The Lost Realms -...

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1 The Lost Realms of Cormanthor Volume One Lisenaar Realm of Dreams Compiled, edited & in parts written by ‘Snowblood”

Transcript of The Lost Realms -...

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The Lost Realms of

Cormanthor

Volume One

Lisenaar – Realm of Dreams

Compiled, edited & in parts written by ‘Snowblood”

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Contents Lore of Dreams page 3 Lisenaar (-1535 DR to 1244 DR) page 5 Map of Lisenaar page 14 Cities and Locations within the Realm page15 Arcane Might of the Realm page 26

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Lore of Dreams

Founded by refugees from Sharrven, Lisenaar is a realm of difference, established initially by followers of Estelda Clan. The two major cities, Lisen and Ylraphon are walled against the frequent invasions by orcs from the north and east but are otherwise open to all in stark contrast to their more conservative cousins within the Elven Court and even cosmopolitan Myth Drannor. The population of the realm is made up mainly of Moon and Green elves looking for a life free of the religious and cultural restrictions placed upon people to the west. Lisenaar is best described as a realm of irrepressible romantic mavericks ruled over by a council of resolutely independent clan matriarchs. Many of the smaller hamlets and settlements are filled with the Moon Dragon colonists, elves with draconic ancestry that occasionally manifests in odd and interesting ways. The many hundreds of descendants of Lady Oluvaera are ubiquitous within the instruments of power within the realm, with many of her grand children commanding the army, the Night Witches of Battle, heading many of the local guilds and holding seats within many local councils and village assemblies. The realm and its capital use three different labels. The name Lisenaar is applied to all the lands claimed by the elves from the Nuathlis River in the west, to the foothills of the Earthspurs in the east, and from the Dragon Sea in the north to the northern bank of the River Vesper in the south. Lisenar refers to the lands immediately around the city (present day Flooded Forest), and the political entity it represents. While the name Lisen, refers to both the city and the people living within its walls.

System of Government.

Length of Reign Rulers Name Race & Sex -1535 DR to -1400 DR Oluvaera Estelda Moon/Sun Elf Female -1400 DR to -927 DR Cassalandra Estelda Moon Elf/Dragon Female -927 DR to -686 DR Baenvara Estelda Moon Elf Female -686 DR to -231 DR Gellorvin Aelor Moon Elf Male -231 DR to 101 DR Ellorynn Moonsong Moon Elf Female 101 DR to 164 DR Arvanaella Moondark Moon Elf Female 164 DR to 555 DR Fillindath Aerlothlan Moon Elf Male 555 DR to 984 DR Hlastarl Aerlothlan Moon Elf Male 984 DR to 1109 DR Breann Estelda Moon Elf Female 1109 DR to 1244 DR Ellaeandra Estelda Moon Elf Female

Like its progenitor Sharrven, Lisenaar has a complicated rulership structure, dominated by a series of war leaders (Aradoness/Araegisess) who take direction from an inner circle of matriarchs, the Evaere (wise old female elves, all from important Elven families, who have both personal influence and magical powers), to whom the heads of all Elven families can appeal in matters of governance (in practise, a dozen or so of the most powerful and wealthy families cajole the Evaere constantly, and the heads of lesser families speak to them at annual conclaves or in emergencies. The one law that governs all aspects of the government of Lisenaar is the Oath of Peace. It is to be taken by all members of Lisenaar’s ruling elite. Each house and clan chooses a representative for the High Council. These then serve as the voice of the house/clan, as the conscience of the Conclave and as a check- balance to the powers of the Aradoness and Conclave of Matriarchs. The oath each community leader takes is inscribed in the plinth at the base of the statue of the realms founder.

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“Elf shall never war against Elf. When a dispute arises, seek out the wisdom of the Council or Matriarchs. For in its wisdom, the Seldarine have decreed that the blood of Elves shall be spared. The decisions of the Council shall be binding on all people and none shall live outside, or apart from the dictates of the Council and remain within the borders of this land. When disagreements arise, they shall be settled by right of challenge or by the courts convened and presided over by the Matriarchs, the Aradoness or their appointed representatives. So sweareth thee...”

One thing above all else drive the people of Lisen, ‘Independence’. Their realm was established upon a dream where all beings (well those considered beings) are considered equal regardless of culture or race or religion. The realm is established on one’s own ability to become anything one want so long as what you want does not impinge upon the rights and liberties of your fellow countrymen and women. In return citizens are obliged to protect the realm with their lives and all the resources at their disposal. So in every city there are greater concentrations of humans, dwarves, Halflings and gnomes than in any –place other than Silverymoon, Waterdeep, Myth Glaurach or Myth Drannor (the latter two before their falls).

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Lisenaar (-1535 DR to 1244 DR) A brief history. –1535 DR

Ylraphon is established in the eastern woods across the River Lis by exiled families from Sharrven, seeking a new life again away from the arrogance, stupidity and greed of the Gold Elves ruling in Cormanthor. The new realm is led by the Selutaar Oluevaera Estelda, who sees to the raising of the city’s walls and warding magics before retiring with her clutch-mate/husband and sons to a life of reflective study and teaching.

-1400 DR Tired of the constant petty bickering and plotting amongst the clan matriarchs Laranlas Oluvaera, many of the Estelda kin and several lesser families leave Lisenaar to establish a new settlement in north-western Cormanthor south of the ruins of Rystanllyndar. Lady Oluvaera’s grand-daughter, the Spellblade Cassalandra Estelda is chosen by the Matriarchs as the first Aradoness of Lisenaar. Her first act is to move the realms capital to a more secure position deep within the heart of the forest at the headwaters of the Llarpiir River. Built upon a low hill surrounded by deep, meandering rills and streams the surrounding marshland is a veritable maze.

-1335 DR The moon elves of Larlotha begin a Retreat to Cormanthyr with the marriage of their ruler and queen Ildranna “Starflowers” to Coronal Miirphys of that realm. Within fifty winters only small

pockets of elves reside within the Gray Forest. Five families of Larlothan Moon Elves elect to settle within the Drumlin Hills south of the Barrow Woods. They soon begin to intermarry with the resident Green Elf clans already in residence.

-1312 DR Lady Cassalandra marries her lover, the Larlothan Prince, Intervaer Starflower, the youngest nephew of Queen Ildranna. Nobles from both realms attend this solemn and simple ceremony which is blessed by a sign from Sehanine herself.

–1250 DR Star Elven refugees begin appearing through the Market Portal Nexus as their fellows back in Yuireshanyaar are driven back into the woods by humans from Unther. The homeless and orphans are resettled within Lisen and later establish their own community of Temmorlyn in the Sunrise Vale.

-1020 DR The elves of Lethyr are forced to abandon their holdings in the northern woodlands of the Riildath and retreat to more defensible settlements to the south. Other cut off from their southern kin are forced to flee westward, after a 3 year journey a ragged band of survivors find their way across Vastaar where they are met by a roving band of hunters from Lisen. They are eventually led through secret ways down to safety within the borders of Lisenaar.

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-927 DR Lady Cassalandra is slain defending the village of Eastreach against marauding Orcish corsairs. The village is raised and the ferry smashed; but not before Lady Estelda and her knights manage to sink the raiding longships and slay almost every pirate, using spells, blades and high magic. The Mist Knight, Baenvara Estelda becomes the next Aradoness of Lisenaar.

