Ilighon
I'd rather face a fleet of pirates from the Sea of Fallen Stars then sail my cargo through the eyes of Silvanus. At least I understand the motives of the pirates.The eyes of Silvanus are two major islands that guard the entry into the heart of the Vilhon Reach, called Ilighon and Wavecrest. Collec¬tively they are known as the "eyes" because of the havoc raised with compasses when trying to navigate through them. A reef guards both islands, making navigation a difficult task. The Emerald Enclave fur¬ther complicates matters by guarding the passage through the reef on Ilighon with crea¬tures from the Elemental Plane of Water. Wavecrest does not have a safe passage at all, and only row boats and similar small craft can freely navigate the area. Entrance into the Reach by boat must be accomplished in one of two ways. First, a captain can navigate the Farshore Straits. This narrow expanse of waterway is a favorite choice for smaller craft, especially those seeking to outrun military vessels intent on their capture. The second and more popular choice is to sail "between the eyes of Sil¬vanus." This course takes a ship directly between the islands of Ilighon and Wavecrest and then directly into the heart of the Reach. Larger ships, unless piloted by particularly brave or foolish captains, take this course. Once past the twin islands, all a captain needs to worry about is the island of Ixinos, home to a group of amazons. If he can keep from running into it, he is home free. The narrow strait between the island of Wavecrest and the mainland is known as the Paddle Straits and is unsuitable for any large craft. Hunks of jagged rock break through the surface of the water at various points, making navigation extremely difficult. It is also frequently covered in a heavy fog, making this area even more dangerous to traverse. The isle of Ilighon is best known for its most famous inhabitants, the Emerald En¬clave. This band of druids, dedicated to the ecological stability of the Vilhon, es¬tablished itself on the island in 374 DR and has remained since, despite military excur¬sions to root them out. A structure dedicated to Silvanus was completed a few years later and was christened the House of Silvanus. One of the most qualities of the island is that it negates wizard magic. In all locations on the island, and up to a radius of one mile around it, wizard magic does not function. This includes charged items such as rods, staves, and wands as well as enchanted items such as scrolls, and permanent magical effects such as stoneskin or even contingency. Cast spells likewise fizzle and are expended. Clerical magic—or "faith magic" as the druids like to call it —is unaffected by this phenomenon. In fact, charged magical items wielded by a cleric or druid have their initiative penalty reduced by 1 when functioning on the island. (A non-cleric wielding such an item has a normal initiative modifier.) Spells cast by a cleric or druid are likewise reduced by 1 on their casting time, subject to a maximum reduction to 1. This special area of magic, called a faith-magic zone, is said to be a special gift to Silvanus from the goddess Mys- tra. While the reasons behind such a gift are shrouded in legend—ranging from a favor for Silvanus aiding Mystra in a long-ago battle against Bane to a reward to Silvanus for teaching Mystra how magic can be used to help the land—the fact that it remains to this day is not in ques¬tion. All attempts to dispel or negate the effects, even temporarily, have proven utterly ineffective. Entrance to the island itself is gained through a quar¬ter-mile breach in the reef. This opening is always guarded by the Seven Sentinels of Silvanus, who heed the bidding of the Emerald Enclave. A favorite tactic of the Sentinels is to have water ele¬mentals hold vessels in place while air elementals form whirlwinds and blow the ships into one another. The whirlwinds are normally deadly enough to kill even the most skilled crew. They never chase ships away from the island, nor are they visible upon approach to Ilighon. The Sentinels can also save ships in distress by bring¬ing them in through the reefs to the city of Sapra or by steering them clear of the reefs and into the calmer wa¬ters of the Vilhon, if the enclave so directs. Sapra The city that lives under the watchful eyes of the druids is neither an invited guest nor an intruder upon the isle of Ilighon. For more than 200 years, the city has existed, never railing against the actions or policies of the Emer¬ald Enclave. Over time, Sapra has become a haven for those men and women who seek to be free of the tyranny of wizards who abuse their magic. There are even a few "retired" Red Wizards here, successfully shielded against the magic of those who would find them with divinations. Sapra produces little to export except some food and herbs, so trade is very light. The city is normally a quiet port that sees a trading vessel only a few times a month. One of the problems facing Sapra is its population. By order of the Enclave, Sapra cannot expand its borders. The city of 2,000 has grown as large as possible under the druids' edict, but now property values and lodging costs are rising. Sapra is ruled by a six-person council of elders. The elder positions are not full-time jobs. The council is cur¬rently led by Mayor Thomas Flagcairn, the town black¬smith. The council meets as needed, normally once every month or so. House of Silvanus Located at a plateau high atop the Elder Spires, the stronghold of the druids sits in harmony with nature. The House of Silvanus is an open structure composed of wood and granite surrounded by water. The water here rolls off the edges of the plateau in three areas, creating the three rivers of the Calling, Elder, and Springbrook in spectacular waterfalls that boil mist around the House. Access to the House of Silvanus is gained by a series of stepping stones. Many followers of Silvanus, especially the old, pray at the banks of the House. A water