more than one night.
The Dancing Dell is a small, smooth bowl valley of soft moss, short grasses, and ferns. The Ladystone, a needle of rock sacred to Eilistraee, stands at its center. Drow who worship Eilistraee often dance in the Dell on moonlit nights, sometimes led by Qilue Veladorn of the Seven Sisters. The Ladystone's powers guard the Dell and the goddess has been known to manifest here.
Ardeep Forest was once a part of Phalorm before that nation was overrun by orcs from the Sword Mountains and subsequently destroyed when its last remnant was swept out to see by the formation of the Mere of Dead Men. The last of the elves retreated from the forest out to the sea some time ago, leaving behind only construct guardians made of tree and vines as well as a powerful mythal that prevents any creature who intends ill to the forest from entering (though creatures of sufficient willpower can muscle through, and the mythal
can be overwhelmed if too many ill-intentioned creatures attempt to enter at once). A small elf colony has resettled the forest during the recent resurgence of the elves on the mainland. Ardeep is a close ally of the Misty Forest.
Cells of the Eldreth Veluuthra, elven supremacists who despise all other races, are active in Ardeep Forest. They resent the forest's participation in the multi-racial kingdom of Phalorm and have vowed to keep Ardeep for elves and elves only. They also actively hunt down dark elves of Eilistraee who seek to help resettle the wood.
The Eldreth Veluuthra present an obvious problem for any sphere of influence that includes any non-elves (especially in the party itself). Thus, getting rid of them is probably going to be necessary. However, it may be better to first feed them until they grow large enough to pose a serious threat, especially to the Eilistraee dark elves of Ardeep. Under this kind of pressure, the dark elves might be convinced to formally secede from Ardeep's main government or even stage a coup, and to join the new state with a helpful sphere of influence in doing so. Because this is all resulting from an internal conflict, this would not even provoke retaliation from the rest of the Misty Forest's sphere of influence (including Neverwinter Wood and the Moonwood).
PLAGES WITHIN ARDEEF The Ardeep Forest Until recently, this ancient forest, a remnant of the woods that once covered the North from the river Delimbyr to the mountains of the Utter North, was the home of the moon elves. This ancient race of Elvenkind lived in harmony with men and dwarves in a kingdom that stretched to the east of the forest, in what is now rolling moorlands known as the High Moors. Even before the times of the Fallen Kingdom, this was part of the vast forest that was Elven Illefarn. The forest is forlorn and largely empty. The elves have left the forest of tail blueleaf, duskwood, and weirwood trees unattended. This region was known as 'Faraway Forest' to the elves because, although it was near the coast of Faerun, it was still far away from what the elves considered home: the island of Evermeet. Ardeep's borders varied nearly as much as its rulers did, but generally they encompassed the forested lands from the feet of the Trollhills to the southern bank of the Dessarin River, from the cliffs of the Sword Coast to the Forlorn (Phalorm) Hills. The realm of the Deepening Moon occupied all of this territory for much of its existence, even though it was not always forested. Ardeep Forest is thick woodland of tall blueleaf, duskwood, chime oak and wierwood trees. Its verges are deceptively pleasant, with sun-dappled paths roamed by foraging deer. Its southern most reach, the Trollbark Forest is as dangerous as its reputation insists. Full of trolls, owlbears, hobgoblins, and more than a few green dragons, this is considered the wild remnant of what Ardeep once was. Farther into the Ardeep Forest of today, the terrain is broken by ridges and breakneck gullies cloaked in thick vines and shrubbery and concealed in mist. Wild boar, leopards and the odd forest bison roam through ruins hidden beneath the forest canopy, and faintly glowing blue moss and mushrooms provide dim spots of ghostly illumination. The Dancing Dell Soft glowing blue moss, short grasses, and ferns cloak this smooth bowl and the raised ring of earth that surrounds it. In the middle of the bowl stands the Ladystone, a finger of rock touched by Eilistraee and sacred to her. The Ladystone's powers guard the dell and can strike at intruders as commanded by the Goddess or her priestesses. The origin of the Ladystone is unknown, but it has been here since before the arrival of elves in the Ardeep. Eilistraee herself has manifested here on more than one occasion to dance with her priestesses. The Ladystone Green Glade The Green Glade ring of elm trees lies in the south eastern reaches of the Ardeep Forest. The Green Glade can be hard to find, fern thickets cloak its approaches and no trail no matter how well made lasts more than one night in its vicinity. Great nurturing power is alive here and has been for millennia, though various creatures and faiths identify it as the work or manifestation of a variety of deities and name the glade accordingly, they are in fact the effects of a minor mythal. Elves find the place restful, evil-aligned creatures are warded away as if by a protection from evil spell, and all healing magics cast herein gain unusual power. Minor healings gain the ability to cure feeble mindedness; neutralize poison and cure disease spells always banish lycanthropy and deafness, blindness, and the ravages of parasites are always lessened. Finally non-magical wood, no matter how old brought into the Green Glade, begins to sprout and grow, even if it has been cut, stained polished, fashioned into furniture or damaged by fire. This effect can be used by canny beings to mend damaged items, though it usually won't mend clear breaks. The Green Glade is so called because, within its protective ring of elms, it's always spring. Hidden around the outer edge of the glade are the tree homes and burrows of the residents who benefit from the glades powers. There is a hospice run by priests of Eldath and Sehanine who see to the needs of the dying as they await their journey to Arvandor. It is said that on nites of a full lunar eclipse a being standing within the glade will be transported to the outer edge of Arvandor. This gate is one-way, and none who have ventured through it have ever returned voluntarily. Green Glade Elms Reluraun's Tomb In a clearing at the heart of the Ardeep Forest lies the vault of a fallen elf warrior named Reluraun (CE Moon Elf Ghost Fighter 12) whose spirit was twisted into a mad undead creature by evil magic during his final battle. Reluraun appears as two disembodied eyes and a pair of skeletal arms and hands that wield Reluraun's Hoarcut, a +3 Frostbrand Elven Longsword (1d10+3/1d10+3). Reluraun's tomb is guarded by no less than three baelnorns and maybe more, (LG Baelnorn Moon Elf Wiz 13/LG Watchnorn Moon Elf Fg 13-15). Standing amongst a grove of ancient chime oaks is an ornately carved black basalt crypt. The great bronze doors are coloured a brilliant patina green and are covered in ancient writings of a long forgotten Seldruin dialect. They warn of the consequences of disturbing the sleep of the dead and of the evil that will be unleashed if the seals are ever broken. The vaults walls are covered with bas-relief seals embossed with the lifelike pictures of the vaults" occupant. Twelve white marble sarcophagi occupy the central chamber of the room, set about a circular seal of adamantine set within the polished black granite floor. Sealed beneath the crypt rests Reluraun the Undying in his theurglass coffin floating alone in a domed underground vault. An extremely life like effigy of the warrior clutches Wyrmsheart, + +2 Dragon Slayer Longsword Int 16, AL NG Detect Good/Evil 120', Detect Magic & Poison 50', Double damage vs dragons & dragon kin, triple damage vs green dragons. Heal 1/day. Few folk penetrate to the clearing at the very heart of the forest where Reluraun lies in his tomb-which is a good thing, because the Elven hero is guarded by (at least) three Baelnorn, and a contingent of Watchnorns, who keep the living away from the tomb. They do this because the fearless warrior was twisted by evil magic in his final battle and is now a maddened dead spirit akin to a wichtlin. Reluraun wields an enchanted sword, hacking at anyone who ventures too near, More than once an insistent band of adventurers has seen the hero's blade burst through the chest of a Baelnorn who's sadly remonstrating with them to be gone, Then the sword darts about flashing and stabbing at empty air, forest birds, and leaping bunnies while its insane wielder screams wildly, wordlessly, and endlessly (a faint, far off sound that one warrior described as a "mournfully despairing whistle, like a kettle gone mad"). A façade of pale stone separates the echoing halls of this ancient manor from the surrounding stands of cedars and blue leafs. The House of Long Silences encompasses a nexus of two way portals, including links to an abandoned watch tower in the eastern reaches of the Trollbark Forest, the undercroft of the temple to Labelas in Mhilamniir, the portal nexus beneath ancient Sharlarion, a Stone Ring in the Yuir Wood, a Tree Home in the far Shalhoond, a crypt in Myth Rhynn, a mountain top watch tower and nexus way- station in the Spine of the World, the Friendship Gate in Cormanthor, a basement beneath a brothel in Waterdeep, and a subterranean grotto beneath the Snakewood. The ancient and foreboding 'House of Long Silences' In addition a one-way portal from Evermeet exits in the surrounding woods. Lord Elorfindar Floshin whose lands encompass the area between Dagger Ford the Ardeep, has created a web of warding spells in the manor and surrounding woods that alerts in to intrusions. In ages past this fortified manor house was the headquarters for a Knightly Order known as the Holy Armathors of the Sacred Song. The knight's sacred duty was to guard the portal network established the Illefarn as well as guaranteeing the safety of those who used it. Where ever a portal exited then there were Song Knights to greet them, (think knights Templar & Hospitilar without the political swagger). The current Master of the Illefarn/Ardeep Song Knight Chapter is Sir Elorfindar Floshin. He and his fellows keep a close watch upon the portal network here but no longer live in the house itself. Floshin Estates Halfway between the town of Daggerford and Ardeep Forest, Lord Elorfindar Floshin maintains a graceful, ridge side manor that dates back to the days of ancient days of Ardeep before it was absorbed into Illefarn. Tended by moon elf retainers in the employ of the House Floshin, the Floshin Estates encompass an expanse of lightly wooded land generally used for animal husbandry and the cultivation of rare native plants. Elorfindar Floshin: Lord Elorfindar Floshin is a dignified sun elf with bronze skin, golden-blond hair, and green eyes shadowed with the wisdom of many years. Elorfindar wears magic Elven chain mail with a simple Elven cloak and carries his ancestral blade, Elfhost (+3 defending longsword). Although he does not mind the company of other races as much as many of his brethren do, the aging elf knight has other reasons for remaining behind in Faerun. Few now realize that in the days of the Siluvanede, House Floshin gave rise to one branch of fey'ri. In penance for the sins of his ancestors, Elorfindar has taken it upon himself to guard the many portals in the House of Long Silences, which lies in the depths of Ardeep Forest. Elorfindar's gold elf wife remained with him in his self-imposed exile for six centuries, but she died more than two centuries ago, after presenting him with four children. Elorfindar has since taken three human wives from the Waterdhavian nobility and had several more children. Kira Floshin Elf female, 1st level magic user: AC 6; MV 12.; hp 6; #AT 1; Dmg by weapon; THAC0 20; S 12, I 14, W 15, D 13, C 16, Ch 13; AL LG. Spells: 1st level: feather fall, jump, magic missile, shield. Kira is the great-granddaughter of Sir Elorfindar. She has both Gold Elf and Moon Elf in her background. She is an acolyte of Tymora. Kira is a favourite of Bando the Lame and is never seen without the dice he gave her when she became an acolyte. She learns her magic from Sir Elorfindar's spellcasters, and her spells are from his spellbook. Her weapon specialties are mace and staff. Aswansea Moondark Elf female, 1st level cleric: AC 4; MV 12.; hp 5; #AT 1: Dmg by weapon; THAC0 20; S 14, I 15, W 18, D 17, C 10, Ch 16; AL LG. Spells: 1st level: cure light wounds, bless, detect magic, light. Aswansea always wanted to be a ranger, but she tended to fall behind on training hikes. She is proficient with longbow and great sword, specializing in long sword. Her parents are Moon Elves from Sir Elorfindar's household. Crypts of the Deepening Moon In the depths of Ardeep Forest lie the Crypts of the Deepening Moon—the royal vaults of ancient Ardeep— which are said to hold the remains of many Laranlor's and Laranlas, as well as the fabulous Elven artefacts with which they were interred. These rumours of great wealth draw many mercenary adventuring bands, some of which have been hired by Water deep's various noble houses to plunder the crypts. But since the crypts are guarded by a trio of moon elf baelnorns (Move) and a legion of watchnorns and green wardens (Move) that inhabits the surrounding woods, no such expedition has ever returned. These tombs are built within several large barrows 200" long by 50" wide and 40" high. A giant blueleaf, wierwood and shadowtop trees grows all over mounds completely blocking the entrances with their hugs roots. The tombs are all relatively intact save for the invasion of tree roots, and the vagaries of wind and rain. The warding magics are subtle and strong and the Green Wardens and Watchnorns guarding the barrows are very much aware and alive. Beings walking past the barrows or stopping by to pay respects at a small shrine near the entrance is ignored by the watchers but any attempt to dig is met with swift and brutal reprisal. Once past the entrance chamber and Mortuary chapel, large stone coffins flank a central open pathway of each barrow, their tops carved into life like effigies of elves of both sexes. This area is lit by a permanent amber continual light, emanating from now failing continual light lamps. At the far end of the path is a large mausoleum sealed with an arched stone door. It is within this chamber that the waiting Baelnorn of each barrow reside. Most of the ruling nobles, and their family members are entombed within these barrows. Each was buried with the items they most prised in life. Family heirlooms or items deemed too dangerous were often also locked away with their former owners. Each sarcophagus is enspelled to preserve its contents in life like rest. The intricately carved and detailed effigies upon the coffin lids reflect what should be found within provided that the seals are still intact. There are spell alarms are traps placed both on and inside each coffin. High Magic of a most potent and peculiar kind enshrouds the Crypts of Ardeep. Condition of Sarcophagus 1.Unopened 2.Collapsed 3.Opened but undisturbed body dust and bone 4.Flooded 5.Covered in vines 6.Covered in tree roots & collapsed 7.Opened & empty 8.Unopened & empty 9.Unopened & contains undead (sword-wraith/death knight/banshee/Watchnorn) 10.Contents spoiled & rotten In a sylvan glen deep inside Ardeep Forest lies a mystical pool of water, found in an unearthly sylvan glen at the heart of Ardeep Forest, guarded by another worldly dragon. Within the clear waters of this pond is a portal that leads to a cloud of magic known as the Tears of Aloevan, which is located in a pocket plane. Once the Chosen of both Sehanine and Mystra, the moon elf queen Aloevan descended into madness, consumed by the silver fire that raged within her. Upon her death, her spirit was trapped in a nimbus of silver fire that prevented her from passing on to Arvanaith. Upon realizing her situation, seven clerics of Sehanine created a link between the natural world and the spiritual limbo in which Aloevan was trapped. Throughout the intervening centuries, Sehanine's priests have laboured to ease the mad queen's torment by recreating the long-lost Court of Silver Fire within her pocket plane. But still the laughter of Aloevan (CG female ghost [augmented moon elf] Chosen of Sehanine/Chosen of Mystra wizard 19) is tinged with madness, and she clings to the vestiges of her sanity thanks only to her ever-present attendants. Passage between the two realms is restricted to solar eclipses. Whenever one of Aloevan's seven attendants is ready to pass on to Arvanaith, another cleric of the Moonlit Mystery travels to the Tears of Aloevan by way of the mystic pool to serve in her stead. Although many others have sought entrance to Aloevan's court, none have returned to tell the tale. No one knows whether anyone not called there by Sehanine has ever succeeded in entering. Chalidar'nuaan: Mist Dragon Guardian (Holy Servant of Sehanine) of the Court of Silver Fire Mist Dragon Great Wyrm Priestess of Sehanine 31, AC -20 HD 46D12+288 HP 740, AL LG MR 50% •+4 to saves vs all necromantic magics, immune to acid and fire, mist form at will, immune to disintegration and dragon control powers, all powers of a Specialty Priestess of Sehanine. •Detect magic & Invisibility 240' (at will), Tongues, Detect Lie & Know Alignment (always active) •Attacks +12 to hit: Claws 4d6+14 (x8), Wing Buffet 4d6+14 (x4), Tail Slam 8d6+28 (x2), Bite 4d6+14 (x2) per round of attack, Str 25 Int 22 Wis 23 Conl8 Dexl6 Chrl9 •At Will - Fog Cloud, Ice Storm, Wall of Fog, Wind Wall, Solid Fog, Control Water, Control Weather •3/day: Summon 20 HD air or water elemental, cloud walk, teleport w/o error, shape change •1/day: Comet Swarm, True Sight, Improved Invisibility, Wall of Force, Legend Lore •Breath weapon 24d6+24 HP dg 1/3 rounds "The dragon has a finlike crest running down its spine from just behind its head all the way to the tip of its long, flattened tail. Its head is very broad near the neck, and it tapers to a long snout, giving it an arrow like shape. A pair of long barbells hangs from the upper lip and the end of the snout. The dragon has a heavy brow ridges over its eyes, two large horns rising from the back of the head, and clusters