–722 DR Elves of Ylraphon suffer attacks by drow forces from Tel Verinal in winter, and the orc hordes of summer overwhelm them, causing the fall of the city. In a desperate bid to save the last of her people, Oluevaera Estelda and the Silver Wyrm Sshrinnishaaress attack and rout the attacking orcs buying time again for her people to flee. This move succeeds but not before her husband and clutch-mate is badly wounded. Many refugees make their way to Lisen to hide within its mythal guarded walls whilst those outside the city flee west across the Nuathlis to their cousins within Velarsdale. Lisen holds out and remains hidden despite the desperate efforts of the orcs to root out the last elves of Lisenaar.

-712 DR With the eventual death of Sshrinnishaaress, Oluevaera Estelda elects to become a Baelnorn so she can continue to protect her people. With the blood of the Moon Wyrms running strongly through her veins, her transition to Baelnorn is a relatively painless one.

-700 DR Orcs rule the eastern shore of the Reach, from the ruins of Arlistaar to the Earthspur Mountains. Their time as overlords of Vastaar is a brawling rule of constant coups, counter-attacks, and strife with all other inhabitants of the mountains.

-686 DR Lady Oluvaera leads an attempt by the forces of Lisen to retake the city of Ylraphon. After initially taking back the ruins, the triumphant army is all but annihilated by a horde of demonic orc kin lead by the Over King Gorgath himself. Chief amongst the dead are Lady Oluvaera and her Mist Knights. Abandoning all hope of ever retaking the city, the Matriarchs begin weaving additional layers to Lisen’s already formidable mythal. The Knight Seneschal of the Scarlet Sabres becomes the next Aradoness of Lisenar.

-671 DR The first great hordes form as Orcs grow so numerous as to gather into raiding hordes every dozen summers or so. These great, undisciplined hosts of warriors build or seize ships and sail away south to plunder and slay.

-640 DR The elves of Lisen meet the dwarves of Sarphil on the battlefield of the Vast, and forge a tenuous alliance since the elves save the dwarves from death at the orcs' hands. The Scarlet Sabres lead a large column of mounted archers and knights of all orders through the Mistdown Vale to

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relieve the Dwarves of Vesperin being besieged by a huge horde of orcs lead by a Great Wyrm Black Dragon – Askaryxanalath.

-231 DR The Black Wyrm Askaryxanalath and Aradoness High Mage, Gellorvin Aelor destroy each other in a mighty clash of Elven and Draconic magics that level and entire mountain, opening up the Dawn Pass and releasing the lake of Summers Tears, creating the Dawn Stream. With the mountains destruction, a new inroad into the realm is created and is almost immediately put to good use by invading orcs and trolls. The Moon Knight Paladin of Sehanine, Ellorynn Moonsong is chosen to defend the realm against this new threat to Lisenar.

-630 DR to 100 DR The first organised horde crosses the River Nuathlis and begins raiding deep into the eastern woods of the Elven Court. They are finally stopped at Morkyls Drift on the eastern shores of the Duathamper. To build their crude, ramshackle ships the orcs fell the timber of The Vast repeatedly, until little remains in the central and western reaches, (only in the north are their efforts thwarted by the bows of Lisen and the axes of Sarphil), and they have to seize what they need from the Elven shores across the Reach. The orcs soon find that if they sail across the storm-torn Reach without securing a landing-place first they are doomed to a swift death under Elven arrows and magic ere they can land. So army after army crosses the River Nuathlis at the northern end of the Reach via the fords of Arlistaar, in the years between hordes. Time after time these armies find the elves waiting

for them. The hail of arrow-fire on orcs slogging slowly through the marshy bank lands of the Nuathlis brings great slaughter, earning the Nuathlis the nickname “Blood River”.

75 DR The elf realm of Rilithar bordering the Sword Mountains is finally abandoned because of the encroachment of human settlers and unceasing orc and troll raids. Several clans of moon elves from Rilithar arrive in the Gray Forest far to the east through a portal and establish the realm of Vedrymmell. They ally with the fugitive Crown Prince Baranth of Impiltur, who in turn recognizes their sovereignty over the woodlands. In turn they are approached by the Elven rulers of Lisenaar who forge an alliance that eventually leads to the federation of the Vast.

77 DR With the aid of the moon elves of Vedrymmell and Lisen, Crown Prince Baranth defeats the treasonous Morlorn, “the Usurper King,” at the Battle of Ilithra’s Smile and is crowned king of Impiltur. Trade begins in earnest between the kingdom and the northern realm of Lisenaar.

101 DR Tired of the constant warfare being waged outside the walls of Lisen Lord Elloryn resigns his commission and with his family migrates west to Ardeep to start a new life away from his war torn homeland. In his place the High Priestess of Corellon & Spellblade, Arvanaella Moondark assumes the administration and proctorship of the realm.

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164 DR Lady Moondark dies suddenly in childbirth despite the best efforts of the realms’ healers, midwives and priests. Saddened by this sudden loss her child is adopted by the Aethynghlass clan of Green Elves of the Duskhills south of Lisen. The Invoker Fillindath Aerlothlan uses his mother’s position as head of the Council of matriarchs to have himself chosen as the next Aradoness of Lisenar.

199 DR Dwarven Miners delving deep beneath Wolf Mountain disturb a drow mining operation . The ensuing underground battles rage for months in the deep mines and caverns. The forces of Lisen are eventually called in by the Ironaxe clan to seal the deep caverns with high magic to prevent the Drow and their demonic minions from returning.

331 DR The orcs of Vastar launch an unexpected attach on eastern Cormanthyr late in this year, and occupy some of the lands east of Old Elven Court for the next few years. The orcs spend the next years both solidifying their forces here and exploring the ruins of the ancient Elven temple city.

339 DR The orcs in the eastern forest are routed by elvish forces from Lisen, Cormanthor (and Dark Elves from the eastern forest) and human forces from the Dales and Myth Drannor. Instrumental in the battles is the human warrior Velar. Velar and his human and Elven allies from Lisen resettle the lands around the coastal forest and the area soon becomes known as

Velarsdale. The deep woods at the heart of the vale are left to the Eilistraee worshipping Dark Elves and become known as the New Moon Glades.

350 DR Vedrymmell is no more, lacking high magic the Moon Elves of the realm and decimated by a disaster that brings the realm down, leaving a few small clans still resident there but no coherent Elven realm. Refugees flee to Cormanthor via the Lisen Portals, and thence to Evereska, Eaerlann and Evermeet. Several smaller clans take up residence within the walls of Lisen staying with their more fortunate northern kin.

512 DR Orc hordes rampage out of Vastar and other strongholds, engulfing many lands in war. The orc chieftain Ulbror leads a horde out of Vastar and into the uplands of Impiltur by means of countless small mountain trails over the Earthspurs. King Sharaun of Impiltur leads his three sons and a small army north but is defeated, and he and his sons are slain in battle. The dead king’s son-in-law Duke Harandil Durlarven gathers another army, which routs the orcs at the Battle of Bloody Reeds. He is crowned king of Impiltur on the battlefield and establishes the Durlarven Dynasty of Old Impiltur. The elves of the Lisen retreat to within their city and surrounding marshlands sealing the mythal against goblinoids, dragons and wolves and strengthening the illusions and wards in the lands surrounding the city.

