Professional Documents
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DD1 GAZ5 ElvesofAlfheim
DD1 GAZ5 ElvesofAlfheim
DD1 GAZ5 ElvesofAlfheim
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Table of Contents
Welcome to Alfheim : 2
The History of Alfheim 5
The Elven Way 10
Geography, Flora, and Habitats in Alfheim 16
Alfheim Town 24
The Economy of Alfheim 31
Politics of the Elven Court 35
Personalities of Alfheim 39
Credits:
DUNGEONS & DRAGONS and D&D are registered trademarks
Design: Steve Perrin and Anders Swenson •• owned by TSR Inc
Editing: Paul Jaquays PRODUCTS OF YOUR IMAGINATION and the TSR logo are
Product Manager: Bruce Heard trademarks owned by TSR, Inc.
Coordinators: Bruce Heard and Karen Martin Distributed to the book trade in the United States by Random
Cover Artist: Clyde Caldwell House, Inc., and in Canada by Random House of Canada, Ltd.
Interior Artist: Stephen Fabian Distributed to the toy and hobby wade by regional distributors.
Cartography: Dave Sutherland, Dennis Kauth Distributed in the United Kingdom by TSR UK Ltd.
Typography: Kim Janke This module is protected under the copyright laws of the United
Playtesting: Dawn Greenlee, Steve Henderson, Pamela A n y r e p r o d u c t i o n o r o t h e r u n a u t h o r i z e d use
S m e s rf A m c r k a
Kramer, Heather Mace, Devin McKinney, and Dennis of t h e wrjtten materiai or ^ k herein is prohibited without
O'Brien the express written permission of TSR, Inc.
®1988 TSR, Inc. All Rights Reserved. Printed in U.S.A.
COMM€NtS
Remember that this sourcebook and the
other sourcebooks in the series have been
written for you to use in your campaign
and in your own world — whether it is
the official D&D® game world or one of
your own creation. This means you can
and should change things you cannot or
do not wish to use before making this Ga-
zetteer a part of your personal D&D®
game world.
Do you want your elves to stick with
the basic 10 levels of experience? Do you
not want to worry about magic spots and
twisted magic? Would you rather your
elves were bitter enemies of dwarves? It's
your book now — keep what you want,
change what you need to; but most of all,
have fun with it.
A FiNal Note
This Gazetteer assumes that the elves in
an Alfheim campaign have not yet ac-
complished the quest of The Tree of Life
(CM 7). If that adventure has been ac-
complished successfully, there will be dif-
ferences in Alfheim. For one, the Sylvan
Realm will be a viable (albeit distant) thank Bruce A. Heard for The Tree of Life and Aaron Allston for his delineation of
force again, and, two, the motivations of (CM7), which provided the first clues to the elves of The Grand Duchy of Kara-
the elven Feadiel clan will probably the long wandering history of the elves, meikos (GAZl), and the dwarven atti-
change. and for The Principalities of Glantri, tude toward elves in The Dwarves of
(GAZ3), which introduced flamenco Rockhome Gazetteer. Finally, there is
KuOos elves. Legacy of Blood (CM9) from (ahem)
We also want to thank Michael Dobson Steve Perrin and Katherine Kerr to give
Many other D&D® game products have for Red Arrow, Black Shield (X10), which some more hints on the situation on the
been instrumental in creating this Gazet- established the population, kings' Alfheim-Darokin borders.
teer. Besides the basic information pro- names, and military might of Alfheim,
vided in the rulebooks, we would like to
#^^^
» elves fled northward. Some stopped in ever-more-hazardous method of travel as "Clje Biutl) aNb Histony of
\ what is now Karameikos and became the monsters and others discovered the route
Calarii elven clan (See The Grand Duchy and claimed portions of it for their own
towN
of Karameikos Gazetteer), but most use. Alfheim Town is an anomaly in the elven
stopped in the wind-torn steppes of what A thousand years after Mealiden's jour- forest — a flaw in the uniform fabric of
is now Alfheim. ney, the advent of Moorkroft, an evil hu- giant trees and gloomy forest floor. The
The surrounding human tribes let man wizard, destroyed the elven culture town was not part of the original forest
them stay, certain that the elves would in Sylvan Realm. A pitiful few survivors plan, but was built upon results of an ac-
starve and wither in that forbidding of the Feadiel clan fled to Alfheim on the cident occuring during the beast man in-
place. But Mealiden had a vision from II- Rainbow path with a branch of the origi- vasion, 450 years ago.
r sundal (mostly as described above in the nal Tree of Life—incidentally letting
1
elf-eye view of history). The elven wizards more monsters into the passage. Ztje Beast MaN
went to work. Earth which had rarely In Alfheim, the refugees' former It has been nearly 450 years since the
• tasted rain before was suddenly filled to brothers welcomed the newcomers and magic-user Illodious sought to conquer
l
; excess and the plants bloomed. mourned the Sylvan Realm with them. the magical Canolbarth forest. In his
•!• Elven plant wizards were ready. Scrub quest for immortality, Illodius opened
-•• oak grew and flourished. Water-starved of tlje KINGS of portals into another plane and brought
steppes plants suddenly changed and through his army of monstrous beast-
adapted almost overnight. In a few cen- men. His goal was to take control of sev-
turies' time, the steppes became a forest Doriath is the fourth king of Alfheim and
has sat on the throne for about 300 years. eral of the forest's reknowned magic
... the Canolbarth. At the same time, el- pockets and use them to aid his spell re-
ven adventurers stole through human He will be king for another 200 years at
least, and is listed as being king during search, part of his path to becoming a
lands to bring back forest animals to the Paragon. Tens of thousands of the beast
Canolbarth. the Great War (see X10). He is not of
"royal" blood, but happened to be the people came through to be challenged by
Mealiden became the first king of the most qualified former adventurer when the elven army. To the elves' dismay, their
elves of Alfheim. Through Ilsundal's gifts the previous king died. traditional tactics of harrassment, confu-
and Mealiden's own efforts, the king of sion and assault on the rear echelons
Celedryl of the Erendyl clan, preceded
the elves became a Paragon and eventu- failed, for the beast men were firmly
Doriath and sat for 600 years on the
ally attained Immortality in the Sphere of based from their own plane through the
throne. During his reign the elves made
Energy. It is said that he sits at Ilsundal's portal, and their numbers allowed a
peace with Darokin, Alfheim Town was
back and guards his predecessor while II- sturdy front through which the elves
founded, the Feadiel clan arrived from
sundal guards his people. could not penetrate.
the Sylvan Realm, and the Shadowelves
This time was also the start of the de- first appeared. The greedy rulers of Darokin saw the
cline of the Nithian empire. Ilsundal Alevar of the Grunalf clan was king be- impotency of the elves against these foes
knew of the Immortals' curse on that un- fore Celedryl and ruled the elves for 450 and decided to pounce on Alfheim. The
happy land (see The Emirates of Ylarum years. His predecessor was Mealiden Red Army of the Republic crossed the treeline
Gazetteer), and his part of the curse di- Arrow, who led the Chossom, Erendyl, for what it believed would be its last and
verted much of what had made the Long Runner and Grunalf clans to finally triumphant march against the
Nithians great towards his children, the Alfheim and founded both the Red Ar- elves.
elves. row and Mealidil clans. In the face of disaster, the magic-users
The surrounding humans were imme- of Alfheim had what has been called their
diately covetous of this newly fertile land, finest hour. Operating from a point far to
but the elves were determined to stay on
ReceNt Annivals
Depantunes the rear of the elven lines, they opened
the land they had created. For centuries yet another portal into the beast man
they staved off invasions of humans, ores, The Feadiels arrived relatively recently, world. Heroically conjuring while fight-
dwarves, and others. At long last, they about 400 years ago, fleeing the conquest ing off beast man guards, they cast mag-
made accommodations with the humans, of the Sylvan Kingdom. The Erendyl clan ics that closed Illodious's gate spell and
befriending druids and allying with the split 300 years ago, with the Erewan fac- recalled his army from Alfheim. Falling
folk of Darokin (who had previously been tion moving to Glantri. back to Alfheim, the elven wizards then
the most insistent invaders) and the peo- closed their own gate. With the beast
ple other surrounding realms. men dispatched, the elves turned on the
The lands of the Sylvan Realm and Darokinians and drove them from the
Alfheim grew apart, separated by incred- forest with great human losses.
ible distances. The Rainbow became an One lasting result of Illodious's magic
was to strip the forest for a large stretch of though they now preferred the darkness). Celedryl rallied the clans of Alfheim
ground. Although this made it suitable They wanted to live on the surface like together and with the disciplined legions
for normal cultivation, the magic of the these other elves, but not in the largely of their new ally Darokin, the shadow-
forest would have to be renewed here to shadeless Broken Lands. The once leg- elves were repulsed in the Broken Lands
allow the regrowth of the Sentinel and endary sun was a very real presence, harsh and were seen no more.
Home trees. on their pale skin and light-sensitive eyes. Within a century, the insidious shad-
For some time, elven leaders had been owelves tunneled their way to a wilder-
considering the construction of a trading Avoiding the humans (whom they still ness area in Darokin just outside the bor-
post. Although trade with human coun- hated for causing the Rain of Fire) they ders of Alfheim. They began to infiltrate
tries was lucrative for all concerned, it had stole their way into the shadowy trails of Alfheim, learning their enemies' ways.
the undesirable side effect of human Alfheim and approached King Celedryl. This was a mistake. Some infiltrators
merchant parties scouring the forest look- Initially, Celedryl was happy to welcome came to see the basic generosity and
ing for bargains and rich goods. Each year the shadowelves to Alfheim, certain that friendliness of the surface elves and ques-
this became increasingly disruptive to the he could find space for them, until he dis- tion their leaders' policies. Finally one
elven peace. covered that the Shadowelf population spy broke the silence and revealed all to
The solution was to use the lands was equal to that of all of Alfheim. an Alfheim Clanmaster.
scarred by Illodious as a market place. Moreover, these shadowelves de- Celedryl quickly purged the shado-
Thus was born Alfheim Town — within manded reparations for their long neglect welves named by the turncoat, but un-
Alfheim, but isolated from elven society. in the tunnels beneath the Broken Lands. known others escaped. The elven court is
These long-lost brethern demanded more now watchful, but the insidious influ-
than half the land of Alfheim ... and ence of the shadowelves is everywhere. It
leadership of the country. is a sad fact that the elves cannot trust
No look at of the history of Alfheim is The shadowelves left no room for de- other elves, even in Alfheim and rumors
complete without discussing the greatest bate or compromise. Celedryl and the have it that both the Chossum and Eren-
current enemy to the nation of Alfheim, Clanmasters refused their demands. The dyl clans contain Shadowelves.
the Shadowelves of the Broken Lands. shadowelves returned to the Broken
Before the Rain of Fire, an elven colony Lands, threatening war.
resided in what is now the Broken Lands.