or hornlets at the base of the upper jaw. The scent of rain surrounds the dragon." Combat Mist dragons try to avoid encounters by assuming mist form and concealing themselves in fog or mist whenever they can. In a fight, they also hide. They use their caustic breath weapon against physically imposing foes. They prefer spells that confound and immobilize foes. Breath Weapon (Su): Mist dragons have two types of breath weapons: a cone of scalding steam that deals fire damage and a line of caustic slime. Creatures struck by slime must make Fortitude saves or be sickened for 1d6 rounds plus 1 round per age category of the dragon. Mist Form (Su): At will as a standard action, a mist dragon can assume a misty form. This power works just like a gaseous form spell cast by a character of the dragon's age category or caster level (whichever is higher), except as follows: The dragon loses its natural armour bonus, but gains a deflection bonus to AC equal to twice its age category. While in mist form the dragon is indistinguishable from mist or fog and gains total concealment when in any kind of natural or magical fog or mist. The dragon gains damage reduction 10/magic, or, if the dragon is old enough to have damage reduction already, its damage reduction increases by 10 points. The dragon can fly at half its normal flying speed, with perfect manoeuvrability. The dragon cannot use its natural weaponry or breath weapon, but it can use its spell-like abilities and spells. (taken from 'Mist Dragons' by Skip Williams - http://www.wizards.com/default.asp?x=dnd/mm/20031226a) While the largest temples of Sehanine are found on the Green Isle, in the Vale of Evereska, and in the woods of the Elven Court, the site most sacred to the Lady of Dreams is the Tears of Aloevan. Much like the dark elf Qilue Veladorn serves both Mystra and Eilistraee today, Aloevan was once the Chosen of both Sehanine and the Lady of Mysteries. The moon Elven queen's descent into madness and her eventual death was a tragic loss for both the Fair Folk and the other human and demihuman races of the region caused by her inability to control the silver fire that raged within her. Upon her death, Aloevan's spirit was unable to pass on to Arvanaith and was instead enmeshed within a nimbus of silver fire that hovered between Faerun and Arvandor. To assuage the madness of their queen who had sacrificed so much, the seven chosen priests of Sehanine created a link between the natural world and the spiritual limbo in which Aloevan's spirit was trapped. Circle of the Deepening Moon This ancient circle of moss-covered standing stones dates back more than two hundred millennia, long before the waxing days of the Realm of the Deepening Moon. At one time, the boughs of Ardeep Forest sheltered the circle, but now the stones stand exposed atop a gently sloped, grass-covered hill. The only magic still within these stones is a keyed, one-way, variable portal leading to a random location within the underground forest known as Wyllowwood on the fourth level of Undermountain. The portal can be activated by stepping inside the circle while the clouds cast a shadow over them. Who originally built the circle and why has been lost to time, but the stones neither weather, or age. In earlier times this stand of stones was the heart of a druidic circle dedicated to the Goddesses of the Waters and Skies. Here of old were the ancient fertility rites performed in secret away from the males guaranteeing a bountiful crop of new young elves to continue the generations. The current portal is a sick and twisted joke of Halasters, but only he finds it funny. In more ancient times the avatars of Angharradh (Sehanine), Selune, Deep Sashelas and Eldath have all appeared here to bless the increased fecundity of the women dancing there. A female of any humanoid species who pays homage to any of the above Goddesses, and who drinks of the waters gathered from the small spring that flows into a natural stone bowl in a nearby rocky outcrop, and who then dances and sings in heartfelt joy, will fall pregnant if she tries. Twins and triplets are not unheard of here and occur with much more frequency than would be expected amongst elves. The River Dessarin The cold, deep River Dessarin rises in the Star Mounts of the High Forest, then joins many other streams and rivers before flowing into the Sea of Swords. Its waters are navigable for much of its length. The river is home to the silver shalass—a fish that has become a delicacy across the North—as well as catfish, coldwater crabs, and small brown fish known as lout. In former times this river formed the northern boundary of Principality of Ardeep (and Shantel Othreier). It served as the main trade route to the Moonlands and western Aryvandaar. Leaf boats and barges would ply the river brining passengers and goods to the many diverse communities of Elves who populated the northern lands. At interval of roughly one days travel up river, can be found stone quays and the remains of docks and way stations all along the river. These establishments often contained within a stone walled fortress, acted as way stations and passenger and cargo loading points. Apart of barge wright facilities, guest houses, taverns, stables, stockyards, hostleries, warehouse, smithies and all the services needed to run the freight and passenger system could be found, keeping the disparate parts of the Elven empires together. Even today the hidden cellars and sturdy docks are often still in use. Many places were also stopping points for different portal networks, but travel by these was carefully regulated and often prohibitively expensive for the average merchant or traveller. Such stopping points would always house a detachment of Song Knights as well as local troops and barge and caravan guards. The Selpir & the Glades of Silent Longing This slow, quiet creek drains Ardeep River and South Ardeep River south of Zundbridge. Lizardfolk occasionally lurk in the mouth of its marshy source, but the merfolk who congregate in this area have largely driven the reptilian humanoids from the Selpir Marsh. Over the centuries, the waters of the Selpir have breached many of ancient Ardeep's tombs that filled the Glades of Silent Longing, the tract of land between the northern and southern arms of the Ardeep River. Overgrown and forgotten even by the Fair Folk and the Stout Folk, these tombs have yielded their smaller riches to the relentless water. Patient searchers can sometimes find such treasures in the streambed, but most of the more valuable treasures are still trapped in the now-submerged tombs. The Glades of Silent Longing were once part of a Great Burial site for the Elves of Ardeep during its height as a vassal realm of 3 very different empires. The tombs here all follow a similar pattern. They are all built set into the sides of large earthen mounds some as high as 50". The internal walls and ceilings are slabs of poor quality marble or granite. The floors are either bare earth or paved with granite slabs. The entrances are narrow with a low ceiling and steps down into the tomb proper. Barrows are in groups of 10 to 20 earthen mounds that contain at least one body and its grave goods. Each mound is covered in ivy, with many fractured by tree roots and topped by shattered statuary. The mounds come in a variety of shapes. A simple dome is typical, but a complex geometric or animal shape is not infrequent. To the untrained eye, even the most elaborate mound can look like natural hills, especially as most are overgrown with trees and weeds. A careful look often reveals a mound's true contours. Delimbyr, the River Shining This clear, cool, fast-flowing river runs more than a thousand miles from its headwaters in the Nether Mountains to the Sea of Swords. Its largely navigable waters are mint-sweet and safe to drink. The river is home to many szorp—brown, troutlike fish whose white flesh is quite tasty. In former times it served as the main trade route to Netheril and eastern Aryvandaar. Leaf boats and barges would ply the river brining passengers and goods to the many diverse communities of Elves who populated the northern lands. At interval of roughly one days travel up river, can be found stone quays and the remains of docks and way stations all along the river. These establishments often contained within a stone walled fortress, acted as way stations and passenger and cargo loading points. Apart of barge wright facilities, guest houses, taverns, stables, stockyards, hostleries, warehouse, smithies and all the services needed to run the freight and passenger system could be found, keeping the disparate parts of the Elven empires together. Even today the hidden cellars and sturdy docks are often still in use. Many places were also stopping points for different portal networks, but travel by these was carefully regulated and often prohibitively expensive for the average merchant or traveller. Such stopping points would always house a detachment of Song Knights as well as local troops and barge and caravan guards. It was upon the ruins or early site of these river docks that the later towns of Athalanter, Laughing Hollow, Loud Water and Lower Shining Falls were established. Laughing Hollow A choke point a few miles north of Daggerford where the dwarves used to flush away their mines waste Laughing Hollow on the north bank of the river is an eerie, shadowed area where fey beings reside. Even in the daylight, the shade from the omnipresent trees gives a perpetual twilight effect within a 1 mile radius of the Hollow. This is a place meant for elves, not men. The trees and brush are occasionally broken up by warm, light-filled glades and larger clearings holding small lakes. Some travellers report having seen and even spoken with a King of the Woods, King Melandrach "Leafspear" Wood Elf Male, NG, Fg 7/Druid 13 of Rillifane, descendant of the 'Last King' of Phalorm rules the Wood Elves of the Misty Forest, Laughing Hollow, Trollbark and Ardeep Forests. To travellers simply wishing to pass through, he's said to be gruff and impatient at his worst. He has no time for treasure hunters. Pixies, hybsils, Wood Elves, Centaurs and other fey creatures live within the forest. Etorlmdar'B Estates llletarn Daggerford The laughtruptollow L'xard Marsh I^Ffrestt Wood Elves (3-6): AC 7; MV 12.; D/F 1/1/; hp 6; #AT 1; Dmg 1-6 (longbows or short swords THAC0 20; SA spells; AL N; XP 77. The Wood elves are subjects of Melandrach but are not inclined to like any strangers, including other elves. They follow the parties watching them closely. They aren't particularly afraid of intruders, and if attacked, the Wood Elves fight fiercely. If the intruders leave them alone and are cordial to them, the Wood Elves may help them later if called upon. Each carries a pouch containing rare herbs worth 3-18 gp. Centaurs (3-12): AC 5 (4 MV 18.; HD 4; hp 18; #AT 2; Dmg 1-6/1-6 (short bows THAC0 15; AL CG; XP 157. These centaurs are among the creatures entrusted with guarding Laughing Hollow. They challenge intruders and question them closely about their purpose. If there are no elves in the party, the centaurs accept no explanations and order them out of the area, They attack the intruders if they insist on staying. If there are elves in the party, the centaurs are more inclined to talk. If convinced of the intruder's purpose, the centaurs promise to tell the King of the Woods and will maybe help them in the future. The Deeping Stream This small, fast-flowing stream has cut a narrow but deep gorge along its route, which lies 100 miles northeast of Waterdeep and ends where its waters merge with the River Dessarin. Various creatures — including a long-established thirst of stirges—have scratched tiny caves and tunnels into the soft rock of the gorge. The stream itself is home to several colonies of Sylph, they appear as glowing fire-fly like lights hovering above the still pools that form in the summer heat. Their songs echo down the gorge, attracting many Elven lovers who come to hear their enchanting songs. Occasionally a Sylph will fall in love with a particularly comely mortal. This can be both a blessing and a curse as the Sylph follows the person everywhere, trying to entice them back to the Fey-Wild to live out their days. Stairway to Selune (Rat Hills) This barren, windswept pebble beach, with crashing waves that roll endlessly in the shallows is the location for one of the most remarkable sights seen along the sword coast. At the height of summer when the tides are at their lowest and the full moon is setting upon the horizon, a silver stairway appears. Legends have it that a gateway to Selune (the Moon) appears just briefly as the moon hits the horizon) For almost a mile out to sea, the seabed lies 5 or fewer feet from the surface of the water. In older days, ships used to beach here for repairs, and lumber barges pulled up at this spot for loading. Stairway to Selune Mid-Summers Eve. Stone Bridge This massive stone arch spans the River Dessarin without ceremony or accompanying settlement, rising lonely and weathered in the midst of rolling grasslands without a road or building to be seen as far as the eye can scan. Built by dwarves 5,000 years ago to link the now-ruined Halls of the Hunting Axe with forgotten dwarven holds, it's a lonely reminder of ancient days. The Bridge was built to span the broadest imaginable spring flood of the Dessarin. It rises in a great arc, without supporting pillars, some two miles in length and 100 feet wide, reaching a height of 400 feet above the waters of the river (at normal flow). Equally impressive are the four pylon like sculptures, two flanking each end of the bridge, that rise 500 feet above the valley. Each weathered pylon depicts a grim, dwarven warrior waiting and watching. The dwarves explain the awesome size of the bridge. and its continued survival, despite armies clashing on it and mages hurling mighty spells to and from it over the centuries. To the fact that it is a temple to the dwarven god Moradin the Soulforger. It's true that some pious dwarves do make pilgrimages there, and at least once in times of darkness for the dwarves, Moradin appeared on the bridge. The Sentinel Spires - Narkerym & Shilkerym (Helimbrar and Sar) These peaks rise north of Ardeep, guarding the forest from the winds of the North. Mounts Narkerym & Shilkerym form the base line for a string of watch towers and signal forts that stretch from the Troll Hills all the way to the northern Sword Mountains. Each watch tower is home to a garrison of 20 warriors, an aerie of 4 to 6 eagle or hippogriff riders, and a unit of light cavalry. Each also houses stables, a smithy, barracks for 50 troops, storage areas, an armoury, a small infirmary & Seldarine Shrine and mages quarters. Each tower is linked to the next via a keyed portal and topped by a signal fire visible from the towers to either side. Sylphmoon Spire (Moon Tower of Elembar) The Sylphmoon Spire, an ethereal spire visible only on the nights of the full moon was originally the home of the Sylphmoon Ar'Selu'Taar High Magic Circle, before the fall of old Illefarn and home to the Corselutaar of the city of Deepening Moon. Later it was gifted to the royal mage of Elembar by the rulers of Ardeep as the mage's official residence. The Sylphmoon Spire can be accessed via the Border Ethereal, but the magic-laden ruin is well guarded by the watch-ghost defenders, the ancient constructs that still keep watch over it, as does an ancient circle of baelnorns selutaar named 'The Watchers', who still call this Fey place home. Hidden within a series of concentric vaults are the elders of the Sylphmoon Circle, 12 Selu'taar who took it upon themselves to preserve various aspects of lore that has since been lost down the ages. From the Malenti alteration magics of lost Artornash, the creation of Evermeet, the Exile of the Drow, the Dragon Shaping magics of Sharrven, from the creation of killing storms and city erasing spells, to the magic to create entire cities and complex portal nexi, the watchers wait for the Elves to construct world alter magics then move to preserve the lore, or in some cases prevent it from being used again. There are 2 Gold Elves, 2 Moon Elves, 2 Dark Elves, 2 Green Elves, 2 Star Elves, and 2 Ghost Elves making up the current circle: Kardathil Hune DEm HM 27, Dathlue Melarn DEf HM 29, Roccohrim Moonflower MEm HM 33, Astyrianna Omberdawn MEf HM 25, Tehlmar Moonglaemer GrEm HM 31, Yrlissa Audark GrEf HM 32, Ashskala Durothil GEf HM 34, Shalantha Amarillis GEf HM 32, Sirragoth Grimslayer GhEm HM 36 Kisurinda Raindancer GhEf HM 29. The Sylphmoon Circle has many unwitting agents in the form of cunningly crafted and expertly enchanted minor useful magical items that appear as family heirlooms that often find their ways into the hands of powerful Elven individuals and are then passed down through the line. If they end up in a tomb or grave then a watcher agent will retrieve it before re-placing the item for another family member to find. This way the watchers have managed to infiltrate most of the major ruling houses and High magic Circles of the western realms. Most items remain dormant, or in a passive 'listening' mode, but if High magic is used anywhere within 1 mile then they become active, alerting their creator to the event. The Hills of Dardath (Forlorn Hills) The slow collapse of dwarf-ruled Dardath in centuries past eventually gave rise to the name that the hills east of Ardeep Forest now bear. Also known as the Fallen Hills, the Forlorn Hills are cold and empty, home only to scattered flocks of wild sheep and the leucrottas and wyverns that prey upon them. Ruins and abandoned mines are scattered throughout the rolling landscape, largely hidden from creatures flying above by the shadows of sheltering tors and the cloying mists that rarely burn off before midday. "There is one old legend attached to the Fallen Kingdom that still seems active today: the tale of the Ghost Dwarves. The ghosts of its first dwarven king and his bodyguard are said to still roam the lands. They were ambushed and slain by hired duergar in the heart of the kingdom while on their way to answer a (false) call for aid. The dwarves are said to still ride to aid those in need near the River Dessarin, from its mouth as far north as Ironford. The Ghost Dwarves appear as shining white translucent figures in plate armour, on horseback and armed with great two-handed war axes as long as spears. They strike silently but viciously at