555 DR Lord Fillindath dies horribly, consumed by strange shadowy demons as he opens a

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gate to the Shadowfell. Everyone within the city begins suffering strange nightmares as a horde of Shadow-Wraiths is unleashed upon the cities inhabitants. Many hundreds die before the gate to the Shadow Realm is sealed. All but one wraith is destroyed, this lone demon lays low in the personage of Hlastarl Aerlothlan, the current Aradoness of the realm.

572 DR The Orcish realm of Vastar falls into chaos with the death of Ologh the Overking at the claws of Iyrauroth the black wyrm. Flying back to his lair the dragon reports to his master that the first act in his grand scheme is complete.

575 DR Prompted by a series of realm wide strange visions and dreams of untold riches, dwarves from Sarphil, mining in the mountains, come west and south underground, following veins of good ore, and meet with the orcs in the lightless ways of the deeps. After the initial skirmishes, the dwarven war-councils determine that no orc who has seen a dwarf in the mines must be allowed to live, so that no word can get back to the orc chieftains of any organized foe.

580 DR The deaths of many orcs in the mountains are ascribed to the great struggle for the throne of Overking (created by a monstrous orc known only as Ologh and left vacant upon his death in the jaws of the great Wyrm of the Peaks, the black dragon Iyrauroth). Warring factions among the orcs battle each other up and down Vastar for eight blood-soaked

summers and winters, until Grimmerfang defeats (and ceremonially spits, cooks, and eats) the last of his rivals, renaming Ologh’s court of the Hollow Mountain “Mount Grimmerfang”.

608 DR The dwarves work in secret, with a few men and elves from Lisen (headed by Lord Hlastarl) to develop a steel whose bite is poison to orcs, and with its aid break out of the mountain caverns and sweep across the lowlands beginning two years of bloody genocidal warfare.

610 DR Dwarves conquer the lands of the Vast, overcoming Grimmerfang and his orcs. The victorious dwarves drive the orcs far to the north and south into the mountain heights. Claiming all the Vast as their own, the dwarves found a surface. “The Realm of Glimmering Swords”, dwarven songs call it, though it also has a less grand, everyday name: Roldilar. Dwarves build themselves stone towers and bring herds of sheep, goats, and shaggy-hair cattle up from the lands south across the Inner Sea to roam the rolling grasslands cleared by the orcs. The dwarves devote themselves to drinking (concocting fiery, legendary potables to do so), mining, and the making of wondrous armour, finery, adornments, and weaponry.

611DR - 616 DR The Dwarven City of Sarbreen – the City of the Hammer is built upon the southern coast of Vastarat the mouth of the Fire River. This dwarven city becomes a beacon of free trade throughout the Selu’marrar. Sarbreen is a large stone city of squat, fortress-like keeps and very

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thick, labyrinthine city walls, situated so as to enclose a series of connected courtyards and paddock-areas in concentric defensive rings.

620 DR Dwarves led by the Hearth Warden Sella Brimbor Hillsafar move into the ruins of Ylraphon, driving out the last pockets of goblinoid resistance. Over the next 5 years they rebuild the docks and many of the major buildings and surround the city in a solid 50’ high 20’ thick curtain wall. Soon they are joined by several Moon Elven families seeking to reclaim some of their lost properties. This leads to several rather heated and at times violent clashes over ownership. In the end a treaty is signed by Lord Hlastarl and King Tuir agreeing to share the rulership of the city whilst allowing old Elven families the right to reclaim their properties. New Dwarven mansions, towers and citadels spring up amongst the many aging Elven towers and villas.

645 DR The wizard Maskyr gains Maskyr's Vale (the centre of the Tumlin Vale), from King Tuir "Stonebeard" by plucking out his right eye as the cost of gaining the vale. Humans begin making their first permanent settlements in the Vast.

649 DR Orcish numbers again reach plague numbers and all too soon, they rise again, and the surface dwarven kingdom of Rolidar vanishes like an elephant swarmed by a million ants. The dwarven defences are broken by defeats at the fords of the Vesper and in the battle of Deepfires, a long and bloody fight that rages throughout the underground ways of the

Mount Grimmerfang for nearly twenty days. In the aftermath of this disaster, the weakened dwarves retreat east and overseas southwards. A number of dwarven clans flee under the earth, while other craftsmen and non-combatants migrate to Myth Drannor. Humans remain and fight the orcs to retain their new homes. Sarbreen is abandoned. Orcs promptly pillage and burn the fallen city, and its ruins become the haunt of monsters, pirates, and brigands; heaps of stone rubble above ground and a maze of abandoned dwarven tunnels and chambers below. The walled city of Ylraphon is again reduced to rubble by a lengthy siege that is only broken by the use of a giant bull headed demon to crack the gates. Almost every warrior is slain defending those people fleeing through various portals and underground passages into the northern marshes and to the hidden city of Lisen.

The Fall of Rolidar Orcs pour out of the Troll Crags and Earthspur Mountains led by the demonic orc king Aaraongath, moving through the sparsely populated eastern marches they quickly roll up the flanks Vastar. Mount Grimmerfang falls after 20 days of fighting in the Battle of Deepfires. Elven cavalry lead by the Lord Beluar Moondark, Knight Marshal of the Scarlet Sabres of Lisen. Moving down the hidden Vesperin Coastal Trail, Lord Beluar and his forces move to outflank the orcs besieging the southern Dwarven City. Arriving too late to save the city, the elves slaughter every orc they find within the ruins of the sacked city before moving north in pursuit of the retreating northern Orcish army.

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The Dwarven City of Sarbreen is abandoned ahead of an advancing horde of demons and orcs. Elvish High Magi from Lisen open up twin portals across the Reach allowing thousands of non-combatants to escape. Many hundreds of dwarves and elves in the rear-guard are slain defending the final refuges before the last portal is closed. At Vipers Tongue Ford Citadel the retreating dwarves make a last stand, after 8 days and nights of bloody chaos the remaining few hundred Dwarven warriors find rescue from an unexpected quarter as Lord Beluar and his knights crash through the besieging orcs. In one last rash charge the remaining dwarves pour forth and join their Elven allies in slaughtering 7000 dazed and confused orcs and their demonic allies. The fleeing orcs are routed by the elves in the passes above Viperstongue. Soon the hunters become the hunted as Lord Beluar and his forces hunt down the individual bands of orcs as they flee north, back to their holds around Mount Grimmerfang. The Hunt of Lord Beluar continues for many days through the rugged Drumlin Hills where many thousands of fleeing orcs and tieflings are butchered by the Lord o’ the Green and his fey legion. The last band of fleeing orcs attacks the village of Maskyr’s Eye on their way north to the Dawnstream Pass. Lord Beluar and his Scarlet Sabres ride down the attackers with Lord Beluar slaying the demonic Orcish king Aaraongath on the road outside the town smithy. Returning to Lisen, the remaining elves learn that Ylraphon, their home, is now a smoking ruin.