To avoid disaster they burrowed deeply
into the earth and created an under-
ground refuge. Like the elves who created
Alfheim, these refugees returned to the
sylvan ways of their ancestors. They culti-
vated the fungus that grew so abundantly
in the nether regions and created new
forms to suit their needs.
Periodically, they tunneled to the sur-
face and found themselves in the Broken
Lands. Convinced the entire world
looked like this, they went back to their
subterranean fungus forests.
Soon they just stopped looking and
settled into a dark age of more than a
thousand years. It was a new generation
of buried elves who next looked out upon
the Broken Lands.
From a group of captured humans, the
shadowelves (as they had come to call
themselves) learned of a rich world occu-
pied by men, dwarves, halflings and
other elves.
Even the concept of other elves who
had willingly left their brethren to suffer
in darkness outraged the shadowelves (al-
So elves make weapons and goods that The Wanderer's Path among the forest elves, and are virtually
are useful in the hunt. Only the elven A very few young elves, however, feel indistinguishable from them at first.
longsword, borne by the mightiest war- the need to affect their world. Some are Though they rarely go adventuring, they
riors, is made exclusively for warfare — drawn to the outside. These become ad- advance in skill beyond their brothers
and it is copied from human instruments venturers, the elves who venture out and sisters, for theirs is path of study and
of destruction. among humans and other demi-humans. lore, learning the greater magics and se-
Elves attack like hunters. Silently, they They are said to have chosen the Wander- crets of the elves and assuming the even
stalk their foes, attack suddenly with ar- er's Path. Player character elves are drawn greater responsibilities that accompanies
rows, then fade into hiding. With the aid from these venturesome wanderers. that lore. In Alfheim, both physical and
of elven horses, their units move with un- These elves, called "Wanderers," are political power rests with the Clanmasters
expected speed, striking rapidly, retreat- believed throwbacks to elvenkind's glory and Treekeepers. One of the paradoxes of
ing, striking again and again. days when elves could live anywhere in elven society is that to be a leader, one
"Huma dei elar" is a serious matter to the world. Though honored as heroes, must think more like a human and less
elves, since it means protecting what they the last vestiges of elven potency, they are like an elf.
believe in. They are irregular troops, but also disdained by forest elves who do not Even so, most Clan Holders and the
their morale is high and their expertise understand them. royalty of Alfheim are former wanderers,
with their chosen weapons surpasses all These wanderers return to Alfheim at elves who have learned to deal with the
but the best trained troops among the irregular intervals (often when in need of outside. Their brothers wisely chose to
humans. extensive rest or healing) and are usually give such dealings into the hands of those
In the forests of Alfheim they are virtu- hailed as heroes. Younger elves listen to who have experience with the outside
ally invincible. Outside their nation they their tales of adventures and older elves to world. But, when policy with the outside
are superb, but they always remember their reports of happenings in the outside world affects the well-being of Alfheim
that they are not defending their home- world. In this way, elven clans keep itself, it is the Clanmasters who must
land, and are willing to give up someone abreast of news in the world and can plan speak and give consent.
else's ground in order to preserve them- their responses to world affairs.
selves to defend their homeland. After a century or so of wandering, ClaN aNO Faivrily Xlies
young elves often feel the call of the forest
Humans can be said to have their first loy-
QROWINQ Up ElveN and come home to stay, to build their do-
alty to their immediate family (father,
minions, plant their Trees of Life and es-
Elves live naturally to between 600 and tablish strongholds. mother, spouse and children), then to
800 years old. A very few have reached This one-century deadline is not a their extended family, and finally to their
1000 years old; and more have died of hard-and-fast limit. Most wanderers set- political organization. Elves have no such
disease or violent deaths before their tle down after adventuring for a few dec- hierarchy. Elven loyalty is to their clan
600th birthday. ades, while some seek adventure for alone. Even the elven king has no real
Elves take about 20 years to grow to full centuries. Some are totally seduced by claim on the loyalty of his subjects,
size, then have a free-spirited "adoles- the thrill of adventuring and never come though a charismatic king gains loyalty
cence" of about 80 years. During this back to stay, while others attempt to es- through the sheer force of his personality.
time, an elf chooses one of three paths to tablish new elven strongholds in other Elves are proud of their ancestors and
walk in his or her future life. parts of the world. tell long stories of their exploits. Yet an
These elven "colonies" frequently fail. elf s attachment to his actual parents is
The Forest Path The modern world seems resistant to the very short.
Most young elves stay in Alfheim (or expansion of elves outside of Alfheim. Infant elves (between birth and when
wherever their clan resides) and follow Nevertheless, a few have been successful they are weaned at about three years of
the Forest Path. They concentrate on in so far as they are still in operation a few age) are rare at any given time. There
learning their homeland's trails and ways centuries after their establishment. One might be four in a clan of 1,000. Once
and have no interest in the world outside instance of this is the Erewan clan of weaned, they are raised in common by
their forest. They live out their 600 + Glantri. Whether these clans can con- the entire clan. By the time they are 12
years in the forest, learn to hunt and fight tinue for many centuries has yet to be years old, they are considered old enough
and act as part of the elf militia. Since seen. to participate in the duties of the clan,
they rarely put themselves in danger, even though they do not have their full
elves who follow the Forest Path rarely ad- growth.
The Leader's Path
vance beyond 4th or 5 th level ability. Though the lack of direct parental care
The third path that elves follow is that
Their life style is one of endless hunting, seems cold and impersonal, it is not.
which leads to the positions of Clanmas-
gathering, crafting, and playing. Children are sufficiently rare that any
ter and Treekeeper. These elves stay
child is loved and nurtured by the entire mony of adoption which makes the elf a often expressed as disdain. The wanderer
clan. The child has hundreds of fathers member of the new clan, and he then elves are in the position of the profes-
and mothers. He matures mostly because owes his allegiance to that clan. sional soldier of any race, wooed and
he is always associating with adults. Even It is also possible for an elf to renounce made much of when war threatens, but
though he has very few peers his own age membership in any clan. The King of swept under the rug when peace is at
with which to associate and reinforce Alfheim must do so, as do members of his hand.
childish behavior, those few of his "gen- family and any ministers he appoints to Wanderers often distinguish them-
eration" are like brothers and sisters. his court. Others do so out of rebellion selves from other elves by wearing the
Still, this loss of the "joys of child- against the clan system, or perhaps to es- clothing of other realms.
hood" is no loss at all, since the usual el- tablish their own clan. Scattered among
ven adult existence consists of endless the forests of Alfheim are many such Townsfolk
wandering about the forest, hunting, lesser clans. They rarely number more This term is reserved for the residents of
gathering food, engaging in elaborate than a hundred elves, nor do they have Alfheim Town. The elves of the town
games, and making beautiful art; not ter- their own Tree of Life, so they must owe a consist of the royal court, many former
ribly far removed from an idealized child- strained allegiance to another clan to gain adventurers and the failed adventurers,
hood. the blessings of that clan's Tree, (see "Se- elves who have returned to the arms of
crets" section). Alfheim but cannot fit themselves back
into the clan structure they left. In Al-
Love
Part of the ephemerality of the relation-
Social Classes fheim Town they can try to find the best
of both worlds — the presence of elves
ship between an elf and his parents is the Elven society is officially classless, with and yet the bustling activity of an outside
total lack of permanence in all elven rela- even the royalty being but first among world city.
tionships. When compared with humans equals. In actuality, there are real differ- Townsfolk commonly wear a sort of
who often have trouble staying married ences in the various levels of elven society. transition-style of clothing, midway be-
for as long as 20 years, it should be no sur- tween elven forester styles and those of
prise that few elven couples manage to Royalty / Adventurers other cultures.
stay mated for much longer. The most distinctive class among the
Even though elves are very patient, and elves are the members of the Royal Clanmasters
very fond of the philosophy that every- House. The king is an ex-adventurer who The Clanmasters are the principal nobil-
thing will work out, few elven relation- has returned to Alfheim to serve his peo- ity of Alfheim. There are two ranks of
ships last more than a century. Thus, an ple. When the current king feels that he Clanmasters: those who rule the seven
elfs parents may change mates, and has few decades left, or the country is in a clans of Alfheim, and those who govern
likely clans, several times during his life. situation in which the king might be the lesser clans scattered throughout the
It is easier for him to owe his first loyalty killed in war, the Clan Council looks forest.
to the clan, rather than his physical par- among possible candidates to find a re-
Theoretically, all Clanmasters are
ents. placement. The children of the current
members of the Clan Council. In fact,
Because of the relative fraility of elven king are considered for their acquaint-
only the major clan Clanmasters are the
relationships, there is no institution of ance with politics and administration,
ruling body which make most of the deci-
marriage, as such, in Alfheim. Stories of but no king of Alfheim has ever been suc-
sions for the Council. The rest of the
elves who stayed mated to one another for ceeded by his child.
Clanmasters are called in to support the
centuries abound in elven songs, but only Only former wanderers are seriously decisions of the main council.
because the situation is so remarkable. considered for this position because they Clanmasters are the final arbiters of the
Elves do wed humans from time to have had experience in the outside world clan's policies. The actual day-to-day gov-
time according to the rules of a human and have a working knowledge of how ernance of a clan is usually left to the Clan
land they live in, and these bondings of- the outside world works. Neither the nor- Holders.
ten last the lifetime of the human, but for mal gatherer elves nor the Treekeepers Clanmasters are never wanderers. They
an elf this is no more than the time any have the necessary feel for non-elven soci- are usually the oldest elves in their clans,
serious liaison might last. ety that is required to help their nation but sometimes do not exceed 6th level in
survive among the humans and other their abilities.
ClaN AlleqiaNce demi-humans.
A Clan Master commonly wears the
The wanderers are the heroes of traditional garb of his clan. This makes
An elfs allegiance can change over his Alfheim. At the same time, the stay-at-
lifespan as well, as implied above. If a for colorful Clan Council meetings with
homes have a certain fear of the adventur- forester-garbed Grunalfs, robed Meali-
member of the Mealidil clan wishes to ous members of the community, a fear
join the Red Arrow clan, there is a cere- dils, hunt-clothed Long Runners, ar-
mored Red Arrows, Crafts-garbed Eren- clan), researchers into magic (Long Run- year as a Treekeeper, and High
dyls, formal Chossums, and leaf- ner Clan), and researchers into the ge- Treekeepers gain about 10,000. Thus, a
trimmed Feadiels. neology and protection of Trees of Life young Treekeeper takes about 200 years
(Clan Feadiel). to become 10th level. After 500 years, an
teekeepers There are six High Treekeepers, each in assistant has about 1,500,000 XP and is a
The Treekeepers are the custodians of the charge of one of the Mother Trees. Each 13th level elf magic user. At this time, he
Trees of Life. There are six Mother Trees in High Treekeeper has several Treekeepers might become the High Treekeeper and
Alfheim, each an independent avatar of as assistants. Smaller clans may have only progress until he dies at age 800 or so as a
Ilsundal. The Feadiel clan tree is a seed- one Treekeeper, or even a human druid, 20th level elf magic-user. See the "Elven
ling of the Mother tree of the Sylvan taking care of their Tree of Life. Secrets" section for more details on elven
Realm, and dependent on that tree for Treekeepers are never wanderers. How- magical progression.
continuance (see CM7 and the "Elven Se- ever, many study magic so intently that Most Treekeepers dress formally, wear-
crets" section). they climb high in their magical abilities. ing robes similar to the fashion brought
The Treekeepers are the high priests of They have the skills of high-level magic- with them from their original home.
the elven race. They are responsible for using elves, even though their fighting
maintenance of the elves link with the abilities may be significantly less. Clan Holders
immortal Ilsundal. They also serve many A Treekeeper is in a constant "strug- Clan Holders are the only other elven
Other functions, which often depend on gle" with the Tree of Life as he uses the leaders who are often adventurers. These
their particular clan. In Alfheim they can Tree to benefit his clan. Assistant folk are wanderers who have gone out,
serve as custodians of history (Mealidil Treekeepers gain about 3,000 XP every gained great ability and treasure, and re-
turned to start their own stronghold have at least a set of leather armor for war- same cavalier attitude toward the facts
(called a holding) within one of the major fare and hunting major monsters. that the songsmiths do. Their tales are
clans (or sometimes their own miniature compilations of historical figures doing
clan). Crafters fantastic things at anachronistic times.
