LOST EMPIRES OF FAERUN PDF

LOST EMPIRES OF FAERUN PDF

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August 25, 2020

23 items Spell name, Spell School, V S M AF DF XP, Rulebook name, Edition. Aura of the Sun · Abjuration, yes no yes no, Lost Empires of Faerun · Forgotten. 16 items Feat name, Short description, Rulebook. Arcane Manipulation, You are learned in the arcane ways of Netheril, where Lost Empires of Faerun. Lost Empires of Faerûn (Dungeons & Dragons d20 Fantasy Roleplaying, Forgotten Realms Supplement) [Richard Baker, Ed Bonny, Travis Stout] on.

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Information for both players and Dungeon Masters includes prestige classes, feats, and spells commonly employed by characters who delve into the secrets of the past or keep alive the ancient traditions of realms now vanished into history. The bulk of the rest of the book delves into the Crown Wars, the Old Empires of Mulhorand and Unther, the empire of Netheril, the powerful states of Coramshan and Jhaamdath, the fabled realm of Myth Drannor, various artifacts and monsters of the past, and several other topics that Dungeon Masters can find useful when creating Forgotten Realms campaigns.

Our sneak peek includes a look at ancient feats, a prestige class, ancient spells, some artifacts, plus several tidbits of past lore. In this era, Faerun was dominated by a number of mighty empires, almost all of which subsequently fell.

During the Year of Oaths Forsaken, Netheril neared the peak of its power, Narfell and Raumathar battled for dominance in the cold lands around Lake Ashane, Jhaamdath expanded throughout the lands south of the Sea of Fallen Stars, and modern Calimshan was arising from the old realm of Coramshan. Great elven realms such as Cormanthyr, Eaerlann, and Illefarn still held sway over large portions of the world, and the great dwarven kingdoms of Ammarindar and Delzoun still stood unbowed.

Netheril’s green fields had not yet been swallowed by the sands of Anauroch, the old forests of the North were larger than they are today, and Jhaamdath had not yet been drowned by the high magic of Nikerymath, but many other lands looked much the same as they do today. The greatest of these empires — Aryvandaar, Keltormir, Miyeritar, Illefarn, Ilythiir, and Shantel Othreier — coexisted peacefully for thousands of years before greed, envy, and pride brought them low.

The series of vicious, bloody wars that destroyed the ancient realms of the elves has come to be known as the Crown Wars. The Crown Wars consisted of five major campaigns — some of which happened concurrently — that eventually involved all the major elven civilizations.

For three thousand years the elves fought one another, tearing down most of what they had spent millennia building and practicing fratricide on a scale unseen before or since. In fact, one elf subrace became so twisted by evil that its members were forever divorced from the light of day.

These elves, now known as drow, live underground to this day, and their hatred for other elves remains as strong as it was in those ancient times. Although time has wiped away many of the great citadels and fortresses built before and during the Crown Wars, a surprising number of them have survived — though not necessarily intact — due to magical preservation. A sense of awesome agelessness pervades the ruins from this era, and anyone who enters them knows instinctively that they are old beyond measure.

Their architecture seems strange and almost alien — even to modern-day elves. Many of these ruins also harbor lethal magic traps capable of obliterating not only intruders, but also the ruins themselves and a sizable chunk of countryside surrounding them.

Historians and philosophers debate whether the Crown Wars were the impetus for the many subsequent tragedies that befell the elves, or whether they were merely the earliest recorded example of that race’s propensity for disaster. Elf PCs often feel a haunting sense of grief while exploring the ruins of a Crown Wars fortress, as though the very stones were imbued with deep sorrow, and even non-elf characters may feel subdued or disquieted.

Much of the written history of the Crown Wars was lost in the terrible battles that occurred at the close of the Fifth Campaign.

Elf sages in Evermeet, Evereska, and a few other bastions of elven lore have charge of the few chronicles that remain. Because the Crown Wars took place so long ago, the following timeline represents only a rough estimate of the dates that certain events occurred.

In elven communities such as Evermeet, the Fortress Home of Evereska, and the remnants of the Elven Court in Cormanthyr, the most basic lore of the Crown Wars is easily accessible in the libraries and halls of learning.

A great sage may know more specific details than those other lorekeepers can provide, such as the location of a specific city or fortress, but for the most part, any elf with an interest in history can learn about the Crown Wars with relative ease.

Difficulties often arise when members of other races seek this same knowledge. The Crown Wars era is quite possibly the single greatest shame in the history of the elf race, and the elves have no desire to share the details with outsiders.