650 DR – 750 DR Into the power vacuum left by the collapse of the dwarven kingdom come humans, mainly by ship from the crowded

southern lands across the Sea of Fallen Stars, and begin to settle south of the Fire River. The humans spread rapidly across the Vast, clashing often with orcs and the wild menaces of the mountains (notably leucrotta and trolls) that have grown numerous preying upon wounded and dead dwarves and orcs all across the war torn land. Men clear land for farms, collect fieldstone into low walls, and build good roads.

672 DR Many dwarf settlers of Myth Drannor, most of them refugee clans from the fallen Realm of Glittering Swords, leave the city and move north to the southern shore of the Dragon Sea (Moonsea). They reopen the westernmost mines of Sarphil, known as the Lost Ways, which honeycomb a lengthy escarpment (known as the Scarp) that looms over the eastern reaches of the Tailings Bay. Here they re-establish a secretive realm calling it Sarphil of the Glittering Spires.

699 DR Returning from a diplomatic mission to the Elves of the Gray Forest, Lord Beluar (Lords Hlastarl’s greatest critic and rival), is slain along with his entire band of veteran Scarlet Sabres in and ‘Orcish ambush’, in the mountain pass north of Sarbreenar, shocked and saddened by the sudden death of this ageing hero, the place is known ever after as Elvenblood Pass. Elven High Magi erect an obelisk in honour of Lord Beluar and the alliance that exists between the three realms of Vastar, Lisenar and Rolidar/Sarphil.

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711 DR The Weeping War begins at the same time as drow driven orcs pour through the Coldstream pass attacking Lisenar and northern Vastar in force.

714 DR Myth Drannor falls and the Elven Court is reoccupied, retreating elves cross the river and raise the siege of Lisen. Several Green and Moon Elf families arrive in the Misty City and the population swells to over 15000, the most it’s been in centuries.

751 DR – 1050 DR Swelling numbers of humans, aided by immigration as much as by birth-rate, soon absorb the former inhabitants of Rolidar and Lisenar and push the predators of the Vast back into the mountains and wilder foothills. The city of Ylraphon is reclaimed by the advancing humans who are cautiously welcomed by the stoic elves of Lisen. The harbour of the city becomes a trade-stop, in addition to its uses as pirate rest-and-repair stop and immigrant-ship landing-place. Human settlers explore the nearer and more

accessible mines of the area and prosper further.

934 DR Mulmaster is founded as a trading fortress between the Moonsea, the River Nuathlis, and the Dragon Reach. The elves of Lisen maintain a careful watch upon the growing city trading intelligence with their allies, the dwarves of old Sarphil.

984 DR Aradoness Hlastarl Aerlothlan and his entire family flee from Lisenar after strife with other Lisen families that involves an infamous aerial spell battle; A mighty staff, the Yathrannar of Oluvaera, explodes in midair when its wielder is hit by a spell, and rains down fire and wild magic that harms many others; all the families involved in the plot to usurp the throne and remove the Council of Matriarchs are cast out. Corselutaar Breann Estelda, a distant cousin to the realms founder, is selected to lead the realm in its day-to-day activities.

882 DR A trade portal from Myth Glaurach opens unexpectedly allowing a score of demons to pour through in pursuit of Moon elf refugees from Eaerlann. The invaders are eventually slain at great cost and many Eaerlanni reside in Lisen for a time.

1109 DR After a long and eventful life, Lady Breann passes peacefully to Arvandor, but before leaving she convenes one last meeting of the Council of Matriarchs. At the meeting she announces that the people will retreat

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to Evermeet and that preparations must begin to evacuate the city. In her place she appoints her daughter, the Priest – High Mage Ellaeandra Estelda to oversee the gradual removal of the people and all their lore and possessions firstly to Evereksa and thence to Evermeet. A few die hard Green and Moon Elf families choose to remain in defiance of the Matriarchs final commands.

1222 DR The Daefihlar, Moorland, and Therogeon human clans Muster armed companies who can build and defend homesteads, arrive in the spring of 1222 DR. Settling at the mouth of the River Vesper, a few miles downstream of the old bridge but much closer to ship borne supplies, they

struggle against harsh winters, marauding monsters, and orc raids for three seasons.

1244 DR The last Elven families of Lisen led by Ellaeandra Estelda finally abandon their homes sealing the cities mythal before sinking the city beneath its surrounding wetlands. Intact beneath is protective mantle the real city phases out of existence leaving a ruined and empty shell in its place covered by the rising waters of the flooding forests around it. Most Elves choose to migrate to the Elven Court, Evereska or Evermeet while a staunch few Moon and Green Elven families maintain their family residences within Ylraphon or the hills around Maskyr’s Eye.

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http://phasai.deviantart.com/art/Lisenaar-167132532

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Cities & Localities within the Realm

Name: Lisen - Walled Forest City on banks of River Dardon.

Mythal: Yes (Veil, Phase Shift, and Programmed Illusion) Population: 14500 (Moon Elf 40%, Green Elf 30%, Sun Elf 10%, Dwarf 5%, Halfling 5%, Forest Gnome 3%, Human 2%) Who Rules: Ruling Council of Noble families with representatives of the various temples, guilds, merchants & military in advisory roles. Who Really Rules: The Aradoness – selected by a defence council of magi/priests/military commanders. Products: magic items, mithral & steel weapons & armour, steel house hold items, timber products & furniture, cotton, wool & silk, fabric & clothing, lore recording devices, fine jewellery, leather products. Military Organisation: Mist Knights of the Azure Moon – Military Order of Sehanine, Felbark Scouts, Guides & Borderers, Faernyr Spellblades, Nuatha Militia. Temples: Sehanine, Rillifane, Labelas, Moradin, Arvoreen, Garl Glittergold. Notable Mages: Fianyr Circle of Nine (High Magi & apprentices), Aeleth Academy, Silver Spires School & Library, Bladesingers of Lisenar Notable Organisations: Ephanarael Guild of Mythal Stone Crafters & Maintainers, Ebonwings Swanmay Lodge,The Rain Makers of Galen, Tree Wardens of the Eastmarch. Locations: Nine Spires of Fianyr, Aeleth Hall, The Triple Spires of Silver, Eversong Hall of Lisenvar, Eiossoff Amphitheatre & Minstrels College, The Scarlet Palace (Home of the Araegisses & Arcorselutaar of the realm), Lake of the Ebonswans. Local Lore: Built upon a low broad hill, surrounded by countless rivulets, rills and streams fed by springs bubbling up from beneath Dusk Hills. The city was founded upon the original tenets of freedom and religious tolerance. A high broad impenetrable wall of polished black basalt surrounds the city. This magically grown barrier is topped by forbidding 100’ high crenulated towers, with 3 barbicans providing deadly protection to the magically augmented mithral gates. The city’s ¾ mile diameter is topped by a broad and subtle 3 mile wide mythal that protects the city and its surrounding farms, vineyards and orchards. The mythal feeds the very life force of the surrounding forest, strengthening springs, plants and trees against rot and disease. The mythal is able to be sealed and is can sustain the resources needed by the city’s inhabitants for indefinite periods of time. Powerful wards and illusions surround the city making unguided and un invited access virtually impossible. The city is surrounded by a maze of waterways and channels filled with water loving plants animals and trees. To outsiders it can appear that the fog filled marshlands are a dangerous and uninviting, snake & mosquito swamp. Entry to the city is via cunningly hidden portals that exit far from the city walls. The glittering marble and alabaster towers shine day and night in a city teeming with races both mortal and fey. The people here are implacable in their belief in the righteousness of their cause and are rather isolationist in their outlook. They assist the weak and provide refuge to those fleeing strife and warfare. Preferring to retreat rather than attack, the people of Lisen have survived for the most part quite happily within their tiny realm that sits partway between the prime and fey realms.