A Clan Holder is often responsible for This is not really a separate class among Non-elves whose lives become the sub-
the founding of a stronghold and is re- the elves, as every elf is a craftsman to ject of elven songs don't realize what the
sponsible for governing it. In many clans, some degree. No elf can look at a piece of elves are doing with these songs and sto-
the Clan Holder acts like an executive of- leather without thinking about carving or ries. They just get upset because the songs
ficer in a military establishment — he di- dyeing it, or both. Wood is to be grown and stories don't correlate to the facts
rects day-to-day activities in his holding, until it is ready, then carved. Stones are to they know.
but lets the Clanmaster handle policy de- be cut and polished until they gleam. But the elves know that everything that
cisions. All elves have these thoughts as they has happened will take place again —
Not all Clan Holders are this responsi- look at the world, but the natural elven with just a change of cast. If what they
ble. Some just like the fame of founding procrastination means that much leather sing about hasn't occurred yet — "just
a holding. Thereafter, they virtually ig- remains half-carved or half-dyed, stones wait," they say, "it will."
nore the governance of the clan alto- sit gathered in a pouch waiting for the
gether. Some don't even live in their mood to strike, and an elfs life path is ReliqioN IN Alf?7€iM
stronghold. Adventurer elves have re- full of pieces of wood that have been
turned to Alfheim, started a new holding picked up, whittled at until a new inter- Most elven religious life in Alfheim is tied
and left again for more adventuring. In est came along, to be dropped along the to worship of the first elven Immortal, II-
these cases, the Clanmaster appoints a way. sundal. Some elves, especially in the
temporary Clan Holder. Even half-done, many of these items Mealidil clan, extend their worship to
Some wanderer elves start a strong- are still beautiful. What an elf considers Mealiden, who followed Ilsundal's path
hold, leave again, come back to act as a unfinished, many humans consider com- to Immortality.
Clan Holder for a century or so, and then plete, and pay handsomely for them. Ilsundal first led the elves back to the
go adventuring again. Many a wealthy human shows off his col- sylvan culture they had abandoned dur-
Since many Clan Holders are adventur- lection of elf-art to elven associates who ing the days of Blackmoor's glory. Then,
ers, they often wear the fashions of a are too polite to mock the inadequacy of as part of his path to Immortality, he cre-
dozen other nations, often mixed hap- the work. "This needed another century," ated the first Tree of Life (actually an ava-
hazardly with traditional elven garb. is a common, but unexpressed, judge- tar of Ilsundal).
ment in such cases. The elven clerics are the Treekeepers,
Gatherers Elves like all crafts. Many specialize in though there is little difference between
The gatherer elves are the backbone of songwriting, or singing, or woodcarving, them and their non-cleric elven brethren.
Alfheim, the followers of the Forest Path. or embroidery, or stonecutting. Many As stated elsewhere, many elven magics
They hunt and gather for their clans and elves often finish projects — largely be- are used by human druids or normal cler-
cause they are doing them to pay for food ics, and the Treekeepers concentrate on
maintain the watch on the forest against
or to trade for the products of other elven those spells as they develop their powers.
enemies and monsters. Some become
crafts. Many contracts take a decade to The Treekeeper path to magic is called
craftsmen and forego much of the hunt-
fulfill, but this is an incredible case of the Way of the Tree. The other path to
ing and gathering, but even the crafts-
stick-to-it-ivness in terms of elf percep- magic skill is called the Way of the Book.
man who spends weeks at a time working
on, for instance, weapons, drops his tools tions. There are several temples to other reli-
and joins his comrades when a major Elves prefer to create their own songs, gions in Alfheim town, and some wan-
which are generally historical in nature derer elves develop allegiances to other
hunt is called or the saftey of the holding
and thus a part of all elves — so all elves Immortals they have encountered evi-
is threatened.
dence of in their travels, but reverence to
Elves embarking on gathering expedi- know them. Elven songsmiths often work
Ilsundal remains the primary religion of
tions dress in what is commonly called on human and dwarven stories and the
Alfheim.
"forester garb," relatively tight leather songs of whales and dragons and weave
garments that cover all the elf but his them into fanciful tales of events that
head and hands to keep his skin from be- never happened, yet partake of events Elves aNb Deatli
ing cut by bark and thorns. from all around the world and all through The elves consider death to be part of the
Hunting elves tend to discard sleeves history. This confuses dwarves com- Great Cycle. It comes to all beings, even
and leggings to be able to run unhin- pletely, but humans and halflings love elves. It is to be accepted — when it
dered in torso coverings (frequently a tu- them. comes in a timely fashion, after an elf has
nic, vest, and short trews) only. All elves Storytellers among the elves have the had his 600-1,000 years of living.
However, elves abhor early death. They to that which they can hold in their accidents or ignorance, are punishable by
accept it as inevitable in some ways, but hands. Land and other people are there work reparations — or exile if a pattern of
they do what they can to avoid it. In re- for all. carelessness is proven.
sponse to this, they accept into their soci- Even clan ownership is nebulous. The Unlike most other nations, the elves
ety human clerics who have the ability to clans of Alfheim each have a territory, but use magic to pursue and punish wrong-
raise dead. Any cleric with this ability exact borders are fanciful at best, and doers. Witnesses in a trial are automati-
who wishes to live in Alfheim must swear there are holdings of Feadiel and Mealidil cally probed with ESP by several magic
to provide this service to anyone the King within miles of one another in the middle users at once (to ensure truthfulness), and
or the Guardian of Alfheim Town so des- of Long Runner territory. However, other wizards stand ready to use dispel
ignates — free of charge. Alfheim remains the nation of elves be- magic on any mindmask the witness may
Most forest elves are unaware that a cause its citzens all agree they want this use. The elves have no sense of privacy
raise dead spell is possible, and do not separate land, not because every individ- here; they feel that any right thinking elf
know of the regulation. ual elf wants to protect his personal land. would want the £SP used so that the truth
They defend their land because it belongs can be known.
ClUMC aNO PUNlSl7M€Nt to all clans in Alfheim. Although judgement is often hard on
foreigners, elves are reluctant to kill elven
Respect for others is a deeply ingrained Crimes malefactors, though an insane murderer
elven value. For this reason, they have Elves consider the following acts to be or totally amoral personality is considered
never established a rigid system of laws — crimes: stealing personal property, mur- an exception. Elf judges are far more
traditions and respect usually suffice. Yet dering or harming another, destroying likely to decree that reparations be made
above tradition, is the will of the king or clan buildings or other property, and to the victims, or to the clan, which may
clan master. seeking to destroy the forest. involve temporary enslavement, though
Like many nomad and tribal cultures, this, too, is avoided if at all possible.
elves have no normal concept that land or Punishment Some are exiled from Alfheim, espe-
people can be property. An elf s posses- There is no elven police force. The cially when their crimes show that the
sions are what he can use in his daily ac- Clan Masters act as judge and jury. person cannot live within the boundaries
tivities or what wears. Crimes against individuals are punished of Alfheim society, yet is not so evil nat-
This does not mean that elves have no by friends of the victims, who mete out ure that the world would be better with-
sense of property value; they have associ- whatever justice they see fit. out him. Such exiles are placed under
ated with humans and other demi- For crimes against the forest, death is geas never to return.
humans too long for that. But elves the penalty for deliberate acts of arson.
usually restrict their defense of property Other excuses for destruction, including
\
CLAN CHOSSUM CLAN ERENDyL CLAN QRUNALF CLAN FEADIL
dal. Climatic changes were willed upon house, or too old to bear the weight. If all branches of the spreading oaks run a
the continent, taking water from natu- of the trees in the forest were inhabited, gamut of styles from exotic "ginger-
rally wet lands with direct access to the sea the population density would be unbear- bread" palaces to simple, practical cot-
and lofting it over the barrier mountains able to the average hunter/gatherer elf. tages almost hidden in the natural
to provide rain for Alfheim. Actually, The elves appreciate being able to walk formations of the tree. The style of any
most of the moisture falling upon for hours and miles in the forest without particular elven house depends on the
Alfheim is gathered over the oceans sur- encountering any form of settlement. period during which it was built. Among
rounding the continent, but there is an the elves, fashion is influential in artistic
overlap which affects the continental cli- HOMS rnees - expression.
mate (some speculate that it was deliber- Most individual elven dwellings are
ate, calculated to insure that certain The average Home Tree can accommo-
clusters of three or more rooms which
neighbors of Alfheim would be weak- date about 20 elves in moderate comfort.
serve as bedrooms and sitting rooms for
ened). This figure is the maximum size of a sin-
an elven mated pair. The equivalent of a
gle elven domicile, whether it is the estate
mansion consists of several smaller and
of a single rich and powerful clanmaster
Magical Znees larger room complexes related spatially to
with his nuclear family and followers, or
provide main bedrooms, retainers' quar-
There were other effects to the weather- the extended family of a relatively ordi-
ters, and the like.
change spell. The small oaks of the plain nary clan member.
began to grow and increased their size
Villages
until they dwarfed the greatest trees Znee-House CONStnuctiON. •
known in the land. They bred true and As with more ordinary human dwellings, The most common type of elven habita-
swiftly, and within a century, the once elven tree-houses are fabricated in a vari- tion is the village of from five to 30 in-
barren steppe was the deep, wondrous ety of ways. The most fanciful method, habited Home Trees in a fairly small area,
forest known as the Canolbarth, com- the one which is considered to be "most housing 200-500 elves. The houses are of-
pletely encompassing the elven realm of typically elven" is an organic technique ten connected to one another with lad-
Alfheim. whereby dwellings grow from the oak tree ders and catwalks. The village contains
itself like a gall (an abnormal swelling), much of what is needed to satisfy elven
Healttj ENsunaNce which becomes the basis for an elf room, forest life, including a village lore expert,
needing only to be hollowed out and dec- specialized food gatherers, crafts-people,
The magic of Ilsundal continued further. and a religious leader (a tree-tender or
Elven sages have determined that the for- orated to make it fit for habitation. This
method is preferred by the purist forest even a human druid). Villages are the
est's magic is one complete and seamless most common type of elven strongholds,
whole. Magic (as well as a wet climate) in- preserver elves and is often a fashionable
choice for style-setters in Alfheim. or holdings as they are called.
sures that forest fires do not spread far,
and that no disease or pest injures the The organic room has the disadvan- Villages are formed almost entirely of
great oaks enough to sufficiently ruin tages of limited size and strength — the built-up Home Trees, with very few
their health. Nevertheless, this strong enlarged oak-galls cannot be made to buildings on the forest floor. Ground
and extensive spell has strange dynamics grow much larger than about 20 feet dwellings are built only to house the ex-
and irregularities (see "Magic Point" de- around, although expert tree priests have tremely rare visiting human or demi-
scriptions). done marvelous things with clustering ar- human who finds the pleasant swaying
rangements of galls. The corky, porous and breeziness of a tree home strangely
wood of the giant gall is considered a dis- intolerable. Other ground structures in-
EIV€N clude such things as cookhouses, forges,
advantage during an enemy attack — it is
SteabiNQs, Villages definitely weaker than seasoned oak and storage places for whatever village
"COWNS wood. property is too heavy to be comfortably
lifted to a treetop room.