orc-kin and other evil creatures only, and the bite of their phantom weapons visits the effects of magical fear and repulsion on their targets. Many travellers swear that the Ghost Dwarves have come to their aid, when they were attacked by ghouls, brigands, or goblin- kin raiders near the Dessarin" (Dwarves Deep Pp 56) Illefarn Mountain One of the most important places in the Fallen Kingdom was Illefarn Mountain, located north of the area now known as Laughing Hollow. Here the dwarves delved and crafted, making the bright metal weapons and tools loved by the elves. The Laughing Hollow contained their stone quarry. From this they made the now-vanished halls of the Elven king. The main entrance to their city of Illefarn was located on the edge of the quarry. Men and elves who visited there could see the dwarves carving out great hunks of marble and granite and carrying it into the mountain. The original main entrance to Illefarn has been lost. The quarry is the home of the wild descendants of the elves who never went to the west, and they protect their home vigilantly from the inroads of orc and man alike. Once it was an important metal-mine and stone quarry for the dwarves of the Fallen Kingdom. It was the seat of King Devin in those long-ago days. Trollbark Forest There's scarcely a corner of Faerun that does not have a forest, mountain range, or moor named for the trolls. Like the rest, the Trollbark Forest is thick with these monsters. The forest's dense underbrush, thick twisting stands of ash, and many bogs make it a perfect hunting ground for monsters that can crash through thorny barriers and nests of poisonous snakes without taking permanent damage. There are several clans of Wood elves who call the forest home and have honed to a fine art their skills in hunting and killing trolls. Conversely the trolls tend to give the elves a wide birth, so an uneasy peace ensues. Still every now and again a young elf or troll goes out of their way to start trouble, and usually the elders of both groups are quick to stamp on the trouble maker. The make-up of this primordial forest is very much like that of the Misty Forest further north, a mixture of conifers and evergreens that cover the lower slopes of the Troll Hills. In the dells and lowers vales further north a mixture of shadowtop, duskwood, chime oak, wierwood and blueleaf trees make up the majority of timber species. Apart from trolls, Green Elves and a few hobgoblins, owlbears, wolves, red deer, boar, bears, leopards, a few tigers, and forest bison make up the bulk of the mega-fauna found in the forest. There are actually several Troll clans who vie for control of limited resources, but most agree that unless they are desperate or feeling suicidal, Green Elf is definitely not on the menu. Two Green and Moon Elf settlements can be found in the Trollbark, Silversgate and to the north in the Woods of Angharradh, Teu'tel'Ondathyr
THE ARDEEP FOREST "The nearest stand of deep green danger and mystery where elves and fey things lurk, and damp dirt is less spoiled than under the cobbles here." — Donniglar Rhuel, Waterdhavian Poet, ~1340 DR The Ardeep Forest was once relatively free of danger, and home to moon elves of the Kingdom of Ardeep. It was said that wild boar was amongst the most dangerous of creatures one would see under the blueleaf, duskwood, and weirwood trees within. That, unfortunately, is no longer true. A Brief History of Ardeep The history of the Ardeep forest goes back a very long way, and is beyond the scope of this short text. It has been part of multiple great elven realms, including vast Illefarn. The realm of Ardeep, a splinter of Illefarn, came to be around -1,100 DR, and flourished for well over a millennia, in a time when the forest was far bigger than that which remains today. Ardeep was ruled by laranlors and laranlas - elven terms for the kings and queens of minor kingdoms respectively. In 342 DR, after fighting against a terrible orc horde alongside the dwarves of Dardath (now the Forlorn Hills to the east), the elves of Ardeep joined other races in the Council of Illefarn - a formal alliance that, it was hoped, would usher in a new era of prosperity. However, that orc horde had not been the first, and it would not be the last. In 523 DR, the orc attacks pushed the various nations to unite formally into the Realm of Three Crowns, Phalorm. When Phalorm's armies finally collapsed under orc pressure at what is now known as the Mere of Dead Men in 615 DR, the elves of Ardeep abandoned their kingdom for the isle of Evermeet, far across the Trackless Sea. It was not until moon elves from the recently fallen Eaerlann arrived in 882 DR that the realm of Ardeep was re-established. This realm endured for centuries, until it too came to an end in the elven Retreat of 1344 DR, whereupon elves from across Faerun abandoned the continent for the isle of Evermeet, far across the Trackless Sea. Now, in 1491 DR, the forest has been abandoned for 147 years. The Forest The first couple of miles into the forest are filled with relaxing, sun-dappled paths. However, further in the terrain is much thicker and harder to navigate. Ridges, gullies, and thick vines and shrubbery abound. Walking speed in the forest's interior should be slowed to at least half pace. Trees and Plants The trees of the forest predominantly consist of blueleaf and duskwood trees, though cedar and elm can also be found in various glades throughout the forest. Weirwood too, can be occasionally seen, though it is exceedingly rare. •Blueleaf, although common in the North, is valued for its durability and flexibility, as well as the vivid blue dye that its many-pointed leaves produce. •Duskwoods are half again taller than blueleaf trees, are even more durable, and are as hard as iron. They also happen to resist flame rather well, and thus are favoured in building. •Cedar and elm trees are much like they are on other worlds. •Weirwood trees are rare, and are thought linked to the fey, who are often found protecting them. They do not burn in non-magical fires, and create incredible sounds when used in instruments. The interior of the forest is also covered in dimly glowing mushrooms that illuminate many areas, even in total darkness. The Underdark During the time of Phalorm, allied dwarves of Dardath carved out many tunnels beneath the forest. Some of these linked up with Underdark tunnels, which ended up being a route in for some of the foul denizens that make the forest their home today. Inhabitants Since the elves departed, rangers have taken it upon themselves to patrol the outskirts of the forest, keeping the sun-dappled paths of the first mile or two inside relatively safe. However, the interior of the forest has become increasingly unsafe. Goblins, kobolds, stirges, and crueler things have made the forest their home. In the years after the Retreat, a small band of moon elven adventurers who had remained behind ensured the monster populations were kept low, though they were well past their prime. Down the years they found unexpected and unappreciated allies in this in the arrival of two separate cells of the Eldreth Veluuthra - elven supremacists who had come to ensure the protection of the elven relics within the forest. However, that was over a century ago. The last of the moon elven adventurers was last heard from some time ago, and the Eldreth Veluuthra have been silent since a disastrous skirmish with loggers in the western forest, where much blood was shed on both sides. No one has seen or heard from them in years, and many believe the survivors have moved on, and the monster populations have only grown since. Current Inhabitants It is only recently that elves have been seen active in the forest once more. A small band from Evermeet have returned to ensure the protection of the old relics of the Kingdom of Ardeep, and they have proved very resistant to human encroachments into the forest. These elves have shown no outward signs of belonging to the Eldreth Veluuthra, but neither have they shown much willingness to engage with the outside world. They have been aggressive in dealing with the goblin and kobold tribes within, and the forest has disgorged more than a couple of these since their arrival. Monstrous Denizens Goblins, kobolds, assassin vines, nyths, tendriculouses, and worse now call Ardeep forest home. Less sinister threats that still hold danger include owlbears, wolves, stirges, and wild boar. The ruins of Ardeep may also be guarded by the powerful good elven undead known as baelnorn, as well as green warders - plant-like beings that assume the shape of elves. The forest was also where the green dragon Chuth was born, in 942 DR, though the venomous creature did not dwell here long, preferring to roam the forests to the south. Locations Ardeep Forest has been the centre of multiple moon elven kingdoms, and is thus littered with abandoned ruins and tombs. Although the elves took most objects of value with them when they departed for Evermeet, there are still a few sites that hold interest for adventurers. Ardeep & South Ardeep Rivers These rivers, beginning from springs within the forest, drain out to the southwest before merging into the Selpir, which itself travels out to empty into the Sea of Swords. As the rivers drain past ruins of Ardeep, they occasionally flood old tombs, and thus occasionally relics of the moon elven kingdom can be found in its waters. The Ardessway This trail runs alongside the Dessarin River all the way from Zundbridge up to Wormford. Circle of the Deepening Moon Here ancient, moss-covered standing stones are positioned in a circle, not far from the forest (though once it stood within it). The site is avoided by all, for occasionally one who steps within the circle suddenly disappears, and is never heard from again. Sages know that the circle is actually a one-way portal that serves as a gate to the Wyllowwood within Undermountain, and is thus best avoided. Perhaps luckily, the gate only functions in cloud cover. Crypts of the Deepening Moon These crypts hold the royal vaults of Ardeep, where the laranlor and laranla of the realm were interred. Although the vaults are rumoured to hold vast wealth, the site is guarded by a trio of moon elven baelnorn and a legion of green warders. Although many have gone seeking the crypts, none have ever returned. Dancing Dell This small glade is home to a finger of rock known as the Ladystone, and is a site holy to the drow goddess Eilistraee. It is periodically visited by those that worship the goddess, who honour her by dancing within the glade. Dessarin River The closest crossings of this cold, deep river are to the southwest at Zundbridge, and to the north at Ironford, which is not far from Wormford and the Ardessway. It is navigable between the two, as well as further north. It's famous for the silver shalass - a favoured delicacy of the North - and it is also home to catfish, coldwater crabs, and the lout fish. Floating Castles More than one local tale has been told about floating castles being seen above Ardeep Forest. Few, if any, have ever been substantiated. The sage Volo once speculated that they likely belonged to cloud giants or powerful mages, but the truth continues to go unknown. Gates to Other Lands Besides for the portals said to exist within the House of Long Silences, there are also other gates to other realms throughout the forest. One of these in the eastern forest is gate to Stardock in Undermountain, while another in the western forest is a portal to the Herald's Rest festhall in Berdusk. The presence of these is far from widely known - and in fact their existence is probably known to only a select few. Glen of Aloevan The tale of Aloevan, one of the laranlas of Ardeep, is a long and sad one, and too intricate to fully tell here. Let it be said that she was driven mad whilst using the silver fire of Mystra, the goddess of magic. Her spirit has been trapped within the silver fire, preventing her from moving on to the afterlife. Clerics of the elven goddess Sehanine created a gate within this glen to the pocket plane Aloevan is trapped in, and throughout the centuries clerics of the goddess have spent time with Aloevan, attempting to soothe her broken soul by recreating her Court. Passage between the realms can only take place on a solar eclipse, and none but Sehanine's servants have ever returned. The gate itself is within a cloudy pool in the centre of the glen, which is guarded by an otherworldly dragon. None who have seen it will speak on it, so I cannot say what the nature of this strange creature may be. Green Glade This peaceful glade embeds within all that walk here a sense of ease and calm, which is actually due to a minor mythal created by ancient elven high magic from the days of Illefarn. The mythal ensures the glade is protected from evil, and it has been found that disease and lycanthropy are cured more easily here. Another interesting effect of the mythal is that non-magical wood brought into the glade begins to sprout leaves and roots! However, the site is very difficult to find, and any trail leading here does not seem to last very long. Harpshield Castle This castle was once part of the human realm of Harpshield, though it fell to drow raiders in 942 DR. The survivors fled to Waterdeep and became House Majarra. They never returned to the site, and it was claimed by the elves of Ardeep for a time, until it fell into total disrepair following their departure for Evermeet. It is now periodically made use of by Gurs nomads and foul creatures from the forest and the Underdark. House of Long Silences This ancient ruined manor of pale white stone is said to house a network of portals that once connected elven realms across Faerun. The network was put to use during the Elven Retreat, where elves from across the continent travelled through gates to Ardeep, and from there headed to Waterdeep to set sail for Evermeet. This site is watched over carefully by Lord Elorfindar Floshin and Lady Shalendra Floshin, siblings and heirs of Floshin Manor, south of the forest on the way to Daggerford. Although the distance between the sites is vast, the Floshin siblings have some way to travel between them quickly, likely through a gate of their own. It is said that the House of Long Silences was at the centre of a plot a few years ago, where the Red Wizards of Thay planned to invade the Sword Coast using the portal network. The plan was, perhaps obviously, foiled, and it is unknown to me whether or not the portal network still functions as a result of what happened in that conflict. House of Stone This massive stone fortress, also known as Stoneturn, is one of the last vestiges of the realm of Phalorm. Local legend tells that it is a trap for adventurers, luring them in with tales of wealth and items of power, only to have them die in the innumerous traps within. It was guarded over by the elves of Ardeep until their departure, but since its tests have been attempted by many a bold adventurer. A select few have ever returned, bringing with them tales of a wild variety of traps, monsters, and strange magical effects - and little wealth. Lovers' Glades Three glades sit in the northwestern part of the forest, and have traditionally been used as a romantic escape by young lovers whose families do not approve of their union. They've also long been used as meeting places, though the site is often being watched by rangers, Harpers, brigands, or far worse. Nandar Lodge This ruined site holds little more than a few stones and an empty cellar pit, though it was once home to a grand lodge belonging to House Nandar of Waterdeep. Disagreements with the moon elves of Ardeep had forced the Nandars to abandon the lodge, and they never returned. Nightstone This small village sits on an island in the Ardeep river, which is watched over by a small stone keep owned by House Nandar of Waterdeep. The village is home to a few farms, a windmill, a wooden temple devoted to Lathander (god of the dawn) and Mielikki (goddess of forests), and a small inn. Phylund Hunting Lodge This lodge is the property of the noble House Phylund of Waterdeep. Though it was long used as a base to hunt the creatures of the forest, it was abandoned a century ago when one of the Lords of the House, Lord Urtos II, was revealed to be a werewolf. Over the century since, House Phylund's fortunes took a turn for the worst, forcing them to abandon the lodge in favour of focusing on endeavours into renting out city accommodation out and moneylending, both of which had little success. To add to their woes, the abandoned lodge was taken over by gnolls a few years ago, although adventurers eventually cleared them out. House Phylund now believes its fortunes are once again on the rise, with the title of Open Lord passing to Laeral Silverhand. It remains to be seen if they will recover enough to reclaim their family hunting lodge. Reluraun's Tomb Reluraun was once a great elven hero, but his spirit was twisted in his final battle and he now haunts his tomb as a disembodied pair of floating eyes and skeletal arms holding an enchanted icy sword. The spirit is aggressive, and hunts down intruders that approach his tomb. The site is also guarded by no less than three baelnorn - more than enough of a deterrent to any greedy adventurers. Strangely enough, Reluraun's tormented spirit holds a different sword to the one said to be kept with his body. The sword carried by the spirit is covered in ice and its cut chills the very soul, whereas the sword of Reluraun, called Wyrmsheart, never did any such thing. One adventurer that managed to enter the vault (only to be chased off by the spirit) claimed that Reluraun's coffin floated in midair in a domed undergound chamber, with a lifelike effigy atop it clutching what appeared to be his true blade. Stump Bog Although across the Dessarin River, the smell of this bog occasionally wafts across the borders of the northern forest when there is a strong southerly wind. In 1395 DR, just as the Spellplague was ending, the bog was the source of a terrible pestilence that devastated the farms of the region, bringing a period of famine to Waterdeep. Talmost Keep Once the centre of the small kingdom of Talmost, this keep was abandoned to drow raiders in 942 DR. It is now said to be haunted by those killed there, and any attempts to move back in have always been thwarted by hordes of fiendish spiders that seem to move in very suddenly. Some believe drow still lurk beneath the ruins.