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Name: Ylraphon (Walled Port City at mouth of Naralla Stream)

Mythal: No (mantle yes) Population: 10000 (Moon Elf 40%, Sun Elf 20%, Green Elf 10%, Human 10%, Dwarf 5%, Hafling 5%, Gnomes 5%, Others 5%) Who Rules: The Sea Lord – Laranlor Ardantyr Products: magic items, gems & jewellery, clothing, silks, pearls, mother of pearl, chandlery, silk ropes & sails, ships and coastal ketches & sloops, weapons & armour, musical instruments. Military Organisation: Sable Knives – Marines & Sea Rangers, Scarlet Sabres – Mounted Knights Temples: Sehanine, Selune, Dumathoin, Arvoreen, Garl Glittergold, Corellon, Eldath with small shrines to dozens of other powers. Notable Mages: Sea Magi of Orbalan, Baenfaer Geomancers, Blue Diamond High magic Circle. Notable Organisations: Venxyrr Shipwrights, Ivory Sails Mariners Guild, Bafanor Dragon Riders Cabal, Locations: The Tower of Erreliss (family home & lighthouse), The Tower of Nirael (mage tower), Market Place at the centre of which sits a statue of a beautiful elf warrioress (Lady Oluvaera) stands in the centre of a fountain. Hidden beneath it in a heavily warded chamber guarded by several Bael and watchnorn is the mantle stone that protects the city from amongst other things; the worst of the regions storms, chromatic dragon attack, earthquake and flood. The Three Pillars - These 3 tapered ivory coloured columns are each 1’ in diameter and rise exactly 100’. Each is carved with intricate runes, each radiating strange enchantments that hark back to the elder days of the elves. The columns power a potent gateway patterned on those found by the Shitelquessir of the Shalhoond. House Silverspear, Sapphire Palace of Clan Estelda, Gannath Dockyards & Slipways, The Forever Sleeping Gardens (Noble tombs and crypts). Local Lore: The first city of the realm, Ylraphon is Lisenaar’s main port and its major transit and contact point with the lands across the Selu’Marrar. Ketches and coastal luggers crowd the harbour along with smaller scows, skiffs and pleasure craft of all sizes. The residents of the city come from all across the globe, not just from across the seas and many merchants from Cormanthor make it a point to stop in at The Lady’s Market as here most anything from anywhere can be purchased. Silks from Shou-Lung, spices from Zhakara, exotic foods and wines from Abeir and strange animals and colourful parrots from far away Osse can all be found at this end of the Great Spice Road. The city is home to the Sable Sails fleet of privateers, a blood thirsty group of merchant-pirates utterly loyal to the realm. Their ketches and sloops are crewed by a broad mix of races dominated by Moon Elves and Humans with a smattering of dwarves and other sea faring races (even the odd half-orc). Religious freedom is sacrosanct here even worship of less savoury gods. But demonic worship and religious practices that violate the laws are absolutely forbidden upon pain of disintegration of all connected with such cults. The city is defended by the Armathaers, a small professional army made up of all classes and augmented by Cormanthan mercenaries and backed by a local militia made up of every citizen capable of bearing arms. The elite forces include whole families of Song, Silver and

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Moon Dragons, and the Scarlet Sabres, a group of Horse and Hippogriff Riding Blades & Spell Slingers who train together with the local forces to keep the city free and its harbour open. There is a direct link between Lisen and Ylraphon enabling rapid transit of forces and supplies between the two cities but this is only used in emergencies. Normally the trade portal brings in only small caravans from the far flung corners of the world.

The Drumlin Hills These hills are a range of elongated whale-shaped hills formed by glacial ice. Their shape and direction runs parallel with the movement of the ice, with the blunter end facing into the glacial movement. This glacial range is home to fell and fey creatures as the barriers holding back the fey realms are thin at best. The inhabitants are a mixture of secretive forest gnomes, brownies, faeries, pixies and sprites along with the more ubiquitous roving bands of Green and Moon Elves. The wardens of the Eastmarch make their homes amongst the densely wooded hills and valleys keeping the Drumlin Hills free of even the largest Orcish hordes at bay.

Tumlin Vale A glacial valley carves smooth by a river of ice during the last advance of the White Wyrm Glacier. Its small, rock free bottom makes it ideal for the forest based farms and orchards located amongst the more lightly woods glades and clearings found throughout the vale. The area is famous for is apples, pears and plums with a smattering of cold loving blood orange orchards and vineyards located upon the upper slopes of the valley. Bordered on the north by the Coldstar Stream and by the Liapiir Hills to the west this hidden vale is the breadbasket of the kingdom providing much of the food the people consume and is dotted with dozens of turf covered crofts, farms human farms and Elven tree steadings.

The Barrow Hills The Barrow Woods, set atop the northern Drumlin Hills, is home to an elusive, unseen people. Wanderers' reports of sightings have been few and contradictory, so the exact nature of the inhabitants is not known: guesses include dryads, sprites, dopplegangers, treants, feral halflings, and some unknown fey race. Hidden amongst the heavily wooded hills and valleys are hundreds of tombs and barrows of great antiquity. The people have been using the woods to guard their dead since the first Green Elf bands arrived in the area some 10000 years ago. Many stone circles and temples to the gods of nature abound in this fey place. In a hill around some stones that look to be broken pieces of pillars, is the home to a Green Elf Baelnorn Priest/Mage whose skull-head has antlers like a great stag. The stag-headed lich slaughters tomb breakers and non-Elven intruders with its spells in a very short and terrible time, tearing their bodies apart with phantom claws. It then flits around the nearby countryside, slaying every living creature it meets with, before retreating into its lair and using spells to bury itself again. Only elves with a good reason for being within the barrow woods have any hope of being spared.

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Mount Grimmerfang Hidden behind the twin peaks of the Coldstars,the Hollow Mountain of Ologh the Overking is a snow capped peak some 15000 feet in height that towers high above the Dawnstream Pass. From this hidden fortress, along cunning treacherous paths do the hordes of orcs pour forth to raid and ravage the lowlands of Lisenaar. Honeycombed with hundreds of miles of halls, vaults, mines, galleries and natural caverns, the mountain holds the mouldering remains of a Dwarven City ancient beyond memory. When the orcs first emerged from the stony depths they found the abandoned city largely intact and simply moved in and made themselves at home, quickly expanding the already expansive halls through the use of goblinoid and gnomish slaves. In time the dwarves of Sarphil conquered the Hollow Mountain and decided to keep the name given to it by its formers inhabitants, Mount Grimmerfang. Amazed at what they found, the miners and masons quickly realised they had stumbled onto as city of the Ancients and immediately began rebuilding many of the defiled temples and halls. Soon the forges and mines were working to capacity and several intact ancient armouries and vaults were uncovered. But before these lost treasures could be fully investigated or utilised, the mountain was once again over run by Orcish hordes. Forced to abandon their new home the dwarves only had time to reseal the newly opened vaults and armouries, leaving behind both their own treasures and those of their ancient forebears.