Not all of the giant trees in the forest are Other methods of tree-house construc-
elf-dwellings. In fact, habitation in the tion are based on timber harvested from Village life in Alfheim is different
elven lands is relatively sparse. Most trees Sentinel Trees. The elves saw, plane and from village life across the continent.
in the forest are kept in a mildly managed season boards in much the same way as is Alfheim's magically enhanced forest en-
wild state, left to grow as they will except done by human woodsmen, then haul vironment allows a life of unparalleled
when what they will is contrary to elven the lumber up into a tree and use carpen- ease for the elves. Where most peasants
sensibilities or fancies. Not only are there try skills to construct a house there. Elven toil from dawn to dusk year round to pro-
too few elves to inhabit the whole forest, architects and carpenters are quite tal- duce enough food to feed themselves and
but many of the trees in the forest are ei- ented, wondrously imaginative and often provide a little surplus to purchase other
ther too small to accommodate a tree whimsical. Houses nestled in the necessities, the typical gatherer elf merely
patrols the forest for a few hours in the ers maintain that the purpose of the evil attack (see adventure CM7).
morning to gather enough nuts (lots of towns is to maintain the Trees of Life and Feador is distinguished by its especially
acorns, of course) berries, edible fungus their Keepers. This is true for about half large and well-tended Tree of Life
and other vegetative tidbits to feed him- of the elven towns in Alfheim. While it is (unique in that it is a daughter of the Syl-
self for a day or so. correct that most elven towns are centered van Realm Tree of Life, and not one of
He might also collect enough extra to around a Tree of Life, there are towns in Mealiden's copies) and by its beautiful
either feed a non-gatherer family mem- Alfheim in the other elf forests around Palace of Tree Magic.
ber or to barter for some service from a the world that are organized without any
specialist, say a magician or artisan, or to thought of a Tree of Life. In these towns, PiNitel
barter away for a goodie at the local mar- the economic surplus which would be de- Population: 1,500
ket when it is held. In areas near towns, voted to the Tree Keepers is expended on
they patrol a little longer to collect other projects, such as performance cen- This is the colorful home of the Long
enough extra to trade to the town elves. ters, museums, and so forth. Runner clan, the magic specialists of
Here too, the magic of Ilsundal aids his The importance of the Tree of Life to Alfheim. Several schools of elven magic
children. Magically enhanced food plants the town varies widely, depending both are established here and it is recognized
flourish near elven habitations (and no on the relative strength of the tree and on as the best place for adventurer-elves to
where else). These plants provide exotic the political importance of the town. The go for advanced magical training.
fruits, nuts and vegetables particularly more important the tree, and the more The citizens of Pinitel are known far
suited to elven tastes year round, even in politically active the town, the more and wide for their insistence on forester
the cold, rainy winter. likely it is that the Tree is the major focus dress and their always immaculate ap-
Most elves spend some time gathering, of the town's energies. pearance.
for it is by no means a strenuous activity. An elven town will have an elite group Pinitel is further distinguished by the
The elves have many songs, games, and of elves leading its activities, a larger body overbuilt Home Trees which form the
other customs to alleviate the tedium of of artisan /craftsman elves and merchants magic schools (they are ordinarily sized
this practical work (when the sheer joy of of various sorts conducting the business home trees which have had too many
wandering aimlessly isn't enough). If this of the town, and a base group of young, rooms built on them, and maintain their
weren't sufficient, there's always the ex- nonspecialist elves who gather food and integrity only through magical strength-
citement of discovering a new food plant provide labor for the other groups' enter- ening).
(even after 1,800 years, they keep appear- prises when need arises. Towns usually
ing to suit changing tastes). must rely on trade with surrounding vil- Mealioon
lages to supply some of their food needs. Population: 1,500
TIOWNS
Elf towns range in population from 500 JZlje ClaN CcNtens This is the home of the Mealidil clan.
This is the cultural center of Alfheim, the
to 3,000 elves and are planned differently The largest towns (the ones marked on home of music, literature, style, sophisti-
from the villages. The towns, in addition the color fold-up map of Alfheim) are the cation, and the records of elf history for
to being larger than the villages, are clan centers. These towns always include millenia back in time. There are records
much more permanent, and have special a clan's Tree of Life. The population of a in Mealidor which would shed light on
features, such as government buildings, clan center varies from 500 to 3,000 elves, the histories of most of the nations of the
storehouses, and perhaps a Tree of Life. depending on the economic and political D&D® game world — knowledge which
Each town has its own history and tradi- health of the individual clan, and its cul- might well be damaging to the ruling
tions kept unique and consistent by re- tural orientation. classes of many countries; it's just as well
cord keepers and rememberers of the oral
that most scholars don't know of these re-
tradition. The towns focus on business, FeaOon cords. They are also quite inaccessible,
rather than on the simple glorification of Population: 1,000 hidden as they are in the heart the forest.
the basic elven lifestyle — the essence of
The elves of Mealidor do not welcome
the village experience. Towns have spe- The home of clan Feadiel is located at the would-be library users; only once or twice
cialized craftsmen, high-level magicians, narrow eastern end of the forest near the in a century have they admitted humans
fine artists, and performers not found in mysterious lakes of Selinar. Feador is es- to examine the archives.
the villages. pecially noted as a center for the study of Mealidor is distinguished by the huge
Most towns have a Tree of Life and a Trees of Life, with an extensive library of Library Tree, a rare combination Sentinel
small establishment of Tree Keepers. The genealogies, magic lore and the like. It is and Home Tree, housing the entire li-
Tree Keepers are clerics of Ilsundal, sup- ironic that it was the Tree of Feadiel which brary with capacity for another 1,000
ported by the town. Some outside observ- was subject to the sorcerer Moorkroft's years' records. Outside of the Library Dis-
easier. point would be free from the possibility numbers of elves practicing magic here or
The master wizards who constructed of a disastrous effect on a fumble. Some- nearby will have their prowess enhanced
the magical weatherchange energies of times, magic users casting at a magic considerably.
Alfheim meant for the magic to restrict point find that their spells kept in mind
itself to altering the climate and creating do not disappear upon casting, so that 2. Shadowdown
plants to match the new weather. How- multiple spells can be cast by a low-level This is a place of enhanced shadows,
ever, the eldritch spells combined with mage. Occasionally, the potency of the where the midday sun seen even from the
unnoticed enchantments emanating spell is increased. The nature of the magi- highest Sentinel Tree is muted and cool.
from the Broken Lands, from the courts cal effects at these locations changes over The lack of light has little effect on the
of the recently arrived Alphatians and, the years, so that individual parties going mighty oaks, but the smaller plants on
possibly, from areas within Alfheim it- to the sites can never be exactly certain of the forest floor have been stunted by the
self. Together, these forces birthed aber- what will be accomplished at any particu- low light level. Even the nighttime star
rations in the magical energy field, lar place. Upon occasion, this has resulted constellations are dimmed here.
resulting in the strange magic points, the in some notable surprises for elven wiz- Shadowdown strengthens darkness
best known of which are noted on the ards — some for much the better, and spells and aids most potion and poison
color fold-up map of Alfheim and de- some which have been disastrous for all manufacture.
scribed below. elves in the forest.
These major sites have been extensively The magic pockets are a direct link to 3. Misthaven
studied and are of a reasonably stable nat- the controlling magics which maintain Misthaven is named for the permanent
ure. Short-term sites which appear and the elf-forest. There are ceremonies and silvery mist which hangs in the place day
vanish within a 10 to 20 year span are not enchantments which enable elf master- and night. The mist seems to soak up the
shown. wizards to both change the enchantment sunlight during the day and then glows
New and relatively weak sites of un- of the forest and change the properties of with a silvery light at night — such that
known properties may be discovered by the magic point itself. The latter allow the lighting here is consistent day and
parties traversing the magic forest. them to switch one kind of magical am- night.
plification for another. The ceremonies Misthaven aids the casting of spells re-
"Clje QooO Magic PoiNts and rituals to accomplish these changes lated to confusion, concealment, trans-
are very extensive, and are generally quite portation, movement, and teleportation.
These areas are sources of magic where beyond the powers of average elven ad- With the right magic (or the wrong luck),
major magical research is done. In these venturers. it is possible to walk into Misthaven nor-
places, according to elven tradition, the
DM notes: The magic points are some mally and walk out of the place to loca-
forest looks and acts just as it should.
of the most logical locations for adventur- tions hundreds or even thousands of
However, the high concentration of
ing in the forest, next to Alfheim Town miles away. The reverse trick, entering
magic energy in these places makes it un-
and the various clan towns. The descrip- Misthaven from afar, is the subject of cov-
comfortable, possibly even dangerous to
tions of the magical characteristics are de- ert research both in Alfheim and in places
dwell here for long. Even the normally
liberately vague. You, as DM, have the who covet the elf haven's magic.
laid-back forest elves avoid living in (or
too near) them. option to make the magic points as weak
or powerful as the needs of your players 4. Dewdrop
Most of the magic points are the same and the direction of your own campaign This point is renowned for the particu-
sort of terrain as the surrounding lands dictates. larly clear aspect of the air. Sunlight fil-
and are simply uninhabited continua-
tering through the trees seems
tions of the surrounding giant forest, save
1. Glow Tree unattenuated by the dust and pollen in
for the rare live-in scholar and his or her
This area is characterized by trees that the air, while at the same time, each mote
attendants. The magic points described
glow noticeably. At night, the glow is of dust floating in the air is clearly and in-
below extend only for five to 10 acres of
equivalent to strong torchlight, quite pic- tensely visible against the sky.
land, although fluctuations do occur.