References 1st Edition Dragon Magazine #125 - "Woodlands of the Realms" article Dragon Magazine #128 - "Welcome to Waterdeep" article FR5 - The Savage Frontier 2nd Edition Dragon Magazine #270 - "The Ardeep" article Dragon Magazine #273 - "The House of Stone" article FR11 - Dwarves Deep Demihuman Deities The North - Guide to the Savage Frontier The Seven Sisters Undermountain: Maddgoth's Castle Undermountain: Stardock 3rd Edition Forgotten Realms Campaign Guide Champions of Ruin Grand History of the Realms Lost Empires of Faerun "Waterdeep Environs" online supplement to "City of Splendors: Waterdeep" 4th Edition Forgotten Realms Campaign Guide D&D Next Ghosts of Dragonspear Castle Scourge of the Sword Coast Dead in Thay 5th Edition Storm King's Thunder Other Candlekeep Forum at forum.candlekeep.com Markustay (reference for the Ardessway and Ardeep river naming)
Further Reading
Ardeep is a bottomless pit of realmslore. I don't even know if my summary here is even the most up-to-date lore, because it gets tons of lore, but it's all a few paragraphs here and there and usually at least a little bit different from every other source. It's not always clear whether this is an intentional difference due to the advance of time, an official retcon, or a mistake. Normally when this happens I rely on the Sword Coast Adventurer's Guide as the most recent and reliable source, but Ardeep Forest does not appear in that guide. So what I'm saying here is that you're on your own with this one.The Ardeep Forest
"The nearest stand of deep green danger and mystery where elves and fey things lurk, and damp dirt is less spoiled than under the cobbles here." — Donniglar Rhuel, Waterdhavian Poet, ~1340 DR The Ardeep Forest was once relatively free of danger, and home to moon elves of the Kingdom of Ardeep. It was said that wild boar was amongst the most dangerous of creatures one would see under the blueleaf, duskwood, and weirwood trees within. That, unfortunately, is no longer true. A Brief History of Ardeep The history of the Ardeep forest goes back a very long way, and is beyond the scope of this short text. It has been part of multiple great elven realms, including vast Illefarn. The realm of Ardeep, a splinter of Illefarn, came to be around -1,100 DR, and flourished for well over a millennia, in a time when the forest was far bigger than that which remains today. Ardeep was ruled by laranlors and laranlas - elven terms for the kings and queens of minor kingdoms respectively. In 342 DR, after fighting against a terrible orc horde alongside the dwarves of Dardath (now the Forlorn Hills to the east), the elves of Ardeep joined other races in the Council of Illefarn - a formal alliance that, it was hoped, would usher in a new era of prosperity. However, that orc horde had not been the first, and it would not be the last. In 523 DR, the orc attacks pushed the various nations to unite formally into the Realm of Three Crowns, Phalorm. When Phalorm's armies finally collapsed under orc pressure at what is now known as the Mere of Dead Men in 615 DR, the elves of Ardeep abandoned their kingdom for the isle of Evermeet, far across the Trackless Sea. It was not until moon elves from the recently fallen Eaerlann arrived in 882 DR that the realm of Ardeep was re-established. This realm endured for centuries, until it too came to an end in the elven Retreat of 1344 DR, whereupon elves from across Faerun abandoned the continent for the isle of Evermeet, far across the Trackless Sea. Now, in 1491 DR, the forest has been abandoned for 147 years.The Forest
The first couple of miles into the forest are filled with relaxing, sun-dappled paths. However, further in the terrain is much thicker and harder to navigate. Ridges, gullies, and thick vines and shrubbery abound. Walking speed in the forest's interior should be slowed to at least half pace.Trees and Plants
The trees of the forest predominantly consist of blueleaf and duskwood trees, though cedar and elm can also be found in various glades throughout the forest. Weirwood too, can be occasionally seen, though it is exceedingly rare. 1. Blueleaf, although common in the North, is valued for its durability and flexibility, as well as the vivid blue dye that its many-pointed leaves produce. 2. Duskwoods are half again taller than blueleaf trees, are even more durable, and are as hard as iron. They also happen to resist flame rather well, and thus are favoured in building. 3. Cedar and elm trees are much like they are on other worlds. 4. Weirwood trees are rare, and are thought linked to the fey, who are often found protecting them. They do not burn in nonmagical fires, and create incredible sounds when used in instruments. The interior of the forest is also covered in dimly glowing mushrooms that illuminate many areas, even in total darkness.The Underdark
During the time of Phalorm, allied dwarves of Dardath carved out many tunnels beneath the forest. Some of these linked up with Underdark tunnels, which ended up being a route in for some of the foul denizens that make the forest their home today.Inhabitants
Since the elves departed, rangers have taken it upon themselves to patrol the outskirts of the forest, keeping the sun-dappled paths of the first mile or two inside relatively safe. However, the interior of the forest has become increasingly unsafe. Goblins, kobolds, stirges, and crueler things have made the forest their home. In the years after the Retreat, a small band of moon elven adventurers who had remained behind ensured the monster populations were kept low, though they were well past their prime. Down the years they found unexpected and unappreciated allies in this in the arrival of two separate cells of the Eldreth Veluuthra - elven supremacists who had come to ensure the protection of the elven relics within the forest. However, that was over a century ago. The last of the moon elven adventurers was last heard from some time ago, and the Eldreth Veluuthra have been silent since a disastrous skirmish with loggers in the western forest, where much blood was shed on both sides. No one has seen or heard from them in years, and many believe the survivors have moved on, and the monster populations have only grown since.Current Inhabitants
It is only recently that elves have been seen active in the forest once more. A small band from Evermeet have returned to ensure the protection of the old relics of the Kingdom of Ardeep, and they have proved very resistant to human encroachments into the forest. These elves have shown no outward signs of belonging to the Eldreth Veluuthra, but neither have they shown much willingness to engage with the outside world. They have been aggressive in dealing with the goblin and kobold tribes within, and the forest has disgorged more than a couple of these since their arrival.Monstrous Denizens
Goblins, kobolds, assassin vines, nyths, tendriculouses, and worse now call Ardeep forest home. Less sinister threats that still hold danger include owlbears, wolves, stirges, and wild boar. The ruins of Ardeep may also be guarded by the powerful good elven undead known as baelnorn, as well as green warders - plant-like beings that assume the shape of elves. The forest was also where the green dragon Chuth was born, in 942 DR, though the venomous creature did not dwell here long, preferring to roam the forests to the south. Locations Ardeep Forest has been the centre of multiple moon elven kingdoms, and is thus littered with abandoned ruins and tombs. Although the elves took most objects of value with them when they departed for Evermeet, there are still a few sites that hold interest for adventurers. Ardeep & South Ardeep Rivers These rivers, beginning from springs within the forest, drain out to the southwest before merging into the Selpir, which itself travels out to empty into the Sea of Swords. As the rivers drain past ruins of Ardeep, they occasionally flood old tombs, and thus occasionally relics of the moon elven kingdom can be found in its waters.The Ardessway
This trail runs alongside the Dessarin River all the way from Zundbridge up to Wormford.Circle of the Deepening Moon
Here ancient, moss-covered standing stones are positioned in a circle, not far from the forest (though once it stood within it). The site is avoided by all, for occasionally one who steps within the circle suddenly disappears, and is never heard from again. Sages know that the circle is actually a one-way portal that serves as a gate to the Wyllowwood within Undermountain, and is thus best avoided. Perhaps luckily, the gate only functions in cloud cover.Crypts of the Deepening Moon
These crypts hold the royal vaults of Ardeep, where the laranlor and laranla of the realm were interred. Although the vaults are rumoured to hold vast wealth, the site is guarded by a trio of moon elven baelnorn and a legion of green warders. Although many have gone seeking the crypts, none have ever returned.Dancing Dell
This small glade is home to a finger of rock known as the Ladystone, and is a site holy to the drow goddess Eilistraee. It is periodically visited by those that worship the goddess, who honour her by dancing within the glade.Dessarin River
The closest crossings of this cold, deep river are to the southwest at Zundbridge, and to the north at Ironford, which is not far from Wormford and the Ardessway. It is navigable between the two, as well as further north. It's famous for the silver shalass - a favoured delicacy of the North - and it is also home to catfish, coldwater crabs, and the lout fish.Floating Castles
More than one local tale has been told about floating castles being seen above Ardeep Forest. Few, if any, have ever been substantiated. The sage Volo once speculated that they likely belonged to cloud giants or powerful mages, but the truth continues to go unknown.Gates to Other Lands
Besides for the portals said to exist within the House of Long Silences, there are also other gates to other realms throughout the forest. One of these in the eastern forest is gate to Stardock in Undermountain, while another in the western forest is a portal to the Herald's Rest festhall in Berdusk. The presence of these is far from widely known - and in fact their existence is probably known to only a select few.Glen of Aloevan
The tale of Aloevan, one of the laranlas of Ardeep, is a long and sad one, and too intricate to fully tell here. Let it be said that she was driven mad whilst using the silver fire of Mystra, the goddess of magic. Her spirit has been trapped within the silver fire, preventing her from moving on to the afterlife. Clerics of the elven goddess Sehanine created a gate within this glen to the pocket plane Aloevan is trapped in, and throughout the centuries clerics of the goddess have spent time with Aloevan, attempting to soothe her broken soul by recreating her Court. Passage between the realms can only take place on a solar eclipse, and none but Sehanine's servants have ever returned. The gate itself is within a cloudy pool in the centre of the glen, which is guarded by an otherworldly dragon. None who have seen it will speak on it, so I cannot say what the nature of this strange creature may be.Green Glade
This peaceful glade embeds within all that walk here a sense of ease and calm, which is actually due to a minor mythal created by ancient elven high magic from the days of Illefarn. The mythal ensures the glade is protected from evil, and it has been found that disease and lycanthropy are cured more easily here. Another interesting effect of the mythal is that non-magical wood brought into the glade begins to sprout leaves and roots! However, the site is very difficult to find, and any trail leading here does not seem to last very long. Harpshield Castle This castle was once part of the human realm of Harpshield, though it fell to drow raiders in 942 DR. The survivors fled to Waterdeep and became House Majarra. They never returned to the site, and it was claimed by the elves of Ardeep for a time, until it fell into total disrepair following their departure for Evermeet. It is now periodically made use of by Gurs nomads and foul creatures from the forest and the Underdark. House of Long Silences This ancient ruined manor of pale white stone is said to house a network of portals that once connected elven realms across Faerun. The network was put to use during the Elven Retreat, where elves from across the continent travelled through gates to Ardeep, and from there headed to Waterdeep to set sail for Evermeet. This site is watched over carefully by Lord Elorfindar Floshin and Lady Shalendra Floshin, siblings and heirs of Floshin Manor, south of the forest on the way to Daggerford. Although the distance between the sites is vast, the Floshin siblings have some way to travel between them quickly, likely through a gate of their own. It is said that the House of Long Silences was at the centre of a plot a few years ago, where the Red Wizards of Thay planned to invade the Sword Coast using the portal network. The plan was, perhaps obviously, foiled, and it is unknown to me whether or not the portal network still functions as a result of what happened in that conflict.House of Stone
This massive stone fortress, also known as Stoneturn, is one of the last vestiges of the realm of Phalorm. Local legend tells that it is a trap for adventurers, luring them in with tales of wealth and items of power, only to have them die in the innumerous traps within. It was guarded over by the elves of Ardeep until their departure, but since its tests have been attempted by many a bold adventurer. A select few have ever returned, bringing with them tales of a wild variety of traps, monsters, and strange magical effects - and little wealth.Lovers' Glades
Three glades sit in the northwestern part of the forest, and have traditionally been used as a romantic escape by young lovers whose families do not approve of their union. They've also long been used as meeting places, though the site is often being watched by rangers, Harpers, brigands, or far worse.Nandar Lodge
This ruined site holds little more than a few stones and an empty cellar pit, though it was once home to a grand lodge belonging to House Nandar of Waterdeep. Disagreements with the moon elves of Ardeep had forced the Nandars to abandon the lodge, and they never returned. Nightstone This small village sits on an island in the Ardeep river, which is watched over by a small stone keep owned by House Nandar of Waterdeep. The village is home to a few farms, a windmill, a wooden temple devoted to Lathander (god of the dawn) and Mielikki (goddess of forests), and a small inn. Phylund Hunting Lodge This lodge is the property of the noble House Phylund of Waterdeep. Though it was long used as a base to hunt the creatures of the forest, it was abandoned a century ago when one of the Lords of the House, Lord Urtos II, was revealed to be a werewolf. Over the century since, House Phylund's fortunes took a turn for the worst, forcing them to abandon the lodge in favour of focusing on endeavours into renting out city accommodation out and moneylending, both of which had little success. To add to their woes, the abandoned lodge was taken over by gnolls a few years ago, although adventurers eventually cleared them out. House Phylund now believes its fortunes are once again on the rise, with the title of Open Lord passing to Laeral Silverhand. It remains to be seen if they will recover enough to reclaim their family hunting lodge.Reluraun's Tomb
Reluraun was once a great elven hero, but his spirit was twisted in his final battle and he now haunts his tomb as a disembodied pair of floating eyes and skeletal arms holding an enchanted icy sword. The spirit is aggressive, and hunts down intruders that approach his tomb. The site is also guarded by no less than three baelnorn - more than enough of a deterrent to any greedy adventurers. Strangely enough, Reluraun's tormented spirit holds a different sword to the one said to be kept with his body. The sword carried by the spirit is covered in ice and its cut chills the very soul, whereas the sword of Reluraun, called Wyrmsheart, never did any such thing. One adventurer that managed to enter the vault (only to be chased off by the spirit) claimed that Reluraun's coffin floated in midair in a domed undergound chamber, with a lifelike effigy atop it clutching what appeared to be his true blade.Stump Bog