Mount Aergurl This towering, cloud shrouded, snow capped peak overlooks the wooded hills and dales of the Tumlin Vale, sacred to the dwarves of the Earthspurs, a hidden temple complex dedicated to Clangeddin with illusion covered stone steel windows looking out over Lisenaar and the peaks of the Earthspurs. The temple was built long before the dwarves of Sarphil ventured southwest, and its cunningly hidden construction harkens back to elder days. Its ancient galleries and halls lie behind great stone and mithral doors hidden by ancient magic and the dwarves own skills in camouflage. The seals placed upon these hidden gateways have not been disturbed in many, many millennia. There is a mountain pass along the mountains southern spur, a high and perilous cleft cut by the Dawnstream that flows from springs hidden high upon the slopes of Mount Aergurl. The mountain is a long rising peak known of old as The Sleeper In The Sunrise. Few know of the pass, orcs once came through the pass to fall upon dwarves in their delves within the northern Drumlin Hills. To the east of the pass high, frigid valleys fall away into the vast and cold Glacier of the White Worm. The mountain scouts and guides of Vastaar and Lisenaar speak of unnatural cold east of the Sleeper.

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Pass of the Dawn Sunrise Vale Named after the colloquial moniker of Mount Aergurl, due to mountains’ constant fog and cloud cover, the Vale is the first place to see the mid-winter sun rise in this part of the world. In a stone circle at the centre of a stone circle in Arlistaar sits an alter dedicated to Clangeddin. At sunrise on a rare, clear mid-winters morn a solid stream of focussed sunlight will pour through a series of stone windows within the peak of Aergurl before striking the alter within Arlistaar. At this time an entrance to the temple is revealed. The sun beam lasts but a moment, but is considered the start of the new year by the people of Lisenaar and Vastaar. The vale itself is a long shallow valley running north-west from, east of the Llarpiir to the sea at Arlistaar. The forest is quite dense at the head of the valley, filled with dense stands of birch, maple and oak, whilst towards the coast pines, larch and willow predominate. Several large bands of Moon and Green Elves wander the woods, hunting and fishing, tending their herds of deer and wild sheep. There are many forest orchards and silk farms scattered about the valley but apart from Arlistaar there are no permanent settlements. The people here are fierce and proud, and know when to retreat into the densely forested foothills when the orc hordes pour fourth. For despite its name, the Sunrise Vale is perhaps the bloodiest piece of ground within Lisenaar. The sight of many hundreds of battles between the orcs of the Earthspurs and the elves of Cormanthyr, another name for the Vale is Valley of Pain and Despair as horde after ravenous horde pours forth down the vale on its way to the forests of Cormanthor.

Temmorlyn A small village of 40 turf and thatch covered stone buildings, burrows, and warrens, (including 2 smithies and several inns/taverns), this bucolic place of peace loving farmers, farriers and horse breeders is home to a mixed collection of dwarves, gnomes, elves,

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halflings and humans, refugees all. Besides the 50 families within the village, there are at least twice this number living on farms, and in small hamlets in the surrounding hills and valleys. There are several shrines and temples within the tree filled town, a mill pond and mill, along with many crafters stores that front onto the village common that doubles as a market square once every full moon. The townsfolk are warmly welcoming of all who happen by as they sit upon a major trade route between Lisenaar, Sarphil and Cormanthor. There is a small local constabulary of armed locals who patrol for orcs and wolves, but the major deterrence to attack is the portal link to Lisen and the regular patrols that pass through the town every ten days. Aside from the patrols, regular caravans stopping here on their way to and from Ylraphon and Lisen bring guards of their own along with coin and trade goods.

Arlistaar This heavily fortified fishing & trade harbour town of solid stone buildings is home to the northern arm of the Sable Knives and is home to a sizable fishing fleet that plies the waves of the Dragon Sea as fishers, smugglers, pirates, weapons runners and most importantly as refugee rescuers. The dominant features of this village of 2500 souls are the seawall and its 150’ high, white granite light house. Surrounding the village on the eastern side is a high granite wall pierced by a single gate flanked by imposing buttressed towers manned by archers and battle wizards. The harbour, at the confluence of the Llarpiir and Nuathlis Rivers is a broad shallow affair with a single deep channel that wends its way between hidden reefs and shoals. The docks are a hive of activity with many small boats and skiffs covered in sail cloth, nets and fishing gear moving about the bay. The town is a major trade hub and its fortifications have seen off many an orc horde and dragon. A large number of sea going wizards call the place home and there are 3 known portals connecting Arlistaar with Lisen, Ylraphon and the Vipers Citadel above the River Vesper at the southern end of Mistdown Vale. Several times the population have had to evacuate their town and take to the portals or to the sea. A magical bridge crosses the Llarpiir and is only ever activated if all other avenues of escape have been exhausted. The town has been rebuilt 21 times in the 1400 odd years of its existence. The people here are tough, implacable and stubborn just like their town and the environment that made them.

River Nuathlis The shallow and icy Nuathlis connects the glacier fed waters of the Dragon Sea with the salty depths of the Selu’marrar Sea. The river drops some 500 feet from its swampy beginnings through its journey gaining speed as it cuts its way deeper into the reach. Long before the Sea of Stars rose to its present height the Nuathlis carved a deep gorge that became the Dragon Reach. In more modern times this broad, reed filled river of swampy by-waters and ox-bow lakes has been the border between the Empire of Cormanthyr, and the fiercely independent Kingdom of Lisenaar. Almost a mile wide at its widest point the Nuathlis has acted as a barrier keeping all but the most determined of the roving hordes of goblinoids from invading the woods of the Elven Court. This isolation has made the folk of Lisenaar hardy, quarrelsome and taciturn, but not without compassion.

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“To build their crude, ramshackle ships ("barges with sails," one disdainful Elven observer

called them) the orcs felled the timber of The Vast repeatedly, until little remained and they had to

seize what they needed from the Elven shores across the Reach. The orcs soon found that if they sailed

across the storm-torn Reach without securing a landing-place first they were doomed to a swift death

under Elven arrows and magic ere they could land. So army after army crossed the River Lis (then

known by its full Elven name of "Nuathlis") at the northern end of the Reach in the years between

hordes. Time after time these armies found the elves waiting for them. The hail of arrow-fire on orcs

slogging slowly through the marshy banklands of the Lis brought great slaughter, earning the Lis the

nickname "Blood River," still in use among orcs and half-orcs today.” From Ravens Bluff and Environs by Ed Greenwood

River Llarpiir Considered the life blood of the realm, the Llarpiir’s pure spring fed waters are filled with all manner of small fish and crustaceans that feed the populace. Fresh water crabs and crayfish are popular and fresh water oysters and mussels are famous for the pearls they produce that adorn the necklaces and tiaras of the well heeled ladies of Lisenaar. The river starts are many small streams high up in the Duskwood Hills the various rills meander slowly through a maze of islets and channels across a broad and mist covered bayous and wetlands. The surrounding forests consist of a mixture of wetland trees, shrubs and emergent vegetation, especially

sedges. Many farms and orchards abut its willow and fern covered banks, small leaf boats and coracles move through the wetlands and ply a brisk trade amongst the many hamlets and villages found along its banks. Long, thin pole barges carry cargo and passengers from the port at Arlistaar to the outer reaches of Lisenar. From there goods are taken by leaf boat or portal to the city proper.