Misthaven (in northwestern Alfheim) turesque in the rain. The colors of the Dewdrop is a place for both detection
once briefly grew to an area of 10 square glow vary from tree to tree, including all spells, and higher order spells. Crystal
miles. of the colors of the rainbow in equal pro- balls used here seem to have an unlimited
portions. In the shadowy daytime forest, range, and visions through them are as
The good magic points are character- the glow is also noticeable. clear as the air in the magic pocket itself.
ized by a condition which makes the cast-
Glow Tree is noted for its sensitivity to The clarity of vision also extends to a clar-
ing of spells particularly easy, efficient,
light spells and the construction of heal- ity of mind. Magic-users who tarry here
and/or risk free. For instance, a Glantrian
ing potions and other curative magic can learn and retain spells as if they were
magic craft practiced at the right magic
items. As with most major sites, the large wizards of much higher level.
giant trees. As usual, the forest protec- riving at their destination. Unknown to
tion spells worked to keep the trees alive. the elves, the goblins' foe draws closer
Then something truly unusual hap- and becomes stronger each time a trans-
pened. Each time the invaders attacked portation spell is used here.
with magic, the spell failed and the forest
grew stronger, visibly regenerating dam- 9. Algorn's Last Stand
age. When the trees were completely re- This site is named for the great
constructed, more spells from the enemy Treekeeper Algorn, who aspired to the
simply strengthened the trees, making path of the Immortals and failed. Ac-
them bigger and thickening their bark. cording to reliable lore, Algorn is actually
Now, Ironbark is a battlesite of choice for embodied as a Tree of Life growing in the
elven generals. midst of this magic pocket. Certainly, the
Ironbark retains the property of revers- tree itself bears a great resemblance to a
ing hostile magic. So far, no army has at- wooden statue of an elf.
tacked the forest here to experiment with Algorn was conducting magical re-
the casting of healing magic to see if it search to an unknown end at a newly dis-
would damage the trees. Ironbark is a covered, unnamed magic point. Possibly
good place to cast dispel magic or any he was attempting to establish direct
type of reversal magic. communication with some Immortal for
purposes unknown; years after he was last
8. Goblin Park heard from, a new Tree of Life was no-
This is another invasion site of sorts. ticed here which resembled an elf not un-
Nearly 300 years ago, a great host of like Algorn the Wizard.
nearly 10,000 goblins (actually creatures In spite of this "coincidence," Algorn's
from another world with a family resem- Last Stand is still a good place to cast con-
blance to goblins) just appeared here. El- tact higher plane and other divination
ven sages suspect that the creatures may spells.
have been fleeing an overwhelming en-
emy in an alternate univeise. Through Magic QONC Bat)
the expenditure of great power they
blindly opened a magical gate into Three magic points, Thornbush, Dragon-
Alfheim. The goblins simply milled tree, and Stalkbrow, are specifically
around, lacking leaders, supplies, and noted by the elves as areas of malignant,
adequate survival knowledge. They at- rather than benign magic. This is part of
tacked any elves they found, and tried to the dark side of the elven forest magic.
survive on captured supplies. Eventually, "Wronglife" and "twisted magic" are el-
the goblins were wiped out, but the spot ven names for these areas which have ex-
where they appeared remains a benign isted for centuries and show no sign of
magic point. disappearing.
In these areas, the magic of Alfheim
Even so, there is a dark side to Goblin
occasionally causes evil monsters to either
Park. The foe that drove the goblins to
be spontaneously generated or teleported
Alfheim learned their destination and
in from somewhere else. These evil crea-
now constantly seeks to break through.
tures proceed to roam around the forest
The magic of the forest works to keep it
— killing elves and devastating the
out, but if it should change or weaken ...
plantlife. Sometimes, there are worse
Nevertheless, this is a good spot for things than mere physical horrors. The
teleportation or any sort of creation elves have scouts and guards detailed to
magic. Teleport spells cast from Goblin detect and kill these creatures, but the
Park always send the person or goods be- long-lived elves find it hard to maintain a
ing sent to the intended destination, with keen pitch of day-to-day alertness; many
no recorded instances of error. However, monsters evade immediate detection and
those who have used it recently have escape to wander at the edges of remote
sensed something dark, cold and evil in elvish communities. For this reason, the
that instant of "betweenness" before ar-
elves tend to stay near to their clan hold- the other side of the border, regiments of SUMP tl?e Weiu
ings, and travellers (particularly non- Darokinian troops wait to repel those
elven adventurers) must be wary of their monsters which head south into Darokin. Drainage was an important consideration
way in Alfheim. It is also said that the As a friendly gesture, the elves reimburse when the weatherchange spells were cast
elves actually prefer to let the monsters Darokin for the cost of maintaining these to irrigate the lands which would hold the
wander for awhile — it makes the hunt troops. Canolbarth forest. Were the immense
that much more interesting. Dragontree is a great, thinly forested, water run-off to leave Alfheim through
hilly grove which offers little to impede "normal" means, it would pass into the
the traveller by day (except for any mon- Streel River with catastrophic effect on
1. Thornbush
sters which may still be lurking about). the the lands and cities downriver.
Located near the geographic center of the
elven lands, this is the oldest docu- At night, however, the wood is a danger- The solution was to not have the rivers
mented monster site. It lies near the ous place, "alive" with non-corporeal drain outside the forest at all, but to have
Lesser River, and monsters from it occa- undead creatures (several phantom appa- it flow underground, away from Alfheim
sionally flop their way into the river and ritions, and a revenant with attending and towards the sea. The elves created a
swim away to plague elves both up and spectres) which rise and seek to harm any deep chasm near the western end of the
downstream. Given the chance, the mon- who are so foolish as to tempt Dragon- forest where drainage water could be di-
sters will swim into the Sump (q.v) and tree's dangers. Few scholars drop by at rected into underground caverns that
then out of the forest to range as far as night to study the secrets of Dragontree. connected to the sea.
possible, ravaging Darokin, the Five Evil magic areas similar to Thornbush Thus, the Sump was created, a mile-
Shires, the Atruaghin Clans and the open and Dragontree are also found in the Bro- wide depression in the ground, perhaps a
ocean. ken Lands and other monster-ridden thousand feet deep. The water from the
For this reason, there are special guards places. Great Flood and Monster Rivers cascades
on Thornbush and the Weir (see Sump). over the side of the gorge and drains away
The monsters which eventually resurface into the underground caverns, surfacing
3. Stalkbrow
in the Malapheggi Swamp in southern again somewhere in the Malapheggi
Little is known about this area, as it does
Darokin do not make the marsh folk Swamp.
not lie near human lands and its creations
there love the elves more. The monsters do not leave the forest. Elven magicians There are paths down the sides of the
are a source of resentment against the know that the evil from Stalkbrow often Sump, but these are little-used and ill-
elves and the cause of anti-elf crusades in takes forms other than just monsters. It maintained. Explorers have traced navi-
the past. frequently creates emanations which in- gable routes along the underground
terfere with spell casting or have even rivers through to the sea, but the elves
Thornbush itself is an especially-
worse effects, such as magically spreading strongly discourage such traffic.
tangled mass of thick vegetation which
does not respond to conventional forestry ideas of evil, mischief, or strife among the Separating the rivers from the Sump is
or weed controls such as chopping or con- elves and their neighbors. the Weir, a fence-like dam intended to
trolled burning. Like the other malignant Stalkbrow is in the middle of the the keep local boats and wandering monsters
magic areas, Thornbush is part of the great forest, at the Southern end of the confined to Alfheim waters and out of
spell fabric which created the elven for- Vorsh Plains (a mostly unforested area — the Sump. The Weir is almost two miles
est. As such, it cannot be removed or af- see the color fold-up map of Alfheim). long and is twenty feet wide on top, with
fected by the level of magic available to The magic usually centers at a pair of guard rails and towers. Elven soldiers of
mortal elves or men. From time to time, brow-like hills, but frequently drifts up the Guard patrol the top of the Weir,
important sages and magic-users come to to five miles away from the hills. The lending assistance to boating parties and
study the place to learn more about the drifting nodes carry with them a vague, attacking to kill any monsters from
ways of magic gone wrong. mirage-like image of the central hills, Thornbush that may be stuck upon the
giving the site its strange name. Weir. This is an important duty station
for elves, and these troops are called away
2. Dragontree The watch around Stalkbrow consists from this post only in times of gravest
Dragontree is located in southern not so much of troops, but of experienced emergency. It is a common posting for
Alfheim, near the Darokin border and elf and human wizards and druids. Be- new recruits.
functions much like Thornbush. The cause of the isolationist attitude of the lo-
monsters from Dragontree are mostly cal Long Runner Clan, admittance of
land creatures, with occasional flyers. humans or other non-elves to the area of
Dragontree is so named because most Stalkbrow is rare. The elves consider
dragons summoned by the bad magic Stalkbrow to be the most dangerous site
sites come from here. Warbands of elven of all, and prefer that only those well
soldiers are stationed near here, and on schooled in its mysteries be allowed near.
Alfl7€lM
of guilds and syndicates which organizes Trade, the main business of Alfheim called quarters, based on the cultural pe-
the daily conduct of business in Alfheim. Town, is conducted under the auspices of cularities of the folk who dwell there.