Although across the Dessarin River, the smell of this bog occasionally wafts across the borders of the northern forest when there is a strong southerly wind. In 1395 DR, just as the Spellplague was ending, the bog was the source of a terrible pestilence that devastated the farms of the region, bringing a period of famine to Waterdeep.Talmost Keep
Once the centre of the small kingdom of Talmost, this keep was abandoned to drow raiders in 942 DR. It is now said to be haunted by those killed there, and any attempts to move back in have always been thwarted by hordes of fiendish spiders that seem to move in very suddenly. Some believe drow still lurk beneath the ruins.References
1st Edition Dragon Magazine #125 - "Woodlands of the Realms" article Dragon Magazine #128 - "Welcome to Waterdeep" article FR5 - The Savage Frontier 2nd Edition Dragon Magazine #270 - "The Ardeep" article Dragon Magazine #273 - "The House of Stone" article FR11 - Dwarves Deep Demihuman Deities Ardeep Ardeep Capital Deepening Moon (-22,540--17,990), Quentallis (-17,990- -17,600), Deepening Moon (-17,600-615), Laughing Hollow (615-882), Deepening Moon (882-1344), Laughing Hollow (1344-Present) Largest City Laughing Hollow Languages Elvish Government Monarchy (Laranlor) Predecessor Shantel Orthreier Founded -22,540 DR - Present Successor n/a Land Area - Population - Ardeep, also called the Realm of the Deepening Moon and, incorrectly, Illefarn, was an elven realm in the Sword Coast North defined predominantly by the Ardeep Forest. At various points in history, the Realm of the Deepening Moon was a vassal of the elven empires of Aryvandaar, Shantel Othreier, and Illefarn. Circa –1,100 DR, Illefarn fragmented into three realms: Ardeep, Iliyanbruen, and Rilithar. At its height, Ardeep encompassed the lands between the Sword Mountains and the lower Delimbiyr Vale. The rulers of Ardeep were known as laranlors (masculine) and laranlas (feminine), elven terms meaning regal lord and regal lady, respectively, and used to denote the king or queen of an elven vassal realm or minor kingdom. Laranla Fildaerae “the Night Flame” died in the Year of Ashen Faces (–395 DR) and was succeeded by her grandniece, Imdalace. When Laranla Imdalace disappeared in the Year of the Slaked Blade (4 DR), rulership of Ardeep passed to her kinswoman Embrae Aloevan. Laranla Aloevan became a Chosen of Mystra and Sehanine in the Year of Frostfires (292 DR). Shortly thereafter, in the Year of Promise (308 DR), she descended into madness and death, consumed by the silver fire of Mystra. Aloevan’s successor, Laranlor Ruardh Lightshiver, forged the Alliance of Illefarn with the shield dwarves of Dardath (now the Forlorn Hills) in the Year of the Cantobele Stalking (342 DR). In the Year of Trials Arcane (523 DR), this combined region became Phalorm, the Realm of Three Crowns. Ruardh ruled as the elf king of Phalorm until the Year of Melding (557 DR), when he fell against a horde of hobgoblins at the Battle of Blunted Fangs, near the site of present-day Dragonspear Castle. His successor, King Ellatharion, ruled until the Year of the Immured Imp (604 DR), when he vanished along with a contingent of elves and halflings last seen pursuing an orc horde into the High Forest. The last elf king of Phalorm (and hence Ardeep), Lathlaeril "Leafspear", died in the Year of the Jester’s Smile (612 DR) at the Battle of Firetears, which was fought south of modern-day Triboar against the orcs of the illithid-led Everhorde. Sickened by the endless warring, most of Ardeep’s moon elves abandoned Phalorm in the Year of the Lamia’s Kiss (615 DR) and took ship to Evermeet. The elven realm of Ardeep was refounded in the Year of the Curse (882 DR), when the area was resettled by moon elves from Eaerlann who had fled the demons erupting from Ascalhorn. The Alliance of Illefarn was briefly reborn as well, but the Eaerlanni elves quickly withdrew because of rising anti-human sentiment. The moon elves dwelt in quiet fellowship beneath the boughs until the Year of the Moonfall (1344 DR), when most of the remaining moon elves heeded the call of the Retreat and departed for Evermeet. Эльфийское царство Ардип, также известное как Царство Уменьшающейся Луны, имеет историю, протянувшуюся вглубь веков на тысячи лет. Управляемый в разное время короналами Шантел Отрейера, Эривандаара и Иллефарна, Ардип стал независимым царством после сноса Аэлинталдаара. Ардип позже вступил в союз с дварфами Дардата, людьми Делимбайрана, гномами Долблунда и халфлингами Секомбера, сформировав Фалорн, Царство Трех Корон. Но после падения Фалорна большинство лунных эльфов Ардипа отступило на Эвермит, оставив лес на столетия покинутым. В течение этого периода жесткая заготовка древесины уменьшила лес до нынешних его размеров. Лунные эльфы - беженцы из Иэрлэнна в конечном счете воссоздали царство, но Ардип никогда не восстановил своего прежнего блеска. Границы Ардипа различались с каждым из его правителей, но они в общем затрагивали лесистые земли к северу от Реки Делимбайр, между областями, теперь известными как Несчастные Холмы и Побережье Меча. Большинство народа современного Фаэруна полагает, что эльфы населяли только область, в настоящее время покрытую Лесом Ардип, но, по правде говоря, Царство Уменьшающейся Луны занимало по крайней мере втрое большую территорию. Таким образом, руины Ардипа могут быть найдены не только в глубинах Леса Ардип, но также и в окружающей сельской местности. Лес Ардип - густолесистая местность высоких синелистов, сумеречного дерева и вейрвуда. Его края обманчиво приятны, с пестрыми солнечными дорожками и пасущимися оленями. Дальше в лес ландшафт ломается горными хребтами и шееломными оврагами, скрытыми густой лозой и кустарником и укрытыми мглой. Дикие боровы бродят по руинам, скрытым под суглинком леса, и кое-где тусклым призрачным сиянием слабо светятся грибы. Светлый Народ называет Ардип Далеким Лесом из -за его отдаленности от Эвермита. Изгнанники и несколько одиноких эльфов живут в его глубинах, и многие эльфы и полуэльфы, живущие в Уотердипе, время от времени прибывают в Ардип, чтобы вновь посетить зеленую тишину неиспорченного леса. Три маленьких поляны около северо-западного края леса - традиционные места встреч молодых возлюбленных, семейства которых активно враждебны к их союзам. Также в Ардипе время от времени встречаются Арфисты, и рейнджеры патрулируют грани леса, чтобы гарантировать, что сюда не забредут ни большие хищные твари, ни бандиты. Танцующая лощина Мягкий мох, низкая трава и папоротники покрывает эту гладкую арену и приподнятое кольцо земли, окружающее его. В середине арены стоит Камень Леди, скальный палец, которого коснулась Илистри и посвященный ей. Силы Камня Леди охраняют лощину и могут поразить вторгшихся по команде богини или ее жриц. Происхождение Камня Леди неизвестно, но оно восходит по дате к самым ранним поселениям в Ардипе. Куилуэ Веладорн из Семи Сестер иногда проводит здесь службы, и сама Илистри проявлялась в Танцующей Лощине на единожды. Зеленая поляна Это кольцо вязов лежит в юго-восточном пределе Леса Ардип. Папоротниковые заросли скрывают подходы к ней, и никакая тропа поблизости — независимо от того, насколько хорошо она расчищена — не продерживается дольше одной ночи. Бесконечная весна столетиями царит внутри этого круга деревьев, и вся поляна находится под постоянным эффектом освящения. Эти особенности за годы приписывались широкому спектру божеств, но фактически это эффекты малой мифали. Мифалъ также зачаровывает эффекты малого исцеления, наложенного в пределах ее границ. (По сути, умение Усиление Заклинания автоматически применяется ко всем заклинаниям призывания [излечение], прочитанным в пределах круга). По большому счету, любая немагическая древесина, независимо своего возраста, принесенная на Зеленую Поляну, начинает выбрасывать почки и расти, даже если она была срублена, окрашена, отполирована, выделана в мебель или повреждена огнем. Дом Долгой Тишины Фасад из бледного белого камня отделяет отзывающиеся эхом залы этого древнего разрушенного поместья от окружающих его кедров и синелистов. Дом Долгой Тишины охватывает связь двухсторонних порталов, включая связи с покинутой наблюдательной башней в восточном пределе Леса Троллбарк, с подземным сводом Храма Лабеласа в разрушенном городе Мхииламниир и подземным гротом под змеиным лесом. Кроме того, односторонний портал из Эвермита выходит в соседний лес. Лорд Элорфиндар Флошин (N0 мужчина солнечный эльф боец 1/волшебник 5/невиданный рыцарь 10), поместье которого охватывает земли между Даггерфордом и Лесом Ардип, создал сеть оберегающих заклинаний в поместьи и окружающих лесах, которая готовит его к вторжениям. Гробница Релурона На расчищенной поляне в сердце Леса Ардип находится склеп павшего воина-эльфа по имени Релурон (СЕ мужчина лунный эльф привидение боец 12), дух которого был искривлен в безумное существо нежити злой магией во время его последней битвы. Релурон выглядит как бва глаза без тела и пара скелетных рук и кистей, держащих Инеерез Релурона, +3 длинный меч ледяного взрыва. Могила Релурона охраняется по меньшей мере тремя баэлнорнами (БО лунный эльф баэлнорн волшебник 13), и его гроб плавает один в куполообразном подземном склепе. Чрезвычайно подобное жизненному изображение воина сжимает Сердце Вирма, +2 длинный меч губителъ драконов.PLAGES WITHIN ARDEEF The Ardeep Forest Until recently, this ancient forest, a remnant of the woods that once covered the North from the river Delimbyr to the mountains of the Utter North, was the home of the moon elves. This ancient race of Elvenkind lived in harmony with men and dwarves in a kingdom that stretched to the east of the forest, in what is now rolling moorlands known as the High Moors. Even before the times of the Fallen Kingdom, this was part of the vast forest that was Elven Illefarn. The forest is forlorn and largely empty. The elves have left the forest of tail blueleaf, duskwood, and weirwood trees unattended. This region was known as 'Faraway Forest' to the elves because, although it was near the coast of Faerun, it was still far away from what the elves considered home: the island of Evermeet. Ardeep's borders varied nearly as much as its rulers did, but generally they encompassed the forested lands from the feet of the Trollhills to the southern bank of the Dessarin River, from the cliffs of the Sword Coast to the Forlorn (Phalorm) Hills. The realm of the Deepening Moon occupied all of this territory for much of its existence, even though it was not always forested. Ardeep Forest is thick woodland of tall blueleaf, duskwood, chime oak and wierwood trees. Its verges are deceptively pleasant, with sun-dappled paths roamed by foraging deer. Its southern most reach, the Trollbark Forest is as dangerous as its reputation insists. Full of trolls, owlbears, hobgoblins, and more than a few green dragons, this is considered the wild remnant of what Ardeep once was. Farther into the Ardeep Forest of today, the terrain is broken by ridges and breakneck gullies cloaked in thick vines and shrubbery and concealed in mist. Wild boar, leopards and the odd forest bison roam through ruins hidden beneath the forest canopy, and faintly glowing blue moss and mushrooms provide dim spots of ghostly illumination. The Dancing Dell Soft glowing blue moss, short grasses, and ferns cloak this smooth bowl and the raised ring of earth that surrounds it. In the middle of the bowl stands the Ladystone, a finger of rock touched by Eilistraee and sacred to her. The Ladystone's powers guard the dell and can strike at intruders as commanded by the Goddess or her priestesses. The origin of the Ladystone is unknown, but it has been here since before the arrival of elves in the Ardeep. Eilistraee herself has manifested here on more than one occasion to dance with her priestesses. The Ladystone Green Glade The Green Glade ring of elm trees lies in the south eastern reaches of the Ardeep Forest. The Green Glade can be hard to find, fern thickets cloak its approaches and no trail no matter how well made lasts more than one night in its vicinity. Great nurturing power is alive here and has been for millennia, though various creatures and faiths identify it as the work or manifestation of a variety of deities and name the glade accordingly, they are in fact the effects of a minor mythal. Elves find the place restful, evil-aligned creatures are warded away as if by a protection from evil spell, and all healing magics cast herein gain unusual power. Minor healings gain the ability to cure feeble mindedness; neutralize poison and cure disease spells always banish lycanthropy and deafness, blindness, and the ravages of parasites are always lessened. Finally non-magical wood, no matter how old brought into the Green Glade, begins to sprout and grow, even if it has been cut, stained polished, fashioned into furniture or damaged by fire. This effect can be used by canny beings to mend damaged items, though it usually won't mend clear breaks. The Green Glade is so called because, within its protective ring of elms, it's always spring. Hidden around the outer edge of the glade are the tree homes and burrows of the residents who benefit from the glades powers. There is a hospice run by priests of Eldath and Sehanine who see to the needs of the dying as they await their journey to Arvandor. It is said that on nites of a full lunar eclipse a being standing within the glade will be transported to the outer edge of Arvandor. This gate is one-way, and none who have ventured through it have ever returned voluntarily. Green Glade Elms Reluraun's Tomb In a clearing at the heart of the Ardeep Forest lies the vault of a fallen elf warrior named Reluraun (CE Moon Elf Ghost Fighter 12) whose spirit was twisted into a mad undead creature by evil magic during his final battle. Reluraun appears as two disembodied eyes and a pair of skeletal arms and hands that wield Reluraun's Hoarcut, a +3 Frostbrand Elven Longsword (1d10+3/1d10+3). Reluraun's tomb is guarded by no less than three baelnorns and maybe more, (LG Baelnorn Moon Elf Wiz 13/LG Watchnorn Moon Elf Fg 13-15). Standing amongst a grove of ancient chime oaks is an ornately carved black basalt crypt. The great bronze doors are coloured a brilliant patina green and are covered in ancient writings of a long forgotten Seldruin dialect. They warn of the consequences of disturbing the sleep of the dead and of the evil that will be unleashed if the seals are ever broken. The vaults walls are covered with bas-relief seals embossed with the lifelike pictures of the vaults" occupant. Twelve white marble sarcophagi occupy the central chamber of the room, set about a circular seal of adamantine set within the polished black granite floor. Sealed beneath the crypt rests Reluraun the Undying in his theurglass coffin floating alone in a domed underground vault. An extremely life like effigy of the warrior clutches Wyrmsheart, + +2 Dragon Slayer Longsword Int 16, AL NG Detect Good/Evil 120', Detect Magic & Poison 50', Double damage vs dragons & dragon kin, triple damage vs green dragons. Heal 1/day. Few folk penetrate to the clearing at the very heart of the forest where Reluraun lies in his tomb-which is a good thing, because the Elven hero is guarded by (at least) three Baelnorn, and a contingent of Watchnorns, who keep the living away from the tomb. They do this because the fearless warrior was twisted by evil magic in his final battle and is now a maddened dead spirit akin to a wichtlin. Reluraun wields an enchanted sword, hacking at anyone who ventures too near, More than once an insistent band of