East Reach

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This bustling little hamlet of 20 stone homes and businesses operates the main ferry crossing of the Nuathlis. Located just above the mouth of the river, the series of chain linked barges pulled along by teams of ponies harnessed to great capstans carry the greater merchant cargoes and armies across the Nuathlis. Aside from the villagers, a small garrison of Sable Knives maintains a watch here guarding a small escape portal linked to Ylraphon and Lisen. If seriously threatened the inhabitants can take to the waters upon the numerous leaf boats and barges that ply the river and more open waters of the reach.

Duskwood Hills A long line of low rocky, moss and bracken covered volcanic ridges. The Duskwood Hills are lightly forested with fir, pine, duskwood and birch trees. Countless small springs bubble up from several interconnected aquifers feeding the various rills and streams that eventually merge into the Llarpiir River. A low depression between the two halve of the ridge line contains a small hamlet still held by descendents of the Estelda’s who whilst rejecting the politics of Lisen still refused to leave their adopted lands. Dominating this backwater region are several stone circles grown from the granite and rock crustal that makes up the geology of the hills. Dedicated to the various nature and sky deities, they are frequented by bands of fey creatures and roving clans of Moon, Green and the occasional surface dwelling family of Dark Elves. The entire region is considered sacred ground to all the people of the realm, and as such hunting and the worship of evil powers is strictly forbidden. The gentle mythal laid over the region protects the purity and supply of water from the region as well as providing an area where healing magics work at maximum potency and scrying magic and powers are unreliable at best or downright misleading at worst.

The Dawnstream Beginning its life upon the upper slopes of Mount Aergurl, the Dawnstream is named after the temple complex from which one of its head springs originates. The fast running snow fed stream has cut a deep cleft into the side of the mountain creating a high mountain pass leading to the glacial rifts beyond. The waters are bitterly cold and fresh making them perfect for the many fine ales and meads that are brewed in breweries found in most farms and hamlets found along its length. A fine elf road runs alongside the stream and carefully hidden stone markers warn travellers they are entering Orcish lands as the road rises up to the high cleft. The saddle of the pass marks the official border of Lisenaar and is marked by ancient carvings written in auld thorass.

The Coldstars Named for the deep sky blue lake that sits between these twin snow capped peaks of an ancient volcano the twin peaks of the Coldstars mark the three way border between the realms of Lisenaar, Sarphil and Vastaar. On clear, still and frosty winter nights the lake reflects the stars above in a perfect reverse image with one important difference. On night when the moon and the Tears of Selune pass across the sky, only the moon is reflected within the lake, the Tears are strangely absent. The lake and the surrounding mountains are sacred to orcs, elves and dwarves and no battle is ever willingly fought upon them. It is said

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that those coming to seek clarity of thought often experience visions when staring for any length of time into the lakes cold, mineral rich waters. There is an abundance of fish and crustaceans living around the edge an in the top layers of the lake. But nothing lives within its deep, dark and oxygen deprived depths.

Desolations Way The long and dangerous cleft between the Troll Mountains and the southern Earthspurs has for centuries been the main trade route for miners of all races taking their finds to and from Lisenaar to Vastaar and beyond. The treacherous rubble filled pass is subject to frequent rockfalls and attacks by all manner of creatures, not just greedy orcs, dwarves and dragons. The pass is buried under 100 feet of snow in the winter time. Summer time see the most traffic as rich ore deposits brought down into this valley by the dwarves and trade caravans move up to resupply the many mining camps and settlements found scattered throughout the mountains. This desolate pass gains its name from the rocky and treeless desolation that dominates the landscape for much of the journey through this long narrow valley. Just a few ancient Mountain Pines cling precariously to the upper slopes of the pass. Vicious battles for control of the mountain heights and mine-passages go on daily and thousands of gems, rough-hewn gold nuggets, and bags of "gold gravel" are said to be hidden up and down the pass, making it one of the richest areas in all Faerûn.

Mistdown Vale A low saddle in the Earthspurs, forming one of the gateways to Lisenar, the Mistdown Vale gains its name from the mountain fogs that form every day at sunset and roll down the valley either side of the spur covering the hollows and plains beyond. The Mistdown Road crosses the Rived Vesper at a place named Viperstongue Ford. The ford marks the southern border of Lisenaar and the rocks approaching the crossing warn of the dangers beyond, carved high upon the surrounding rock faces is bas-relief auld Thorass. No settlement or

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building has stood long at Viperstongue due to the fact that the location has been the site of a number of battles. But within one of the peaks to the west of the ford is a large hidden fortress known as the Vipers Citadel, built and maintained by the Elves and their Dwarven allies to keep the pass safe and free of the troubles that plague the roads further east.

Yathrintor

Once the home of a reclusive Moon Dragon Mage and her consort, Yathrintor – The

Founders Tower sits snugly within the Duskvale surrounded on all side by dense wild

woodlands dotted with glades lit by dappled sunlit and filled with small stone circles, grassy

swards and spring fed rills and ponds. To the east and west of the vale rise the quartz and

granite roots of the Duskwood Hills. The tower itself is ten times as large on the inside as it

is as seen from without. The portals link both interior spaces and places within other realms

and planes.

This lone tower seemingly grown from alabaster the colour of aged ivory has the appearance

of having been made by giants who built it using massive stones carved from the nearby

mountains. The tower has no apparent doors but does have 3, stained glass-steel windows

covered in frescoes dealing with daily life in far off Sharrven. Gardens filed with trumpet

flowers, herbaceous perennials, lilies and roses of all hues and scents surround the towers’

mighty base. A series of interconnected, fish filled fountains and ponds complete the setting

with several large fruit trees completing the scene. The windows start 70 feet from the

ground with each having its own railed balcony covered in climbing moonroses (native only

to the High Forest). The windows are actually double glass-steel doors that are immensely

strong and covered in wards of terrible power.

Situated about the garden are several life like sculptures of Elven heroes from bygone days.

The detailed carvings give these 10’ to 20’ high, crystalline sculptures are surreal quality.

Each of the seven statues is a sentient Shield Guardian brought here from far off Sharrven

during its fall. The spirit inhabitants have served the Founders family for millennia. Each is

unique in its own way and virtually indestructible. Most depict heroes from the Crown

Wars, but two depict the Founders two most famous ancestors, Sharlario Moonflower, and

the grand niece of Prince Durothil, the Lady Akshaala, the first Moon Dragon of all. The

Shield Guardians attack any intruders who approach within 200 feet of the tower but will not

chase beyond the towers’ mythal limits.