The Guardian concerns himself with the various important trading houses Each quarter is to some extent self-
limiting traffic into Alfheim to exclude from Karameikos, Minrothad, Darokin, contained, as the inhabitants commonly
known enemies of the elves, and main- Glantri and the other cities and empires. gather together through common inter-
taining a general sort of peace. The There are agreements between these est, usually a business enterprise or na-
Guardian also enforces trade treaties and companies forming guilds and syndica- tionalistic loyalty, although the smaller
ensures that the trading enclave inside tions which date back hundreds of years populations of nonhumans and demihu-
the elven forest remains just that and and which have survived every imagina- mans usually band together for mutual
does not turn into a colonization attempt ble sort of war, revolution, or other disas- society and protection.
by one or more outside countries. In war- ter. The trade in elven goods is important
time, the Guardian organizes the defense to most of the great mercantile houses on EMb&ssy Row
of the city. In peacetime he maintains a the continent, and pains are taken to in-
police force and runs the fire brigade. sure that it goes on as smoothly as possi- The Embassy quarter of Alfheim Town is
ble, without visible strife and bickering the district where all the embassies from
The current Guardian is Taragin the various foreign countries are located,
Oakbranch, a former adventurer from which would offend the elves and inter-
rupt the flow of goods. mostly on the boulevard connecting the
the Grunalf clan, appointed by the Trade Gate with Celedryl's Plaza. The
Council of the Clans. quarter is near the center of town, on the
The trade guilds and syndicates all Key to "COWN western side. The various embassies are
send representatives to the Merchants' located in mansions and townhouses
Brotherhood. The Brotherhood elects a Alfheim Town has a total population of
15,000 souls, comprising about 10,000 which house the ambassadors, their of-
Mayor, who makes decisions with the ad- fices, and their countrymen and women
vice and consent of the Brothers in the ar- humans, 3,000 elves, 300 dwarves, 200
ores, 800 halflings, and 700 miscellane- (often called nationals) sent along to
eas of trade policies. The Brothers also Alfheim to help the ambassador in his
keep an eye on dealings between non- ous sentients, including centaurs,
chevalles, and gnomes. The circular city daily business. The embassies cannot
elves, and maintain a police force of their house all the people associated with
own, called the Customs Office. of Alfheim is organized into districts,
them. These extras prefer to find housing
near the embassy, as do other nationals of AlpijatiaN tacts with the Chossum clan of traders.
the same country who live in Alfheim, He is said to be a potent magician,
8. Palace of the Prince-Legate. Just why
even though they do not work for the em- though he never shows any sign of it in
Prince-Legate Daricon was sent to Al-
bassies. Thus, there is a block or so public.
fheim is a mystery no one is talking
around each embassy devoted to the ma- 14. Cathedral, religion is a major part of
about. Apparently, the essentially magic-
jor nations who trade with the elves, such Thyatian tradition, and the Duke is not
oriented nation of Alphatia wanted some
as Karameikos, Minrothad, Darokin, Al- wont to slight the spiritual side of life.
sort of watch on the essentially magic-
phatia, Thyatis, etc. Here, Patriarch Clovis, Rector of the First
oriented elves of Alfheim. The Palace is
the scene of many parties for visiting dig- Thyatian Church in Alfheim offers regu-
Kanaiweikos Block nitaries, and Daricon seems content to do lar prayers to the glorious ancestors that
nothing else. There is certainly no direct made Thyatis great. There are also several
1. Embassy/Resident Factor's great-
trade between the two countries. other members of the Thyatian religious
house, the Ambassador from Kara-
orders in the area. Notable is Dominicus
meikos, Lord Sergei Pyotrev, also repre- 9. Mercenaries' Guild Hall. This build- Greybeard (see "Personalities"), a holy
sents the major trading company of that ing is not connected officially with the man known for wandering throughout
land. His residence is half diplomatic es- Prince-Legate, but it is known that Al- the forest, making friends with the
tablishment, half showplace/warehouse. phatia wants to recruit elves for its own Treekeepers and lending his own magic to
In essence, his major efforts are directed military, and this is one of the few places anything the elves might need it for.
toward his business interests. the Prince-Legate visits outside of his own
2. Tavern — The Silver Chalice. This is a palace.
posh sort of place run by Boris Beer- QlBNtni COMfJOUNb
10. Alchemist Shop. Jugwort the Alche-
thumb (see "Personalities") and fre- mist is an immigrant from Alphatia who 15. Embassy. This is a light and airy
quented mostly by humans. This is where makes his talents as a concocter available building suitable for an elf used to living
rich adventurers and high level ambassa- to the populace. He is capable of manu- in an area where Home Trees cannot be
dorial staff go. facturing any magical potion described in grown, but that's only natural consider-
3. Tavern — The Traveler's Boot. This is a either the Basic or Expert rules sets, but ing the ambassador — Ethrilord Bilgram-
somewhat lower class establishment pop- the cost is very high — twice that given as mus of the Erewan clan of Glantri. While
ular with less successful human adventur- examples on page 26 of the Dungeon the Ambassador is rarely available, his
ers and low rank clerks and workers. Master's Companion, because of the able assistant, Don Maximilian de Belca-
4. Merchants' Brotherhood Hall. This is a need to ship some of the ingredients into diz (see "Personalities") is ready to assist
large former warehouse given to the Alfheim. all petitioners during normal business
Brotherhood by Lord Sergei. It is gener- 11. Magic School — Edrecort's Academy hours.
ally guarded by a minimum crew of clerks of Thaumaturgical Science, this is just 16. Magic Users' Guildhall — The Uni-
and workers unless the Brotherhood is what it says, a school of magic for anyone fied Magician's Beneficial Association.
meeting. who wishes to learn spells. Master Edre- This organization is an example of the
cort (see "Personalities") is a 15th level Glantrian mania for organizing new
Mihinottjab Quanten Magic-user from Alphatia who came with clubs. Any magic-user, elf or human,
the Prince-Legate but has no official tie may join, but so far the membership con-
5. Embassy/ Greathouse. Like Kara- with the embassy. sists of two Glantrian magician-members
meikos, Minrothad combines its ambas-
of the Embassy staff and three low-level
sador with its business representative.
TZljyatis MISSION adventurers who thought to get some
The Minrothad embassy is also a sales em-
extra-special Glantrian instruction.
porium, just like the Karameikan one. 12. Imperial Embassy. This imposing edi-
However, Ambassador/Factor Jerovis fice is the official residence of the ambas- 17. Tavern — The Wizard's Mug. This
Manag (see "Personalities") is much sador of the Empire of Thyatis. Duke fancy establishment caters to wizards of
more likely to participate in government Jarandtos Monikar is longtime veteran of any race and power level, though there
business than his Karameikan associate. Thyatis's squabbles with Alphatia and are instances of elitism within the clien-
keeps an eye on his rival. They often trade tele. The Tower Room, for instance, is
6. Tavern — The Counting House. This is
invitations and visit for hours. only available to those magicians with a
a favorite hangout for clerks who don't
fly spell (food and drink go up by dumb
like rubbing elbows with the adventuring 13. Trade Palace, not for the mighty Im- waiter).
set. perium is this business of embassy and
7. Shipping Office — Island Connec- trade establishment in the same build-
tions. This is the office of the Minrothad ing. The Thyatian Trade Palace is run by
representative of the largest shipping Count-Factor Varus Dominikon, an able
firm outside the Empire of Thyatis. businessman who has made good con-
the ultimate rulers of Alfheim Town: 65. Alchemist — Ferian Leafgather. This normally respected (although not alto-
Taragin Oakbranch, the Guardian (see Grunalf elf specializes in potions derived gether understood) by the forest elves for
"Personalities"), his staff, and house- from non-Tree-of-Life sources in their bravery in leaving the assured secu-
hold members. The only Home Trees in Alfheim. rity of the forest for the demonstrably
Alfheim Town are here, but the young 66. Professional Office — Translator. dangerous outside world. Yet those who
trees currently support only a few small 67. Dealer in Monsters and Exotic Ani- dwell here have found the pressures of
cottages. The rest of the residential pal- mals. Demoncatcher of the Long Runners living in human lands (any area outside
aces are as large, tall, and airy as elven ar- is an expert monster hunter and prides the forest) unbearable, and are now unfit
chitects can make them. himself in bringing them back alive for for life either in or out of the forest. In el-
61. The Druid's Grove. Here can be whatever his client's purposes may be. He vish, they are known as the "eileide-
found the druidic human religion fa- often hires adventurers. leina" or "wind blown leaves."
vored by the elves. A small sacred grove is 68. Residence (and academy) — Scholar Here are the usual assortment of "skid
situated in the gardens near the most im- Tulenil of the Mealidil Clan. row" businesses here, many which are a
portant residences. The druids have a functional part of the city as a whole.
small shrine where histories and records BusiNess Distnict Some enterprises are subsidized by the
are maintained, meeting houses where Guardian to assist the eileideleina.
Elven commerce, of course, is almost ex-
they buy and store supplies from the city 74. Medium Quality Stable — The Heard
clusively based on the sale of the fabulous
purveyors, and cloisters where most of the Meadow.
artworks and magic items produced by
priesthood and all of the lay staff live. 75. Laundry — Night Run Laundry. This
craftsmen deep inside the closed forest.
This central spot supplies the needs of all is the bailiwick of Daisy of Desnae (see
These artworks are exchanged for money,
the druidic circles in the forest. "Personalities") and a number of down-
which is then used to purchase goods not
62. Hiring Hall — The Elven Army. This readily made in the forest. The commerce and-out former adventurer elves.
military office is a nominal recruiting houses act as middlemen for their forest 76. Low quality tavern — Ore's Breath.
point for non-elven mercenaries who brothers. 77. Cooper — Dwarf's Run Barrels.
would sell their services to defend against 78. Distiller — Morning Rain Liquors.
Except for the commerce houses, the
monsters and more organized external
elves who buy, sell and trade here deal al-
enemies. This office also authorizes non- Sky Palace
most exclusively with other elves.
elven expeditions into the Forest for vari-
In addition to the elven commerce About a century ago, the Council of the
ous purposes. Captain Tanglethorn has
houses, this district contains the homes of Clans came up with the notion that
run this post for 250 years, and met most
elven merchants and other dealers, bro- Alfheim Town lacked any peculiarly elven
of the important generals of recent his-
kers, and their assistants. It is a prosper- architecture. They caused the fabulous
tory while they were posted to Alfheim in
ous place, with incredible hustle and Sky Palace to be constructed, an aerial
their early careers.
bustle (for elves that is). building extending over much of the el-
63. Offices of the Seven Clans. This large, Again, the elves who dwell here are not ven quarter.
airy mansion houses representatives of forest elves, but worldly-wise former ad- Since the forest magic in Wizard's
each of the seven major clans in the for- venturers. Glen was destroyed in the beast man in-
est. Each clan is represented by a coun- vasion, no Home Trees had grown to ma-
selor with about five staff elves to do every turity here. The sky palace was an
69. Cartographer — Vineleaf Maps.
job from butler to assistant legate. The attempt to create something similar to
70. Horse Trainer — The Lonely Pony.
setup is strange by human standards; the lordly Home Trees using conventional
71. Tavern — Quickneedle's Rest. This is
each clan is assigned a small suite of construction techniques.
a meeting place for elves only. Engledoc
rooms here, and are limited to the num-
Dewsap (see "Personalities") is the pro- It is a lattice construction of bridges
ber of elves for which there are living
prietor. connecting a number of buildings that
spaces in their section of the mansion;
72. Armorer — Trollproof. have been elevated high above the
this rule was prevents the clan representa-
73. Artist — Dewpoint Images. ground and buildings below on posts and
tives from increasing their numbers for
trestles. The tallest possible trees were
either bureaucratic confusion or the es-
Elf Hill started alongside the construction, and
tablishment of private armies.
heavy vines were interweaved with the
64. Professional Office — Representative This is the human name for this run- lattices. Unfortunately, after investing
to the Clans. Delotan of the Mealidil down district mostly occupied by former thousands of gold pieces in the project,
Clan specializes in representing outsiders adventurer elves who are unable to read- the first elven families to move into the
to the Council of the Clans in legal mat- just to the forest. "Smalltown," as it is Sky Palace found what most elves to enter
ters. In other lands he would be called a called by the elves, contains the misfits of the project later confirmed — the
barrister or lawyer. the elven race. These are adventurers,
-I pini
down the dead wood structure. EN1 1—
1
The whole project was disgustedly ON€ sQuane eQuais IO feet.
turned over to the human Customs Of-
fice to deal with as they found appropri-
ate. For 80 years, the Customs Office has
attempted to find a financially rewarding r
scheme to dismantle it. Meanwhile, the
palace stands as a fourth elven district,
[
\
populated by eccentrics, thieves, and ad- Fiust Floon MeetiNQ ROOMS
venturer elves who can no longer live
comfortably in the constantly swaying
_
Home Trees.