adventurers has seen the hero's blade burst through the chest of a Baelnorn who's sadly remonstrating with them to be gone, Then the sword darts about flashing and stabbing at empty air, forest birds, and leaping bunnies while its insane wielder screams wildly, wordlessly, and endlessly (a faint, far off sound that one warrior described as a "mournfully despairing whistle, like a kettle gone mad"). A façade of pale stone separates the echoing halls of this ancient manor from the surrounding stands of cedars and blue leafs. The House of Long Silences encompasses a nexus of two way portals, including links to an abandoned watch tower in the eastern reaches of the Trollbark Forest, the undercroft of the temple to Labelas in Mhilamniir, the portal nexus beneath ancient Sharlarion, a Stone Ring in the Yuir Wood, a Tree Home in the far Shalhoond, a crypt in Myth Rhynn, a mountain top watch tower and nexus way- station in the Spine of the World, the Friendship Gate in Cormanthor, a basement beneath a brothel in Waterdeep, and a subterranean grotto beneath the Snakewood. The ancient and foreboding 'House of Long Silences' In addition a one-way portal from Evermeet exits in the surrounding woods. Lord Elorfindar Floshin whose lands encompass the area between Dagger Ford the Ardeep, has created a web of warding spells in the manor and surrounding woods that alerts in to intrusions. In ages past this fortified manor house was the headquarters for a Knightly Order known as the Holy Armathors of the Sacred Song. The knight's sacred duty was to guard the portal network established the Illefarn as well as guaranteeing the safety of those who used it. Where ever a portal exited then there were Song Knights to greet them, (think knights Templar & Hospitilar without the political swagger). The current Master of the Illefarn/Ardeep Song Knight Chapter is Sir Elorfindar Floshin. He and his fellows keep a close watch upon the portal network here but no longer live in the house itself. Floshin Estates Halfway between the town of Daggerford and Ardeep Forest, Lord Elorfindar Floshin maintains a graceful, ridge side manor that dates back to the days of ancient days of Ardeep before it was absorbed into Illefarn. Tended by moon elf retainers in the employ of the House Floshin, the Floshin Estates encompass an expanse of lightly wooded land generally used for animal husbandry and the cultivation of rare native plants. Elorfindar Floshin: Lord Elorfindar Floshin is a dignified sun elf with bronze skin, golden-blond hair, and green eyes shadowed with the wisdom of many years. Elorfindar wears magic Elven chain mail with a simple Elven cloak and carries his ancestral blade, Elfhost (+3 defending longsword). Although he does not mind the company of other races as much as many of his brethren do, the aging elf knight has other reasons for remaining behind in Faerun. Few now realize that in the days of the Siluvanede, House Floshin gave rise to one branch of fey'ri. In penance for the sins of his ancestors, Elorfindar has taken it upon himself to guard the many portals in the House of Long Silences, which lies in the depths of Ardeep Forest. Elorfindar's gold elf wife remained with him in his self-imposed exile for six centuries, but she died more than two centuries ago, after presenting him with four children. Elorfindar has since taken three human wives from the Waterdhavian nobility and had several more children. Kira Floshin Elf female, 1st level magic user: AC 6; MV 12.; hp 6; #AT 1; Dmg by weapon; THAC0 20; S 12, I 14, W 15, D 13, C 16, Ch 13; AL LG. Spells: 1st level: feather fall, jump, magic missile, shield. Kira is the great-granddaughter of Sir Elorfindar. She has both Gold Elf and Moon Elf in her background. She is an acolyte of Tymora. Kira is a favourite of Bando the Lame and is never seen without the dice he gave her when she became an acolyte. She learns her magic from Sir Elorfindar's spellcasters, and her spells are from his spellbook. Her weapon specialties are mace and staff. Aswansea Moondark Elf female, 1st level cleric: AC 4; MV 12.; hp 5; #AT 1: Dmg by weapon; THAC0 20; S 14, I 15, W 18, D 17, C 10, Ch 16; AL LG. Spells: 1st level: cure light wounds, bless, detect magic, light. Aswansea always wanted to be a ranger, but she tended to fall behind on training hikes. She is proficient with longbow and great sword, specializing in long sword. Her parents are Moon Elves from Sir Elorfindar's household. Crypts of the Deepening Moon In the depths of Ardeep Forest lie the Crypts of the Deepening Moon—the royal vaults of ancient Ardeep— which are said to hold the remains of many Laranlor's and Laranlas, as well as the fabulous Elven artefacts with which they were interred. These rumours of great wealth draw many mercenary adventuring bands, some of which have been hired by Water deep's various noble houses to plunder the crypts. But since the crypts are guarded by a trio of moon elf baelnorns (Move) and a legion of watchnorns and green wardens (Move) that inhabits the surrounding woods, no such expedition has ever returned. These tombs are built within several large barrows 200" long by 50" wide and 40" high. A giant blueleaf, wierwood and shadowtop trees grows all over mounds completely blocking the entrances with their hugs roots. The tombs are all relatively intact save for the invasion of tree roots, and the vagaries of wind and rain. The warding magics are subtle and strong and the Green Wardens and Watchnorns guarding the barrows are very much aware and alive. Beings walking past the barrows or stopping by to pay respects at a small shrine near the entrance is ignored by the watchers but any attempt to dig is met with swift and brutal reprisal. Once past the entrance chamber and Mortuary chapel, large stone coffins flank a central open pathway of each barrow, their tops carved into life like effigies of elves of both sexes. This area is lit by a permanent amber continual light, emanating from now failing continual light lamps. At the far end of the path is a large mausoleum sealed with an arched stone door. It is within this chamber that the waiting Baelnorn of each barrow reside. Most of the ruling nobles, and their family members are entombed within these barrows. Each was buried with the items they most prised in life. Family heirlooms or items deemed too dangerous were often also locked away with their former owners. Each sarcophagus is enspelled to preserve its contents in life like rest. The intricately carved and detailed effigies upon the coffin lids reflect what should be found within provided that the seals are still intact. There are spell alarms are traps placed both on and inside each coffin. High Magic of a most potent and peculiar kind enshrouds the Crypts of Ardeep. Condition of Sarcophagus 1.Unopened 2.Collapsed 3.Opened but undisturbed body dust and bone 4.Flooded 5.Covered in vines 6.Covered in tree roots & collapsed 7.Opened & empty 8.Unopened & empty 9.Unopened & contains undead (sword-wraith/death knight/banshee/Watchnorn) 10.Contents spoiled & rotten In a sylvan glen deep inside Ardeep Forest lies a mystical pool of water, found in an unearthly sylvan glen at the heart of Ardeep Forest, guarded by another worldly dragon. Within the clear waters of this pond is a portal that leads to a cloud of magic known as the Tears of Aloevan, which is located in a pocket plane. Once the Chosen of both Sehanine and Mystra, the moon elf queen Aloevan descended into madness, consumed by the silver fire that raged within her. Upon her death, her spirit was trapped in a nimbus of silver fire that prevented her from passing on to Arvanaith. Upon realizing her situation, seven clerics of Sehanine created a link between the natural world and the spiritual limbo in which Aloevan was trapped. Throughout the intervening centuries, Sehanine's priests have laboured to ease the mad queen's torment by recreating the long-lost Court of Silver Fire within her pocket plane. But still the laughter of Aloevan (CG female ghost [augmented moon elf] Chosen of Sehanine/Chosen of Mystra wizard 19) is tinged with madness, and she clings to the vestiges of her sanity thanks only to her ever-present attendants. Passage between the two realms is restricted to solar eclipses. Whenever one of Aloevan's seven attendants is ready to pass on to Arvanaith, another cleric of the Moonlit Mystery travels to the Tears of Aloevan by way of the mystic pool to serve in her stead. Although many others have sought entrance to Aloevan's court, none have returned to tell the tale. No one knows whether anyone not called there by Sehanine has ever succeeded in entering. Chalidar'nuaan: Mist Dragon Guardian (Holy Servant of Sehanine) of the Court of Silver Fire Mist Dragon Great Wyrm Priestess of Sehanine 31, AC -20 HD 46D12+288 HP 740, AL LG MR 50% •+4 to saves vs all necromantic magics, immune to acid and fire, mist form at will, immune to disintegration and dragon control powers, all powers of a Specialty Priestess of Sehanine. •Detect magic & Invisibility 240' (at will), Tongues, Detect Lie & Know Alignment (always active) •Attacks +12 to hit: Claws 4d6+14 (x8), Wing Buffet 4d6+14 (x4), Tail Slam 8d6+28 (x2), Bite 4d6+14 (x2) per round of attack, Str 25 Int 22 Wis 23 Conl8 Dexl6 Chrl9 •At Will - Fog Cloud, Ice Storm, Wall of Fog, Wind Wall, Solid Fog, Control Water, Control Weather •3/day: Summon 20 HD air or water elemental, cloud walk, teleport w/o error, shape change •1/day: Comet Swarm, True Sight, Improved Invisibility, Wall of Force, Legend Lore •Breath weapon 24d6+24 HP dg 1/3 rounds "The dragon has a finlike crest running down its spine from just behind its head all the way to the tip of its long, flattened tail. Its head is very broad near the neck, and it tapers to a long snout, giving it an arrow like shape. A pair of long barbells hangs from the upper lip and the end of the snout. The dragon has a heavy brow ridges over its eyes, two large horns rising from the back of the head, and clusters or hornlets at the base of the upper jaw. The scent of rain surrounds the dragon." Combat Mist dragons try to avoid encounters by assuming mist form and concealing themselves in fog or mist whenever they can. In a fight, they also hide. They use their caustic breath weapon against physically imposing foes. They prefer spells that confound and immobilize foes. Breath Weapon (Su): Mist dragons have two types of breath weapons: a cone of scalding steam that deals fire damage and a line of caustic slime. Creatures struck by slime must make Fortitude saves or be sickened for 1d6 rounds plus 1 round per age category of the dragon. Mist Form (Su): At will as a standard action, a mist dragon can assume a misty form. This power works just like a gaseous form spell cast by a character of the dragon's age category or caster level (whichever is higher), except as follows: The dragon loses its natural armour bonus, but gains a deflection bonus to AC equal to twice its age category. While in mist form the dragon is indistinguishable from mist or fog and gains total concealment when in any kind of natural or magical fog or mist. The dragon gains damage reduction 10/magic, or, if the dragon is old enough to have damage reduction already, its damage reduction increases by 10 points. The dragon can fly at half its normal flying speed, with perfect manoeuvrability. The dragon cannot use its natural weaponry or breath weapon, but it can use its spell-like abilities and spells. (taken from 'Mist Dragons' by Skip Williams - http://www.wizards.com/default.asp?x=dnd/mm/20031226a) While the largest temples of Sehanine are found on the Green Isle, in the Vale of Evereska, and in the woods of the Elven Court, the site most sacred to the Lady of Dreams is the Tears of Aloevan. Much like the dark elf Qilue Veladorn serves both Mystra and Eilistraee today, Aloevan was once the Chosen of both Sehanine and the Lady of Mysteries. The moon Elven queen's descent into madness and her eventual death was a tragic loss for both the Fair Folk and the other human and demihuman races of the region caused by her inability to control the silver fire that raged within her. Upon her death, Aloevan's spirit was unable to pass on to Arvanaith and was instead enmeshed within a nimbus of silver fire that hovered between Faerun and Arvandor. To assuage the madness of their queen who had sacrificed so much, the seven chosen priests of Sehanine created a link between the natural world and the spiritual limbo in which Aloevan's spirit was trapped. Circle of the Deepening Moon This ancient circle of moss-covered standing stones dates back more than two hundred millennia, long before the waxing days of the Realm of the Deepening Moon. At one time, the boughs of Ardeep Forest sheltered the circle, but now the stones stand exposed atop a gently sloped, grass-covered hill. The only magic still within these stones is a keyed, one-way, variable portal leading to a random location within the underground forest known as Wyllowwood on the fourth level of Undermountain. The portal can be activated by stepping inside the circle while the clouds cast a shadow over them. Who originally built the circle and why has been lost to time, but the stones neither weather, or age. In earlier times this stand of stones was the heart of a druidic circle dedicated to the Goddesses of the Waters and Skies. Here of old were the ancient fertility rites performed in secret away from the males guaranteeing a bountiful crop of new young elves to continue the generations. The current portal is a sick and twisted joke of Halasters, but only he finds it funny. In more ancient times the avatars of Angharradh (Sehanine), Selune, Deep Sashelas and Eldath have all appeared here to bless the increased fecundity of the women dancing there. A female of any humanoid species who pays homage to any of the above Goddesses, and who drinks of the waters gathered from the small spring that flows into a natural stone bowl in a nearby rocky outcrop, and who then dances and sings in heartfelt joy, will fall pregnant if she tries. Twins and triplets are not unheard of here and occur with much more frequency than would be expected amongst elves. The River Dessarin The cold, deep River Dessarin rises in the Star Mounts of the High Forest, then joins many other streams and rivers before flowing into the Sea of Swords. Its waters are navigable for much of its length. The river is home to the silver shalass—a fish that has become a delicacy across the North—as well as catfish, coldwater crabs, and small brown fish known as lout. In former times this river formed the northern boundary of Principality of Ardeep (and Shantel Othreier). It served as the main trade route to the Moonlands and western Aryvandaar. Leaf boats and barges would ply the river brining passengers and goods to the many diverse communities of Elves who populated the northern lands. At interval of roughly one days travel up river, can be found stone quays and the remains of docks and way stations all along the river. These establishments often contained within a stone walled fortress, acted as way stations and passenger and cargo loading points. Apart of barge wright facilities, guest houses, taverns, stables, stockyards, hostleries, warehouse, smithies and all the services needed to run the freight and passenger system could be found, keeping the disparate parts of the Elven empires together. Even today the hidden cellars and sturdy docks are often still in use. Many places were also stopping points for different portal networks, but travel by these was carefully regulated and often prohibitively expensive for the average merchant or traveller. Such stopping points would always house a detachment of Song Knights as well as local troops and barge and caravan guards. The Selpir & the Glades of Silent Longing This slow, quiet creek drains Ardeep River and South Ardeep River south of Zundbridge. Lizardfolk occasionally lurk in the mouth of its marshy source, but