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Especially in sun elf communities, non-elf researchers are frequently denied access to information about the Crown Wars. PCs wishing to research the Crown Wars are likely to encounter strong resistance unless everyone in the group is an elf. If a group that includes other races can demonstrate a pressing need for the information — such as an imminent threat to the elf race that might be averted by knowledge of the Crown Wars — the sages may be more lenient; otherwise, non-elf PCs must be creative in gaining the desired information.

For example, a character who is well versed in history might be able to recall enough details to piece together part of the story with a Knowledge history check see Table Crown Wars Information for DCs.

Feats in Lost Empires of Faerun – D&D Tools

Alternatively, a rogue might be able to steal a few tomes from an elven library, or a cleric might attempt to bypass the elves altogether by requesting the knowledge from her deity. The empire of Cormanthyr stretched from the Stormhorns to the Dragon Reach. Its capital was Myth Drannor, the City of Song, which produced marvels of magic, art, and poetry.

Never again would a grand empire of the elves rise on the mainland. The pockets of elven power that still exist today — Evereska, Evermeet, and the forests of Tethyr — are but shadows of Cormanthyr’s grandeur.

Compared with the elven civilizations of the Crown Wars era, Cormanthyr fell comparatively recently. Many of its ruins still stand in the depths of the forest known as Cormanthor, and numerous inhabitants of Myth Drannor are still alive in one form or another.

Infernal influence was a strong factor in the fall of Cormanthyr. Other empires were brought down by civil war, internal politics, or strange, monstrous foes, but Cormanthyr’s fall was largely the handiwork of fiendish forces.

Powerful fiends of all evil alignments still inhabit Cormanthyr’s ruins along with their lesser servitors and lackeys, and Myth Drannor fairly teems with the inhabitants of the Lower Planes. Fiend-infested Cormanthyran ruins are an excellent way to bring an element of supernatural terror or just good old-fashioned demon-stomping into your campaign.

The history of Cormanthyr begins with the six elven nations that combined to form the empire. After the vicious fighting of the Crown Wars, the Elven Court became the first permanent settlement in the Arcorar the forest that would later become Cormanthor.

Meanwhile, far to the northwest of the Elven Court, the sylvan elf civilization of Rystall Wood was a wild, carefree realm in what is now the Border Forest. Though Rystall Wood survived for many centuries, little physical evidence of its existence remains, since the sylvan elves built few permanent structures. At the heart of the Great Forest, the citizens of the predominantly sun elf settlement known as Jhyrennstar used powerful magic to grow the trees to phenomenal heights. To the southwest, refugees from Aryvandaar founded the nation of Uvaeren.

Other elven settlements at that time included Yrlaancel, a small city-state near the border of Rystall Wood, and Semberholme, a refuge for the mothers, children, and elderly of the Elven Court.

From these six lands, the great empire of Cormanthyr was born. Throughout the millennia following the Crown Wars, the six realms of Arcorar flourished and grew, despite intermittent attacks by goblins, orcs, and drow. Jhyrennstar’s wizards and druids nurtured the trees in their realm to incredible size. The elves of Uvaeren constructed libraries of legendary beauty and complexity, storing information not just in books, but also in intricate magical constructs, ornate mosaics, and crystal chimes that conveyed information through music.

The elves of the Elven Court made their first contact with the dwarves during this time, and after a few brief skirmishes over logging rights in the Great Forest, the two races struck an alliance. The first disaster was a catastrophe known as the Twelve Nights of Fire. A falling star struck Arcorar, obliterating Uvaeren and slaying most of its inhabitants, including the coronal and nearly all the members of the noble houses.

The meteor strike touched off fires that destroyed a vast swath of forest, cutting off Rystall Wood from the rest of the Cormanthor. Most of the survivors migrated to Semberholme or Jhyrennstar.

The next major threat to the realms of Arcorar came from belowground. Hordes of drow olst duergar boiled up out of their Underdark tunnels and struck the heart of the Elven Court.

Because tradition demanded that the elves and their dwarf allies set aside their weapons here, more than thirty clans of elves and dwarves lost their leaders in the initial assault. The denizens of the Underdark conquered the dwarven realm of Sarphil and razed and despoiled the Elven Court. While the drow gloated in their caverns, Rystall Wood declared itself wholly independent of the rest of Arcorar, and the rest of the elves struggled to find common purpose.

Unity seemed the only answer, but it remained an elusive goal.