Ztiinb FIOOR \
Sky Palace is accessible from the
ground to all who wish to climb 150 feet Stonaee
r /
up the rickety stairs. At several points, /
the palace connects with the catwalk net- 1
work of "sky city," but the elven guards
will not allow non-elves on them without
'tt ti
.i
elven escorts.
79. Residence — Astronomer/Astrol- mini
oger.
80. Medium Quality Tavern — The Bird's
Feast.
81. Poor Quality Rooming House — The
1 Fourctr) FIOOR
DeMONcatcl7eu's QuaRteus
- [iininii
AssistaNts' CrjaMbens"
•H-
FIOOR
Oje ECONOMY of
may vary in size and gold-content value are no elven beggars in Alfheim. are too large to move 40% of their num-
by as much plus or minus 50% of a stand- Elf adventurers who have returned ber into a new stronghold. No stronghold
ard gold coin! home from their wanderings are expected needs an influx of 12,000 elves. Instead,
Therefore, the official (i.e. most com- to give the clan a percentage of their accu- the usual number is about 0.5% of the
mon) coin in Alfheim Town is the Daro- mulated treasure. Through this means, Clan membership, or about 150 elves.
kinian gold piaster. the clans obtain precious metals and Of these elves, the oldest (usually an
Once, king Doriath contracted mints magical items they would not normally adviser to the Clanmaster of the main
in Darokin to produce an Alfheim trade make themselves. Clan) is appointed the Clanmaster's rep-
coin. The leaf, as it was called, was so- The king and Council do not tax the resentative of the stronghold. The Clan
admired by the elves that one trader ac- clans, yet each clan contributes food, Holder (the former adventurer) is the
quired the entire run, sold it back to the goods, valuables and service, whatever is leader of the stronghold, but must report
elves as novelties for an unprincipled needed or requested by the Council of to and take advice from the Clanmaster's
profit, then retired comfortably to Clans without complaint. representative (usually referred to as a
Ierendi. Counselor).
Whether the stronghold gets a Tree of
Taxes Life and a Treekeeper depends on its dis-
Establishing a Stronghold tance from the main clan's Tree of Life
Each as a contribution to communal life, Many adventurer elves are unwilling to (must be at least 50 miles distant to get a
the clan traditionally asks for 10 to 20% submerge themselves in their old society. Tree).
of the individual elfs earnings, including The same drive for prestige, fame and
what he gathers and hunts. Need is the All elven strongholds are considered to
something different that made them be- be established in wilderness. However, in
primary criterion. come adventurers, leads these elves to es- Alfheim, one gains a dominion in the
This "gift to the trees" is used to fi- tablish their own strongholds. wilderness by colonization. While all of
nance building projects, pay craftsmen There are differences between what Alfheim is under the rule of the king, any
for goods used for the benefit of the clan happens in Alfheim and how the process place that is not already a stronghold is
(such as weapons), and support of those is described in the D&D® game Players considered "new" territory and ripe for
unable to provide for themselves. There Companion rules. In Alfheim, the clans colonization.
Stronghold Size 6). Clanmasters can be entertained on the ElV€N D€f €NSC
Each stronghold is a dominion, with an cost of a human Baron. This is primarily
area of control extending 4 miles in each because elves travel with much smaller Despite the quality of Longstrider
direction (or one hex on the Fold-up color entourages than do humans. goods, the dwarven traders cannot possi-
map of Alfheim), but the actual domi- Holidays are virtually nonexistent, bly match the weapon needs of the entire
nated area is no more than a mile or two since an elfs life is basically one long holi- nation of Alfheim. The main providers
in any direction from the actual strong- day. There are no national days of cele- are other elves.
hold. This maintains the wilderness that bration; The elf penchant for taking a day Elven smiths are almost a breed apart
the elves prefer and the distance between off and lazing around is already factored from their brethren. Their love of beauty
strongholds. However, there is no more into the Standard income. and quality is the same, but they seek it
than one stronghold in any hex on the Of course, Clan Holders must maintain in unliving iron and other metals, not the
Alfheim fold-up map. their part of the army of Alfheim. How- living plants and natural stone. A normal
An Alfheim family of gatherers — ever, the Peasant Army called for consists of elven blade is equal in quality to any
equivalent, economically, to peasants — Average troops, a condition which only other weapon found anywhere else on the
is considered to be 2 individuals (or per- drops to Fair if the normal muster is dou- continent.
haps 2 and 1/2, counting the occasional bled. This reflects the expertise of all of the However, those smiths who work to-
child), not 5 as is counted among hu- elves in hunting and scouting. gether with the Treekeepers to make the
mans. By this token, there are about 60 Tournaments are a uniquely human ac- unique elven longsword are another
such families in a basic stronghold. This tivity in which most elves have no inter- thing entirely. These smiths are wizards as
population does not change unless mem- est. The Clanmasters of the great clans well, and often form part of a
bers have been lost in natural disaster or occasionally hold similar celebrations to Treekeeper's entourage. By using the sap
battle. The elves keep their population impress each other and any visiting hu- of the Tree of Life, which is only available
constant. mans, but they are rare and no pan of a at certain times each decade, and spe-
normal Clan Holder's cash flow. cially grown oak wood, they make en-
chanted weapons whose like is found no
Stronghold Income where else in the world.
The Clan Holder gains only two DOMIN/ON EVCNtS
sources of Income: Standard (or service) Elven bowyers and fletchers are some-
Dominion Natural Events are much the what more in the main line of elven soci-
income and Resource Income. same for elves as for men, with the excep-
The Standard income is 10 gp worth of ety. They work with the more natural
tion of Market Gluts, Market Shortages, substances (most elven hunting arrow-
hunted or gathered food and incidental Trade Routes Lost, and Trade Routes
crafts or building from each of the fami- heads are stone, not metal) and their
Found, which have little to do with the products are essential for daily life as well
lies. The Resource income is the bypro- elven way of life.
duct of the hunting and craftwork, as warfare.
Dominion Unnatural Events tend to Again some bowyers and fletchers are
animal skins, leather and handicrafts. In
be a bit more limited in Alfheim. Use the wizards who work with the Treekeepers to
general, the Resource Income for the
following probabilities: create the famous elven bows and elven
stronghold is 2 gp per family, or about
100 gp a month. arrows.
The Standard Income and the Re- Unnatural Events
source Income together represent the Assassination 10% EIVCN Magical WeapoNS
"gifts to the tree" described above. A Bandits 30% The Elven Longsword. This blade is
player Clan Holder gets the XP for the Birth in Ruling Family 1% made from enchanted oakwood treated
Resource Income as described in the Border Skirmish 0-30%* with the sap of a Tree of Life. It is as light
Dungeon Master's Companion, page 5. Lycanthropy 25 % as a shortsword but as long as a normal
Magical Happening 45% sword (or broadsword) and harder and
Stronghold Expenses Raiders from Other Dominion . . 5 % sharper than steel.
Fortunately for the elven Clan Holder, Resident Specialist, New 10% The damage done by this weapon is
the expenses of an elven stronghold are as Spy Ring (Shadowelves) 45% Id6 +1 (2-7) and it counts as a magic
small as his income. Traitor (Shadowelf) 15% weapon, though not as a weapon with
First, only 10% of the income of the Accidental Death of Official .. 20% pluses. Thus, it can affect lycanthropes,
stronghold need be paid to the Clan. VIP Visitor 5% gargoyles and spectres or any other mon-
Second, visitors are very rare, and even Wandering Monsters, 12 H D + 80% ster that can be affected only by magic
the King of Alfheim has a cost of visit per weapons, but it does not affect monsters
day equivalent to a human Marquis * depending on location within Al- that must be struck with a +1 weapon or
(Dungeon Master's Companion, page fheim. better.
Furthermore, all elven swords have a be affected by magic. There is a 10% Elven Boots. The upper portions are
built-in detect danger spell which is al- chance the arrow will break after each made of finely crafted leather, but the
ways in operation, though it must be time it is used. The cost of an elven arrow soles are made of the specially-treated
used as shown in the description of the on the human market is usually around bark of the Tree of Life. For any normal
druid spell of the same name. The detect 1,000 gp. person or elf, it takes a roll of 1 on ldlO
shows the presence of danger by making These arrows are only used for special for the wearer to be heard. For anyone
the sword's blade glow. The intensity of missions. Elven army archers who know successfully using the Hide Skill (see the
the glow denotes the distance to the dan- they may be facing enchanted monsters "Pullouts"), it takes a roll of 1 on ld20.
ger, or in cases of obvious danger, the generally have one or two in their quivers
threat it poses. along with their usual, non-magic, stone
A longsword can be further enchanted or metal-tipped arrows.
to contain plusses to hit and do damage
and other special abilities. ElveN Maqica! ClotyiNQ
There are armories of these swords
Elven weavers make fantastic clothing
available in each major clan's central
from plants and animal skins. Most noted
holding, for use by the elven army. Ad-
for this is the Long Runner Clan of Pini-
venturers are not provided with these
tel, who do wonderful things with
weapons as a matter of course, though
leather.
some may gain the weapons as rewards or
be issued them for special missions for The most wondrous items of elven
Alfheim. Many have been lost over the wear known to the world are the elven
centuries, and they may be found in trea- cloaks and elven boots. These are made
sure hordes, particularly those of tradi- with elements from the Tree of Life. Due
tional elf enemies. They are very rarely to the nature of the materials needed,
sold. On the common market, the price they are made rarely. Only the most trust-
would be 8,000 gp. worthy scouts of the Alfheim army have
these items, but the clothing is some-
The elven longsword works for anyone times part of the trade with Darokin.
who holds it, but those who hate elves Kings of Alfheim have been known to
may feel uncomfortable or even desper- give samples of this wearing apparel to
ately ill while holding it. those who perform services for Alfheim.
Elven bow This bow is about 4 feet
Elven Cloaks. These cloaks are made
long, but has all the handling characteris-
from the carefully treated leaves of a Tree
tics of a longbow. The elven bow is
of Life. The leaves are pulped with great
treated as a magical longbow +1. Since
ritual and very little of each leaf is usable,
they are made from the limbs of a Tree of
so many are needed.
Life, there are not very many in the
As described in the Dungeon Masters
world, even after so many centuries.