Any being attempting to fly up to the three high arched windows will meet three huge

gargoyle like creatures, flying out to attack and drive intruders away. These stone drakes

resemble gargoyles in many ways but a far tougher and nastier in disposition. A colony of

their smaller kin inhabits the towers attic and storage compartments, passages and rooms

who attack anyone attempting to gain entrance to the tower by digging or magic. To those

beings without the proper bloodline or ward tokens there appears within the tower's walls

are nothing but empty, dusty rooms and corridors - including steps and sections of flooring

that flip over to deposit the unwary in pit traps and the like. Yet something that employs

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magic is lurking in the tower. The tower's master has prepared spell traps that divert

intruders into dangerous locales on other planes.

For those family members not actively denied access, and for those invited guests and retainers baring the correct ward tokens, the tower is a bright and airy place filled with life and laughter. The dozens of halls, corridors, galleries, kitchens, cellars, storage areas, suits, parlours, offices, libraries and bedroom rooms are all lit with fine crystal globes that float just off of the ceiling. These can be carried, or ordered to follow a being from room to room. They also have several other important functions – listening devices, teleportation and scrying points, communication orbs. The furnishings within are opulent yet understated in their elegance. Works of art and magic adorn the walls of every room, harkening from every period of Elven civilization. Elemental servants of unusual intellect and sagacity stand ready to meet the needs of the towers many inhabitants.

Also stored within are great works of literature and lore stored in three intimate libraries. Traditional books are few, but the more exotic devices from the golden ages of Tintageer and Uvaeren are relatively common and have been duplicated, or even improved upon. These many types or lore crystals, lore spindles, water libraries, lore trees and musical instruments of knowledge hold much of that which was lost in other realms. The chief librarians are an Eldar Sharn and their 9 children. All are discreet and rarely appear in their true forms, content to let the resident watch ghosts deal with the worst of intruders. Several Sharrvenaen Shield Guardians are to be found about the tower keeping a careful eye on all who come and go. At the heart of the tower is an immense 6 acre water garden at whose centre is a large many tiered fountain dedicated to all the powers of the Seelie and Seldarine Courts. This Font of Wisdom and Knowledge, doubles as the heart of a mighty mythal that keeps the entire complex together and safely hidden just slightly out of phase.

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White Wyrm Glacier

Arcane Might of Lisenaar Elven magical items of Lisenaar are likely to be jewellery with minor magical powers, or more powerful enchanted weapons, hidden by being magically transformed into stone shapes or encased in stone.

Typical Elven jewellery takes the form of necklaces, ornamental bracers, or multiple rings linked with fine chains. Such items might have one of the following powers:

Cloaks the wearer in shadows at will, giving a 70% chance of hiding in shadows as a thief does (thieves gain a +70% bonus to a maximum chance of 99%)

Can fire two magic missiles per day Can heal the wearer once every three days Can cure light wounds twice a day (wearer only) Can turn the wearer invisible for four rounds, once per day Allows the wearer four rounds of levitation once per day Allows the wearer to move with absolute silence, always levitating an inch above the

ground or floor, and also confers feather fall as needed Blink once a day for one turn (was intended for use in dancing, and may be

accompanied by drifting dancing lights, faerie fire bursts, and/or music) fly once a day at MV 14 (A) for a single three-round period; can lift a maximum of 600

lbs (average human wearer can carry at least one other person of typical human size) Hold person by touch (single target only, saves at - 3, effects as if the spell were cast

by a 10th level wizards except that it affects undead and lasts only four round for living beings, eight rounds for undead; broken if "frozen" target takes damage from any attack), once per day

Light once a day (stationary where evoked; does not move with jewellery) and/or dancing lights (a cluster of one to four circular balls, hue, size, brightness, and number as the jewellery-wearer wills) once per day; these wink out when desired, or seven rounds after creation, whichever comes first

Purify food and drink once a day, by touch, acting on all chosen items to a total volume limit of no larger than the wearer's own body) that can be touched in a three-round "active" period

Spider climb whenever desired, to a maximum extent of one turn per day Warmth (as a ring of warmth) twice a day for up to six rounds each time (a property

often used to walk unclad from house to outhouse on winter nights, or to attend winter parties in very flimsy attire)

Water breathing once per day, for up to one turn Wraith form once a day, for up to one turn

These minor powers are common to much Elven jewellery of Lisenaar, but most elves of rank or power wear jewellery that commands far greater powers.

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The Elven weapons manufactured in Lisenaar mostly are longbows, longswords or daggers with various minor powers and bonuses of up to +3. Some may be alignment-oriented, conferring 2d6 electrical damage per contact (or round of continued contact) to all wielders or targets of different alignments.

Chaotic Good and Neutral Good are likely to be favoured alignments, with those who are of true Neutral and Lawful Good alignments being allowed to touch and use the weapons without damage. However, people of those alignments are not empowered to use any special blade powers.

Telvaran's Enchanted Blade

This famous sword has all the powers of a rod of lordly might, plus the powers of a ghost

touch frost brand. Carried by the Knight Marshals of Lisen the sword is the symbol of the

military prowess and martial implacability of the warriors of Lisenaar.

The Hammer Blade of Tuir

A rough looking double edged short sword carved from a single piece of shining obsidian,

hilted with the scrimshaw carved tooth of a white dragon. The sword was fashioned by the

smiths of Ylraphon in honour of Tuir’s victory over the Grimmerfang orcs. The swords blade

is as sharp as the sharpest steel and will cut through most materials as a sword of slicing.

Twice a day the swords wielder can unleash an earthquake spell at 18th level. Thrice a day

the swords wielder can summon a 12 HD earth elemental to do their bidding for 12 rounds

before returning to the earth. When the sword strikes another hardened surface its blade

rings like the peeling of a bell, a sound that orcs throughout the north have come to dread.

The Aralis of Oluvaera

This piece is a 7 foot tall white oak staff, with mistletoe designs carved into the wood,

topped with three intertwined coils of mithral wire containing a shimmering ball of golden

light. The staff is held by the realms high mage as a symbol of the arcane might of the

realms magi. The age of the staff is said to be beyond measure, just how old is a matter of

some speculation. It appears in frescoes painted within Sun Elf tombs beneath Occidian and

in painted books amongst the dusty tombs of Candlekeep. Its powers are many; The staff

can create a teleport circle of almost any size that lasts until dismissed. Its other powers

manipulate existing portals in all manner of ways. The attuned wielder may control the

powers of the mythals over Lisen and Yathrantor. The staff wielder can use most spells from

the schools of the divination and enchanmemt/charm schools. Each wielder may add

another power or change an existing one, but only one person may successfully wield the

staff at a time. The greatest three powers of the staff are a backlash field, the ability to

nullify wild and dead magic zones, and the ability to draw on the totality of both halves of

the weave so that spells function at their full capacity regardless of the time period they ate

used in.

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Resources Used

A Primer on Vastian Geography collated by David??? (http://www.netspace.org/~dwb/vast/index.html ) Demi-Human Deities Forgotten Realms Campaign Settings 1st -4th Editions Lost Empires Volo’s Guide to All Things Magical Cormanthor: Empire of the Elves The Fall of Myth Drannor The Ruins of Myth Drannor Elves of Evermeet Complete Book of Elves City of Ravens Bluff Forgotten Realms® Adventures Inside Ravens Bluff, The Living City Sharrven: Realm of the Dragon Grand History of the Realms Polyhedron #88, #89, #91, #92, #93, #115, #116