the merfolk who congregate in this area have largely driven the reptilian humanoids from the Selpir Marsh. Over the centuries, the waters of the Selpir have breached many of ancient Ardeep's tombs that filled the Glades of Silent Longing, the tract of land between the northern and southern arms of the Ardeep River. Overgrown and forgotten even by the Fair Folk and the Stout Folk, these tombs have yielded their smaller riches to the relentless water. Patient searchers can sometimes find such treasures in the streambed, but most of the more valuable treasures are still trapped in the now-submerged tombs. The Glades of Silent Longing were once part of a Great Burial site for the Elves of Ardeep during its height as a vassal realm of 3 very different empires. The tombs here all follow a similar pattern. They are all built set into the sides of large earthen mounds some as high as 50". The internal walls and ceilings are slabs of poor quality marble or granite. The floors are either bare earth or paved with granite slabs. The entrances are narrow with a low ceiling and steps down into the tomb proper. Barrows are in groups of 10 to 20 earthen mounds that contain at least one body and its grave goods. Each mound is covered in ivy, with many fractured by tree roots and topped by shattered statuary. The mounds come in a variety of shapes. A simple dome is typical, but a complex geometric or animal shape is not infrequent. To the untrained eye, even the most elaborate mound can look like natural hills, especially as most are overgrown with trees and weeds. A careful look often reveals a mound's true contours. Delimbyr, the River Shining This clear, cool, fast-flowing river runs more than a thousand miles from its headwaters in the Nether Mountains to the Sea of Swords. Its largely navigable waters are mint-sweet and safe to drink. The river is home to many szorp—brown, troutlike fish whose white flesh is quite tasty. In former times it served as the main trade route to Netheril and eastern Aryvandaar. Leaf boats and barges would ply the river brining passengers and goods to the many diverse communities of Elves who populated the northern lands. At interval of roughly one days travel up river, can be found stone quays and the remains of docks and way stations all along the river. These establishments often contained within a stone walled fortress, acted as way stations and passenger and cargo loading points. Apart of barge wright facilities, guest houses, taverns, stables, stockyards, hostleries, warehouse, smithies and all the services needed to run the freight and passenger system could be found, keeping the disparate parts of the Elven empires together. Even today the hidden cellars and sturdy docks are often still in use. Many places were also stopping points for different portal networks, but travel by these was carefully regulated and often prohibitively expensive for the average merchant or traveller. Such stopping points would always house a detachment of Song Knights as well as local troops and barge and caravan guards. It was upon the ruins or early site of these river docks that the later towns of Athalanter, Laughing Hollow, Loud Water and Lower Shining Falls were established. Laughing Hollow A choke point a few miles north of Daggerford where the dwarves used to flush away their mines waste Laughing Hollow on the north bank of the river is an eerie, shadowed area where fey beings reside. Even in the daylight, the shade from the omnipresent trees gives a perpetual twilight effect within a 1 mile radius of the Hollow. This is a place meant for elves, not men. The trees and brush are occasionally broken up by warm, light-filled glades and larger clearings holding small lakes. Some travellers report having seen and even spoken with a King of the Woods, King Melandrach "Leafspear" Wood Elf Male, NG, Fg 7/Druid 13 of Rillifane, descendant of the 'Last King' of Phalorm rules the Wood Elves of the Misty Forest, Laughing Hollow, Trollbark and Ardeep Forests. To travellers simply wishing to pass through, he's said to be gruff and impatient at his worst. He has no time for treasure hunters. Pixies, hybsils, Wood Elves, Centaurs and other fey creatures live within the forest. Etorlmdar'B Estates llletarn Daggerford The laughtruptollow L'xard Marsh I^Ffrestt Wood Elves (3-6): AC 7; MV 12.; D/F 1/1/; hp 6; #AT 1; Dmg 1-6 (longbows or short swords THAC0 20; SA spells; AL N; XP 77. The Wood elves are subjects of Melandrach but are not inclined to like any strangers, including other elves. They follow the parties watching them closely. They aren't particularly afraid of intruders, and if attacked, the Wood Elves fight fiercely. If the intruders leave them alone and are cordial to them, the Wood Elves may help them later if called upon. Each carries a pouch containing rare herbs worth 3-18 gp. Centaurs (3-12): AC 5 (4 MV 18.; HD 4; hp 18; #AT 2; Dmg 1-6/1-6 (short bows THAC0 15; AL CG; XP 157. These centaurs are among the creatures entrusted with guarding Laughing Hollow. They challenge intruders and question them closely about their purpose. If there are no elves in the party, the centaurs accept no explanations and order them out of the area, They attack the intruders if they insist on staying. If there are elves in the party, the centaurs are more inclined to talk. If convinced of the intruder's purpose, the centaurs promise to tell the King of the Woods and will maybe help them in the future. The Deeping Stream This small, fast-flowing stream has cut a narrow but deep gorge along its route, which lies 100 miles northeast of Waterdeep and ends where its waters merge with the River Dessarin. Various creatures — including a long-established thirst of stirges—have scratched tiny caves and tunnels into the soft rock of the gorge. The stream itself is home to several colonies of Sylph, they appear as glowing fire-fly like lights hovering above the still pools that form in the summer heat. Their songs echo down the gorge, attracting many Elven lovers who come to hear their enchanting songs. Occasionally a Sylph will fall in love with a particularly comely mortal. This can be both a blessing and a curse as the Sylph follows the person everywhere, trying to entice them back to the Fey-Wild to live out their days. Stairway to Selune (Rat Hills) This barren, windswept pebble beach, with crashing waves that roll endlessly in the shallows is the location for one of the most remarkable sights seen along the sword coast. At the height of summer when the tides are at their lowest and the full moon is setting upon the horizon, a silver stairway appears. Legends have it that a gateway to Selune (the Moon) appears just briefly as the moon hits the horizon) For almost a mile out to sea, the seabed lies 5 or fewer feet from the surface of the water. In older days, ships used to beach here for repairs, and lumber barges pulled up at this spot for loading. Stairway to Selune Mid-Summers Eve. Stone Bridge This massive stone arch spans the River Dessarin without ceremony or accompanying settlement, rising lonely and weathered in the midst of rolling grasslands without a road or building to be seen as far as the eye can scan. Built by dwarves 5,000 years ago to link the now-ruined Halls of the Hunting Axe with forgotten dwarven holds, it's a lonely reminder of ancient days. The Bridge was built to span the broadest imaginable spring flood of the Dessarin. It rises in a great arc, without supporting pillars, some two miles in length and 100 feet wide, reaching a height of 400 feet above the waters of the river (at normal flow). Equally impressive are the four pylon like sculptures, two flanking each end of the bridge, that rise 500 feet above the valley. Each weathered pylon depicts a grim, dwarven warrior waiting and watching. The dwarves explain the awesome size of the bridge. and its continued survival, despite armies clashing on it and mages hurling mighty spells to and from it over the centuries. To the fact that it is a temple to the dwarven god Moradin the Soulforger. It's true that some pious dwarves do make pilgrimages there, and at least once in times of darkness for the dwarves, Moradin appeared on the bridge. The Sentinel Spires - Narkerym & Shilkerym (Helimbrar and Sar) These peaks rise north of Ardeep, guarding the forest from the winds of the North. Mounts Narkerym & Shilkerym form the base line for a string of watch towers and signal forts that stretch from the Troll Hills all the way to the northern Sword Mountains. Each watch tower is home to a garrison of 20 warriors, an aerie of 4 to 6 eagle or hippogriff riders, and a unit of light cavalry. Each also houses stables, a smithy, barracks for 50 troops, storage areas, an armoury, a small infirmary & Seldarine Shrine and mages quarters. Each tower is linked to the next via a keyed portal and topped by a signal fire visible from the towers to either side. Sylphmoon Spire (Moon Tower of Elembar) The Sylphmoon Spire, an ethereal spire visible only on the nights of the full moon was originally the home of the Sylphmoon Ar'Selu'Taar High Magic Circle, before the fall of old Illefarn and home to the Corselutaar of the city of Deepening Moon. Later it was gifted to the royal mage of Elembar by the rulers of Ardeep as the mage's official residence. The Sylphmoon Spire can be accessed via the Border Ethereal, but the magic-laden ruin is well guarded by the watch-ghost defenders, the ancient constructs that still keep watch over it, as does an ancient circle of baelnorns selutaar named 'The Watchers', who still call this Fey place home. Hidden within a series of concentric vaults are the elders of the Sylphmoon Circle, 12 Selu'taar who took it upon themselves to preserve various aspects of lore that has since been lost down the ages. From the Malenti alteration magics of lost Artornash, the creation of Evermeet, the Exile of the Drow, the Dragon Shaping magics of Sharrven, from the creation of killing storms and city erasing spells, to the magic to create entire cities and complex portal nexi, the watchers wait for the Elves to construct world alter magics then move to preserve the lore, or in some cases prevent it from being used again. There are 2 Gold Elves, 2 Moon Elves, 2 Dark Elves, 2 Green Elves, 2 Star Elves, and 2 Ghost Elves making up the current circle: Kardathil Hune DEm HM 27, Dathlue Melarn DEf HM 29, Roccohrim Moonflower MEm HM 33, Astyrianna Omberdawn MEf HM 25, Tehlmar Moonglaemer GrEm HM 31, Yrlissa Audark GrEf HM 32, Ashskala Durothil GEf HM 34, Shalantha Amarillis GEf HM 32, Sirragoth Grimslayer GhEm HM 36 Kisurinda Raindancer GhEf HM 29. The Sylphmoon Circle has many unwitting agents in the form of cunningly crafted and expertly enchanted minor useful magical items that appear as family heirlooms that often find their ways into the hands of powerful Elven individuals and are then passed down through the line. If they end up in a tomb or grave then a watcher agent will retrieve it before re-placing the item for another family member to find. This way the watchers have managed to infiltrate most of the major ruling houses and High magic Circles of the western realms. Most items remain dormant, or in a passive 'listening' mode, but if High magic is used anywhere within 1 mile then they become active, alerting their creator to the event. The Hills of Dardath (Forlorn Hills) The slow collapse of dwarf-ruled Dardath in centuries past eventually gave rise to the name that the hills east of Ardeep Forest now bear. Also known as the Fallen Hills, the Forlorn Hills are cold and empty, home only to scattered flocks of wild sheep and the leucrottas and wyverns that prey upon them. Ruins and abandoned mines are scattered throughout the rolling landscape, largely hidden from creatures flying above by the shadows of sheltering tors and the cloying mists that rarely burn off before midday. "There is one old legend attached to the Fallen Kingdom that still seems active today: the tale of the Ghost Dwarves. The ghosts of its first dwarven king and his bodyguard are said to still roam the lands. They were ambushed and slain by hired duergar in the heart of the kingdom while on their way to answer a (false) call for aid. The dwarves are said to still ride to aid those in need near the River Dessarin, from its mouth as far north as Ironford. The Ghost Dwarves appear as shining white translucent figures in plate armour, on horseback and armed with great two-handed war axes as long as spears. They strike silently but viciously at orc-kin and other evil creatures only, and the bite of their phantom weapons visits the effects of magical fear and repulsion on their targets. Many travellers swear that the Ghost Dwarves have come to their aid, when they were attacked by ghouls, brigands, or goblin- kin raiders near the Dessarin" (Dwarves Deep Pp 56) Illefarn Mountain One of the most important places in the Fallen Kingdom was Illefarn Mountain, located north of the area now known as Laughing Hollow. Here the dwarves delved and crafted, making the bright metal weapons and tools loved by the elves. The Laughing Hollow contained their stone quarry. From this they made the now-vanished halls of the Elven king. The main entrance to their city of Illefarn was located on the edge of the quarry. Men and elves who visited there could see the dwarves carving out great hunks of marble and granite and carrying it into the mountain. The original main entrance to Illefarn has been lost. The quarry is the home of the wild descendants of the elves who never went to the west, and they protect their home vigilantly from the inroads of orc and man alike. Once it was an important metal-mine and stone quarry for the dwarves of the Fallen Kingdom. It was the seat of King Devin in those long-ago days. Trollbark Forest There's scarcely a corner of Faerun that does not have a forest, mountain range, or moor named for the trolls. Like the rest, the Trollbark Forest is thick with these monsters. The forest's dense underbrush, thick twisting stands of ash, and many bogs make it a perfect hunting ground for monsters that can crash through thorny barriers and nests of poisonous snakes without taking permanent damage. There are several clans of Wood elves who call the forest home and have honed to a fine art their skills in hunting and killing trolls. Conversely the trolls tend to give the elves a wide birth, so an uneasy peace ensues. Still every now and again a young elf or troll goes out of their way to start trouble, and usually the elders of both groups are quick to stamp on the trouble maker. The make-up of this primordial forest is very much like that of the Misty Forest further north, a mixture of conifers and evergreens that cover the lower slopes of the Troll Hills. In the dells and lowers vales further north a mixture of shadowtop, duskwood, chime oak, wierwood and blueleaf trees make up the majority of timber species. Apart from trolls, Green Elves and a few hobgoblins, owlbears, wolves, red deer, boar, bears, leopards, a few tigers, and forest bison make up the bulk of the mega-fauna found in the forest. There are actually several Troll clans who vie for control of limited resources, but most agree that unless they are desperate or feeling suicidal, Green Elf is definitely not on the menu. Two Green and Moon Elf settlements can be found in the Trollbark, Silversgate and to the north in the Woods of Angharradh, Teu'tel'Ondathyr