elemental, similar to that which guards the entrance through Eldath's Ring, also guards the stepping stones from intrusion. There has never been an incident where the water el¬emental guarding the stones has attacked a pilgrim. Whatever divination guides the creature is beyond mankind's understanding. Other Areas of Interest While the island of Ilighon is mostly uninhabited, there are numerous areas of interest, particularly to the faithful of any of the nature gods (Eldath, Mielikki, and Sil¬vanus). Travel through the heartlands of Ilighon is fairly safe and free of monsters. Archentree Archentree is not a city as much as it is a gathering place for treants. Many of the treants of Archentree are ex¬tremely old — and prone to ignore the calls and pleas of humans seeking aid or wisdom. Waving a burning torch around is a sure way to get their attention, but not in a manner conducive to continued breathing. Calling River In ages past, the druids of the Reach made a pilgrimage to the island of Ilighon to heed a calling from Silvanus. When they arrived, they followed the Calling to its source and built the House of Silvanus. Druidhome More a collection of groves than an actual village, the Druidhome serves as a community of old druids, priests, and rangers who are serving out their final years of ser¬vice to one of the three nature powers. While most of the residents simply wish to be left alone, they are still devout in their faith to their gods. Should an attack occur against the House of Silvanus, or even against the island itself, these followers would most certainly be on the front lines. Eldath’s Ring Eldath, Goddess of the Singing Waters, serves as the protector of Ilighon, shielding it from direct naval at¬tack. In addition, the faith-magic zone extends two miles from the ring on all sides. Elder River Religious stories claim that the eldest druid on the island walked to its northernmost point to stare across the vast¬ness of the Inner Sea during the founding of the Emerald Enclave. He fasted and prayed for a fortnight before re¬turning to the future home of the House of Silvanus with a plan to protect the Vilhon Reach and the nature within it. The river has been known as the Elder ever since. Farshore Straits This narrow strip of water serves as an alternative en¬trance and exit from the Reach. While most ships choose to go through the eyes of Silvanus, a few ships try navigate the Farshore. The Aphrunn Mountains can be seen from the shores of Ilighon near the Farshore Straits. This area is fre¬quently used in tracking shipping traffic. Grandlore Forest This forest is the largest on the island, dedicated to the first recorded Grand Druid of the area, Antonius "lore¬master" Mistwind. It covers more than half the island and is divided by the Elder River to the north and the Calling River to the south. Great Forest This forest is the smallest of Ilighon, stopping at the Calling River to the west and the Hierophant Trail to the east. Hierophant Trail Virtually all of the overland activity of Ilighon is con¬fined to this small trail. The druids have taken a dim view on the establishment of any other trails into the area. It is used primarily by those who wish to pray at the House of Silvanus. Lake Bluesprings Few of the residents of Sapra ever make it farther west than the shores of the Bluesprings. Lake Bluesprings it¬self is a popular getaway for the residents, but the areas beyond the lake are wild and untamed. Mielikki’s Garden Many of the oaks that grow on the island are contained within Mielikki's Garden. Whether this has to do with the presence of the treants in Archentree is subject to much speculation, but sages are quick to point out that the treants could have made their home in the garden because of the oaks. Springbrook River This river is one of three that are fed from the pool sur¬rounding the House of Silvanus. Roaring down the Elder Spires, it empties into the Springbrook Shallows. Springbrook Shallows This pool is the second-most holy spot on the island, and many druids come here to contemplate important decisions. This freshwater pool is roughly four feet deep at its deepest point, and it is always fresh and clear. Legends claim that Silvanus uses the shallows as a bathing pool during his visits to the Prime Material.
The Emerald Enclave
The Emerald Enclave is the most well-known orga¬nization within the Reach. Stories of its deeds are told to small children to both comfort and frighten them, or they are spoken of at political gatherings and retold at the bars and taverns. Like all tales, they be¬come more grandiose and bloated with each telling. The Enclave is composed primarily of druids, but there are bards and others of neutral bent who also serve. The only requirement that the Enclave enforces upon its members is that they not be inclined toward good or evil. Theirs is a narrow road best traveled only by those who can walk between light and darkness. Of course, player characters may desire to join the Emerald Enclave, promoting this organization's brand of justice in the Reach. In order to be considered, a player character must meet the following requirements.The Goals of the Enclave
The Chosen of Silvanus are sworn to protect nature in all of its forms. Each member understands that his life is forfeit at any time in order to preserve the balance. They follow the following values:The Elder Circle
The three people who lead the Chosen of Silvanus are some of the most powerful religious leaders in the area, especially in druidic circles. They are also some of the most sought-after personages in the area, hunted by both those who seek their knowledge and advice and those who seek to remove the Enclave from the Reach. Similar to the Chosen of Mystra and the Harpers, the Elder Circle is imbued with certain gifts that can aid them in times of crisis. These include:Если вы хотите что то добавить или присоединится к команде редакторов - пишите комментарии
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