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Finally, Coronal Oacenth of Jhyenstarr intoned a prophecy as he lay dying of illness. One coronal must unify sun and moon, sky and sea, and tree, root, and earth, that all may achieve a long-lasting peace and strength in unity.

At the dying coronal’s behest, the young nobles who sought to emires him competed in a number of tests to determine their worthiness. The high mages who had survived the massacre at the Elven Court crafted three mighty artifacts known as the elfblades.

Kahvoerm Irithyl drew the Crownblade during a grand high magic ceremony, thus becoming the first Coronal of the United Lands of Arcorar, which he renamed Cormanthor. Upon the death of Coronal Oacenth, Coronal Kahvoerm or the lands of Cormanthor to be a single, united kingdom, and a single, united people.

Spells in Lost Empires of Faerun – D&D Tools

He then spent fifteen years wandering the forest before plunging the Crownblade into a hillock revealed to him in a vision. The magic of the sword summoned forth a tall, white tower, which he named the Rule Tower. This edifice became the center of the great city of Cormanthor. The next three thousand years brought Cormanthyr rapid expansion as well as strife and struggle. Orc raids from Vastar posed a constant threat, as did the reemergence of the drow of Maerimydra and the meteoric rise of Netheril.

When the Eaerlanni elves began secretly smuggling gnome slaves out of Netheril, Cormanthyr’s people aided the refugees in their flight. The Fair Folk were concerned enough to risk open war with Netheril by stealing one set of the nether scrolls, but the Netherese never discovered the identity of the thieves. The Khovanilessa Trio Nefariousthree nycaloths[MM3] summoned by Netherese arcanists, rampaged through Cormanthyr during this period as well and were imprisoned by elven high magic.

Rystall Wood fell to orcs and giants, in part because of the isolationist tendencies of the sylvan elves and their refusal to ally with the humans of Hlondath and Asram. Despite strong opposition from the nobility, he summoned the leaders of the human tribes dwelling in the Dalelands to Cormanthor. After a solid year of discussion and negotiation, the elves and the humans forged an alliance — the famous Dale Compact.

This agreement promised peace and friendship between the humans and the elves and granted the Dalesmen the right to dwell in the cleared land around Cormanthor, provided that they cut only deadwood and bramble from the forest. The forging of the Dale Compact and the raising of the Standing Stone occurred on Midwinter’s Night that same year, marking the start of the Dalereckoning calendar.

Coronal Eltargrim spent a great deal of time contemplating the oath demanded of future coronals by the dying Coronal Oacenth — particularly the promise to “unify the tribes of this great land. He began fulfillment of this vow by opening Cormanthyr’s borders to a few select non-elf wizards, druids, and settlers. Soon thereafter, Elminster Aumar, Prince of Athalantar, arrived wearing the telkiira of the noble House Alastrarra, which had been granted to him by its dying lord.

The return of this item marked the next step in welcoming other races to Cormanthyr.

Lost Empires of Faerûn

Elminster’s mission was one of learning, but many elves could not abide a human wearing a “stolen” telkiira into the city. Despite Coronal Eltargrim’s declaration that the mage was Sha-quessir an elf friendmany saw him as a portent of doom. Elminster was drawn into the politics of faerjn noble houses, many of which sought a pawn to block Eltargrim’s plan for the unification of the races. Thanks kf the young mage’s cleverness and Mystra’s guidance, however, their plans to stop the integration of Cormanthyr failed.

A few elf nobles chose to leave the city rather than share it with “lesser” races, but many more remained, eager to see the result of Eltargrim’s grand experiment. In the centuries the followed, Myth Drannor’s defenders overcame racial tensions, orc attacks, and a resurgent Cult of Moander. Demron created his six baneblades during this period, and the sun elf Saeval Ammath returned from an expedition into the western mountains bearing a red dragon egg.

The subsequent hatching of Garnetallisar and his growth into an honorable being was a wonderful breakthrough, but his presence would eventually lead to fulfillment of the conditions needed empjres release the Trio Nefarious. Josidiah Starym descended into the Underdark to recover the Warblade and prove his worth to the coronal, whose heir he wished to marry. By the time Coronal Eltargrim died, Cormanthyr had reached the apex of its power and glory. Eltargrim passed on to Arvandor by a conscious act of will at the Midsummer Festival, feeling that at long last his work was done.

The dream of Cormanthyr was a reality, and all the tribes of the Great Forest lived and worked in harmony.