THE ARDEEP FOREST "The nearest stand of deep green danger and mystery where elves and fey things lurk, and damp dirt is less spoiled than under the cobbles here." — Donniglar Rhuel, Waterdhavian Poet, ~1340 DR The Ardeep Forest was once relatively free of danger, and home to moon elves of the Kingdom of Ardeep. It was said that wild boar was amongst the most dangerous of creatures one would see under the blueleaf, duskwood, and weirwood trees within. That, unfortunately, is no longer true. A Brief History of Ardeep The history of the Ardeep forest goes back a very long way, and is beyond the scope of this short text. It has been part of multiple great elven realms, including vast Illefarn. The realm of Ardeep, a splinter of Illefarn, came to be around -1,100 DR, and flourished for well over a millennia, in a time when the forest was far bigger than that which remains today. Ardeep was ruled by laranlors and laranlas - elven terms for the kings and queens of minor kingdoms respectively. In 342 DR, after fighting against a terrible orc horde alongside the dwarves of Dardath (now the Forlorn Hills to the east), the elves of Ardeep joined other races in the Council of Illefarn - a formal alliance that, it was hoped, would usher in a new era of prosperity. However, that orc horde had not been the first, and it would not be the last. In 523 DR, the orc attacks pushed the various nations to unite formally into the Realm of Three Crowns, Phalorm. When Phalorm's armies finally collapsed under orc pressure at what is now known as the Mere of Dead Men in 615 DR, the elves of Ardeep abandoned their kingdom for the isle of Evermeet, far across the Trackless Sea. It was not until moon elves from the recently fallen Eaerlann arrived in 882 DR that the realm of Ardeep was re-established. This realm endured for centuries, until it too came to an end in the elven Retreat of 1344 DR, whereupon elves from across Faerun abandoned the continent for the isle of Evermeet, far across the Trackless Sea. Now, in 1491 DR, the forest has been abandoned for 147 years. The Forest The first couple of miles into the forest are filled with relaxing, sun-dappled paths. However, further in the terrain is much thicker and harder to navigate. Ridges, gullies, and thick vines and shrubbery abound. Walking speed in the forest's interior should be slowed to at least half pace. Trees and Plants The trees of the forest predominantly consist of blueleaf and duskwood trees, though cedar and elm can also be found in various glades throughout the forest. Weirwood too, can be occasionally seen, though it is exceedingly rare. •Blueleaf, although common in the North, is valued for its durability and flexibility, as well as the vivid blue dye that its many-pointed leaves produce. •Duskwoods are half again taller than blueleaf trees, are even more durable, and are as hard as iron. They also happen to resist flame rather well, and thus are favoured in building. •Cedar and elm trees are much like they are on other worlds. •Weirwood trees are rare, and are thought linked to the fey, who are often found protecting them. They do not burn in non-magical fires, and create incredible sounds when used in instruments. The interior of the forest is also covered in dimly glowing mushrooms that illuminate many areas, even in total darkness. The Underdark During the time of Phalorm, allied dwarves of Dardath carved out many tunnels beneath the forest. Some of these linked up with Underdark tunnels, which ended up being a route in for some of the foul denizens that make the forest their home today. Inhabitants Since the elves departed, rangers have taken it upon themselves to patrol the outskirts of the forest, keeping the sun-dappled paths of the first mile or two inside relatively safe. However, the interior of the forest has become increasingly unsafe. Goblins, kobolds, stirges, and crueler things have made the forest their home. In the years after the Retreat, a small band of moon elven adventurers who had remained behind ensured the monster populations were kept low, though they were well past their prime. Down the years they found unexpected and unappreciated allies in this in the arrival of two separate cells of the Eldreth Veluuthra - elven supremacists who had come to ensure the protection of the elven relics within the forest. However, that was over a century ago. The last of the moon elven adventurers was last heard from some time ago, and the Eldreth Veluuthra have been silent since a disastrous skirmish with loggers in the western forest, where much blood was shed on both sides. No one has seen or heard from them in years, and many believe the survivors have moved on, and the monster populations have only grown since. Current Inhabitants It is only recently that elves have been seen active in the forest once more. A small band from Evermeet have returned to ensure the protection of the old relics of the Kingdom of Ardeep, and they have proved very resistant to human encroachments into the forest. These elves have shown no outward signs of belonging to the Eldreth Veluuthra, but neither have they shown much willingness to engage with the outside world. They have been aggressive in dealing with the goblin and kobold tribes within, and the forest has disgorged more than a couple of these since their arrival. Monstrous Denizens Goblins, kobolds, assassin vines, nyths, tendriculouses, and worse now call Ardeep forest home. Less sinister threats that still hold danger include owlbears, wolves, stirges, and wild boar. The ruins of Ardeep may also be guarded by the powerful good elven undead known as baelnorn, as well as green warders - plant-like beings that assume the shape of elves. The forest was also where the green dragon Chuth was born, in 942 DR, though the venomous creature did not dwell here long, preferring to roam the forests to the south. Locations Ardeep Forest has been the centre of multiple moon elven kingdoms, and is thus littered with abandoned ruins and tombs. Although the elves took most objects of value with them when they departed for Evermeet, there are still a few sites that hold interest for adventurers. Ardeep & South Ardeep Rivers These rivers, beginning from springs within the forest, drain out to the southwest before merging into the Selpir, which itself travels out to empty into the Sea of Swords. As the rivers drain past ruins of Ardeep, they occasionally flood old tombs, and thus occasionally relics of the moon elven kingdom can be found in its waters. The Ardessway This trail runs alongside the Dessarin River all the way from Zundbridge up to Wormford. Circle of the Deepening Moon Here ancient, moss-covered standing stones are positioned in a circle, not far from the forest (though once it stood within it). The site is avoided by all, for occasionally one who steps within the circle suddenly disappears, and is never heard from again. Sages know that the circle is actually a one-way portal that serves as a gate to the Wyllowwood within Undermountain, and is thus best avoided. Perhaps luckily, the gate only functions in cloud cover. Crypts of the Deepening Moon These crypts hold the royal vaults of Ardeep, where the laranlor and laranla of the realm were interred. Although the vaults are rumoured to hold vast wealth, the site is guarded by a trio of moon elven baelnorn and a legion of green warders. Although many have gone seeking the crypts, none have ever returned. Dancing Dell This small glade is home to a finger of rock known as the Ladystone, and is a site holy to the drow goddess Eilistraee. It is periodically visited by those that worship the goddess, who honour her by dancing within the glade. Dessarin River The closest crossings of this cold, deep river are to the southwest at Zundbridge, and to the north at Ironford, which is not far from Wormford and the Ardessway. It is navigable between the two, as well as further north. It's famous for the silver shalass - a favoured delicacy of the North - and it is also home to catfish, coldwater crabs, and the lout fish. Floating Castles More than one local tale has been told about floating castles being seen above Ardeep Forest. Few, if any, have ever been substantiated. The sage Volo once speculated that they likely belonged to cloud giants or powerful mages, but the truth continues to go unknown. Gates to Other Lands Besides for the portals said to exist within the House of Long Silences, there are also other gates to other realms throughout the forest. One of these in the eastern forest is gate to Stardock in Undermountain, while another in the western forest is a portal to the Herald's Rest festhall in Berdusk. The presence of these is far from widely known - and in fact their existence is probably known to only a select few. Glen of Aloevan The tale of Aloevan, one of the laranlas of Ardeep, is a long and sad one, and too intricate to fully tell here. Let it be said that she was driven mad whilst using the silver fire of Mystra, the goddess of magic. Her spirit has been trapped within the silver fire, preventing her from moving on to the afterlife. Clerics of the elven goddess Sehanine created a gate within this glen to the pocket plane Aloevan is trapped in, and throughout the centuries clerics of the goddess have spent time with Aloevan, attempting to soothe her broken soul by recreating her Court. Passage between the realms can only take place on a solar eclipse, and none but Sehanine's servants have ever returned. The gate itself is within a cloudy pool in the centre of the glen, which is guarded by an otherworldly dragon. None who have seen it will speak on it, so I cannot say what the nature of this strange creature may be. Green Glade This peaceful glade embeds within all that walk here a sense of ease and calm, which is actually due to a minor mythal created by ancient elven high magic from the days of Illefarn. The mythal ensures the glade is protected from evil, and it has been found that disease and lycanthropy are cured more easily here. Another interesting effect of the mythal is that non-magical wood brought into the glade begins to sprout leaves and roots! However, the site is very difficult to find, and any trail leading here does not seem to last very long. Harpshield Castle This castle was once part of the human realm of Harpshield, though it fell to drow raiders in 942 DR. The survivors fled to Waterdeep and became House Majarra. They never returned to the site, and it was claimed by the elves of Ardeep for a time, until it fell into total disrepair following their departure for Evermeet. It is now periodically made use of by Gurs nomads and foul creatures from the forest and the Underdark. House of Long Silences This ancient ruined manor of pale white stone is said to house a network of portals that once connected elven realms across Faerun. The network was put to use during the Elven Retreat, where elves from across the continent travelled through gates to Ardeep, and from there headed to Waterdeep to set sail for Evermeet. This site is watched over carefully by Lord Elorfindar Floshin and Lady Shalendra Floshin, siblings and heirs of Floshin Manor, south of the forest on the way to Daggerford. Although the distance between the sites is vast, the Floshin siblings have some way to travel between them quickly, likely through a gate of their own. It is said that the House of Long Silences was at the centre of a plot a few years ago, where the Red Wizards of Thay planned to invade the Sword Coast using the portal network. The plan was, perhaps obviously, foiled, and it is unknown to me whether or not the portal network still functions as a result of what happened in that conflict. House of Stone This massive stone fortress, also known as Stoneturn, is one of the last vestiges of the realm of Phalorm. Local legend tells that it is a trap for adventurers, luring them in with tales of wealth and items of power, only to have them die in the innumerous traps within. It was guarded over by the elves of Ardeep until their departure, but since its tests have been attempted by many a bold adventurer. A select few have ever returned, bringing with them tales of a wild variety of traps, monsters, and strange magical effects - and little wealth. Lovers' Glades Three glades sit in the northwestern part of the forest, and have traditionally been used as a romantic escape by young lovers whose families do not approve of their union. They've also long been used as meeting places, though the site is often being watched by rangers, Harpers, brigands, or far worse. Nandar Lodge This ruined site holds little more than a few stones and an empty cellar pit, though it was once home to a grand lodge belonging to House Nandar of Waterdeep. Disagreements with the moon elves of Ardeep had forced the Nandars to abandon the lodge, and they never returned. Nightstone This small village sits on an island in the Ardeep river, which is watched over by a small stone keep owned by House Nandar of Waterdeep. The village is home to a few farms, a windmill, a wooden temple devoted to Lathander (god of the dawn) and Mielikki (goddess of forests), and a small inn. Phylund Hunting Lodge This lodge is the property of the noble House Phylund of Waterdeep. Though it was long used as a base to hunt the creatures of the forest, it was abandoned a century ago when one of the Lords of the House, Lord Urtos II, was revealed to be a werewolf. Over the century since, House Phylund's fortunes took a turn for the worst, forcing them to abandon the lodge in favour of focusing on endeavours into renting out city accommodation out and moneylending, both of which had little success. To add to their woes, the abandoned lodge was taken over by gnolls a few years ago, although adventurers eventually cleared them out. House Phylund now believes its fortunes are once again on the rise, with the title of Open Lord passing to Laeral Silverhand. It remains to be seen if they will recover enough to reclaim their family hunting lodge. Reluraun's Tomb Reluraun was once a great elven hero, but his spirit was twisted in his final battle and he now haunts his tomb as a disembodied pair of floating eyes and skeletal arms holding an enchanted icy sword. The spirit is aggressive, and hunts down intruders that approach his tomb. The site is also guarded by no less than three baelnorn - more than enough of a deterrent to any greedy adventurers. Strangely enough, Reluraun's tormented spirit holds a different sword to the one said to be kept with his body. The sword carried by the spirit is covered in ice and its cut chills the very soul, whereas the sword of Reluraun, called Wyrmsheart, never did any such thing. One adventurer that managed to enter the vault (only to be chased off by the spirit) claimed that Reluraun's coffin floated in midair in a domed undergound chamber, with a lifelike effigy atop it clutching what appeared to be his true blade. Stump Bog Although across the Dessarin River, the smell of this bog occasionally wafts across the borders of the northern forest when there is a strong southerly wind. In 1395 DR, just as the Spellplague was ending, the bog was the source of a terrible pestilence that devastated the farms of the region, bringing a period of famine to Waterdeep. Talmost Keep Once the centre of the small kingdom of Talmost, this keep was abandoned to drow raiders in 942 DR. It is now said to be haunted by those killed there, and any attempts to move back in have always been thwarted by hordes of fiendish spiders that seem to move in very suddenly. Some believe drow still lurk beneath the ruins.
References 1st Edition Dragon Magazine #125 - "Woodlands of the Realms" article Dragon Magazine #128 - "Welcome to Waterdeep" article FR5 - The Savage Frontier 2nd Edition Dragon Magazine #270 - "The Ardeep" article Dragon Magazine #273 - "The House of Stone" article FR11 - Dwarves Deep Demihuman Deities The North - Guide to the Savage Frontier The Seven Sisters Undermountain: Maddgoth's Castle Undermountain: Stardock 3rd Edition Forgotten Realms Campaign Guide Champions of Ruin Grand History of the Realms Lost Empires of Faerun "Waterdeep Environs" online supplement to "City of Splendors: Waterdeep" 4th Edition Forgotten Realms Campaign Guide D&D Next Ghosts of Dragonspear Castle Scourge of the Sword Coast Dead in Thay 5th Edition Storm King's Thunder Other Candlekeep Forum at forum.candlekeep.com Markustay (reference for the Ardessway and Ardeep river naming)
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