Rulebook of the Basic DUNGEONS &
Common price on the human market is
DRAGONS® game set, wearing this
10,000 gp.
cloak makes one virtually invisible. There
is a 1 in 10 chance that someone will spy a
Zlje ElveN ARROW person wearing one this cloak unless the
Elven arrows are made from the limbs wearer is attacking physically or casting
of a Tree of Life; the stone points are tem- spells. This means that a company of elf
pered in the sap of the Tree of Life. Since archers wearing these cloaks are virtually
both superfluous branches and sap come invisible to counterfire in a battle. If the
available only a few times in a decade, el- wearer normally has a Hiding Skill roll
ven arrows are rare. (See the "Pullouts"), it takes a roll of 1
They are unique in that they have no on ld20 to find him.
pluses to hit (unless they are further en- The Clan Council of Alfheim has
chanted), but the magic is permanent. enough of these cloaks in reserve to equip
The arrow always counts as a magic one warband of the elven army (700-800
weapon, affecting creatures that can only elves).
that the Erendyl ambassador has no con- distrusted. ing things and keeping them alive is un-
cept of Alfheim's trade needs. As a result of their late-comer status, matched anywhere in Alfheim.
There is talk of Shadowelf infiltration the Feadiel elves make a point of their The Grunalf naming convention is
of the Chossum clan, but this is regarded clan name in all dealings with outsiders similar to that of Long Runner and Red
as the idle gossip of folk from clans who and take umbrage when it is forgotten. Arrow in that they each take a use name,
don't understand true entrepreneurial The Feadiel elves are on good terms which has no magical significance, but in
spirit. with most dwarves. However, this atti- addition to, rather than instead of, a real
Clanmaster Lynnwyll is in favor of any- tude is strongly tried by the antics of the name.
thing that puts elven products in the mar- Thorns of Rockhome (see The Dwarves of Clanmaster Durifern Widefarer is fre-
kets of the world, and the world's gold Rockhome Gazetteer). quently absent from Council meetings.
into Clan Chossum's pockets. Feadiel has many adventurers. The When present, he stays quiet and then
clan wishes to expunge the record of its votes in a way no one expects him to. He
C/aN cowardice for not staying to face the on- stays on good terms with his fellow Coun-
slaught of Moorkroft. Feadiel also has the cil Members, though few consider him an
This clan refers to itself as the "royal highest percentage of adventuring elves asset to the council.
clan," because it is the family of Doriath, who return to the forest after wandering.
current king of Alfheim.
About 300 years ago, a branch of the Feadiel elves are also the least likely to C/aN LONG RUNNCR
clan, the Erewan, moved to Glantri and ask another clan for help. They feel a
The Long Runners are the most ingrown
now is one of the major powers there. A need to show they can take care of them-
of the clans. They have little contact with
member of that clan, Sire Galladin, is the selves.
the outside world and little love for any-
ambassador to Glantri from Alfheim, Feadiel is foremost among the clans in
one but elves, and not too sure of any
just as a member of the Glantri branch is its lore of the Tree of Life, and Feadiel
from outside of Alfheim.
Glantri's ambassador to Alfheim. Treekeepers are valued anywhere that
there are Trees of Life. Their territories include both the
There is much contact between this twisted magic site of Stalkbrow and the
clan and outsiders from Darokin as well as Clanmaster Dyradyl Feadiel contin-
good magic sites of Glow Tree, Shadow-
Glantri. ually argues for restricted human access to
Alfheim and a renewed elven regard for down, and Goblin Park. This makes their
As King, Doriath has foresworn ties to the worship of Ilsundal. He thinks that territory ideal for the study of magic in
the clan. Regardless, many Eyrendyl elves Lynnwyll and Brendian are dangerous ad- many different forms. Elves from all over
hold positions within the Alfheim gov- venturers. Alfheim come here to study with the
ernment, such as it is. master wizards of Pinitel (their clan hold-
Erendyl elves are some of the best ing)-
craftsmen in Alfheim. Artists and arti- C/aN (Jnusalf The Long Runners are known for their
sans come from all over to study under The Grunalf clan holding of Ainsun lies care in costuming and cosmetics. Where
the carvers of Elleromyr, the clan hold- in the densest forests of Alfheim, be- other clans may ape human styles, the
ing. The profits from Elleromyr carvings tween the River of Monsters and the Black Long Runners are sticklers for primitive
and other artwork has brought the clan Lake Rivers. This has produced a clan of clothes of leather and fur, donning armor
much outside money, which they use to avid monster-hunters, foresters, and gar- only when war is at hand.
equip the Elleromyr Guard. deners. One faction of the clan is fanatically re-
Clanmaster Brendian usually agrees The Grunalfs are involved in maintain- sistant to the presence of anyone but elves
with Clanmaster Lynnwyll on any subject ing the forest of Alfheim. The greatest in the clan territory, although clan leader-
dealing with outside contacts. foresters, the best trackers, the most pro- ship strongly favors it, especially consid-
digious hunters are said to come from ering the helpfulness of human druids
C/aN FeaOil Ainsun. and wizards in controlling the Stalkbrow
The Grunalfs are also the best boats- site.
This is the most recent major clan to join
men of the Alfheim elves. They specialize Like Red Arrow elves, Long Runner
the clans of Alfheim. The progenitors of
in canoes and kayaks which act as plat- elves tend to keep their real names (and
the clan first arrived magically through
forms for their monster hunting. even the real name of their clan) a secret.
the rainbow gate as they fled Moorkroft's
conquest of the Sylvan Realm. The Grunalfs bore the brunt of the Instead, they take names indicative of
Shadowelf invasion centuries ago, and some aspect of their personalities, per-
Feadiel is perhaps the most paranoid of sonal histories, favorite activities, or
are especially vigilant in sniffing out new
the elven clans. Anyone and anything not prowess. These names change over the
outbreaks of the Broken Landers.
of Alfheim, and sometimes not of the course of an elfs life. A Longrunner
clan, is distrusted — after all, Moorkroft Many great Treekeepers have come
from the Grunalfs. Their ability at grow- whose name was Hornhunter in his
first came as a friend. Only druids are not
youth, due to his prowess in hunting sponsible for stopping six major inva- ing). In any non-military question, his
deer, may become Bugwatcher in later sions, they take their position as participation is usually a disaster.
years, as he devotes himself to studying defenders of Alfheim and the forests very,
the effects of the twisted magic on local very seriously. Class
insect life. As a result of their continual contact Some 20,000 elves do not owe any alle-
Clanmaster Beasthunter is the young- with outside realms, the leaders of Red giance to these major clans. They are split
est of the Clanmasters and has a total dis- Arrow waver between isolationism and
up into about 10 minor clans ranging in
regard for the needs of outside contact. cosmopolitanism. They favor a closed
membership from 500 to 4,000 elves.
He considers Brendian a prissy bureaucrat Alfheim as the ultimate protection
Their Clanmasters are on the Council,
and Lynnwyl a materialistic fool. At the against foreign influence and conquest,
but rarely get called to meetings. In most
same time, he has a hard time allying but at the same time they have seen and
adopted the practices of many foreign cases, these are the most isolationist of
with Dyradyl and Mealidan because of
military establishments. Among the the elves, frequently refusing to have
their lack of interest in hunting. His best
elves, the closest thing to dwarven or hu- anything to do with the other clans,
friend on the Council is Durifern Wide-
farer. man discipline can be seen in the elite much less outsiders. As might be ex-
archers of the Red Arrow clan. pected, the isolationist clans are the low-
est in number. One once boasted over
C/aN MealiOil This clan was once a part of the Meali- 10,000 members, but now has less than
dil clan. During Mealiden's long march
Clan Mealidil claims to be the true clan of 1,000, due to attrition, lack of new births
to find a homeland, the Red Arrows were
the founder of Alfheim, Mealiden Red and desertion to other clans.
his honor guard who protected him and
Arrow. They claim that this achievement
provided most of their military force. At
by one of their own grants them the posi-
that time they were simply the Red Arrow Militany Stnuctunc of
tion of cultural arbiters for all that is truly
Guard. Eventually, their way of life
elvish, and they back up the claim with
changed so much from the Mealidil kins- The largest unit of the elven army is the
an extensive library of writings and other
men that Mealiden declared them a new warband. Each warband of about 700
recordings on the history of elves and
clan. elves (equivalent to a division in other
those they deal with.
When the clans finally settled in the lands) is formed of a mixture of melee
The collection is so large that they had
steppes which became the Alfheim for- fighters and archers, magicians, and
to grow a special combined Sentinel and
est, the Red Arrows purposely established scouts. In forest environments, there are
Home Tree to hold it all. Most books or
themselves on the easiest access from the few military forces in the world who can
other records of historical interest found
human settlements which became Daro- stand against them. Each warband is di-
by adventurer elves wind up in the library
kin, just so they could be the first elves to vided into seven troops of 100 elves, with
of Mealidor.
feel the brunt of an invasion. They have the same mix of members.
Mealidil is easily the most conservative been granted their wish many times.
of the clans. Their leaders consistently While each warband going into com-
Like the Long Runners, the Shieldtree bat contains each of these elements, in
wear out-of-date clothing fashioned after
elves hide their real names and take use peacetime the warband breaks down into
that worn by the followers of Mealiden
names suited to their personalities, per- three component units of specialists
1,800 years ago. Their answer for any
sonal histories, or enthusiams. Unlike the (magic-users, scouts, and fighters) which
problem is to research the Annals of
Long Runners, the Red Arrow tribesmen train separately and only meet for com-
Mealiden and find what he did in a simi-
tend to keep their use names throughout bined training every year or so.
lar situation.
their lives, sometimes taking on extra This specialization does not contradict
Clanmaster Mealidan can be counted names if some other facet of their exist-
on for the most conservative reaction to the elven nature of being both fighter
ence becomes supremely important to and elf at the same time. All elven war-
any question that comes before Council, them.
but, is not an isolationist like Beasthunter riors have magic, but the "Magicians"
or a paranoid like Dyradyl. He just wants Clanmaster Redsword Truetalker rep- specialize in battle-oriented magic,
everything to be done "as Mealiden resents the military viewpoint on the "Fighters" (or Guard as they are often
would have us do it." Council. He favors anything that will called) specialize in protective spells, and
build up Alfheim's ability to defend it- "Scouts" specialize in detection and
self, which includes weapons from other stealth-oriented spells.
C/aN Ret> ARROW lands. However, he dislikes having large Every clan has at least one unit of
This is a clan of militant warriors. Where numbers of unaccounted-for non- Guard, one unit of Magicians, and one
the Grunalf s provide the scouts and Alfheimers in Alfheim at any one time unit of Scouts. The Guard units are
trackers, Red Arrow provides the rank and would just as soon tear Alfheim Town mainly Red Arrow fighters with bows, the
and file of any elven army. As the clan re- down (which he proposes at each meet- Magicians are largely Long Runner
magic-users, and the Scouts are mainly The Craftguard: this unit is not to be to war, the warbands have to be com-
Grunalf foresters. confused with the locally controlled El- pletely reorganized along wartime lines.
Military service is a lifelong obligation leromyr Militia. The Craftguard mostly In a Guard unit, there are no specialists,
of the elves. Many a front-line archer has guards the main production areas of all are expected to do anything a Guard
fought humans, ores, dwarves, and the Alfheim and the approaches from the unit is called on to do.
Shadowelves over the period of six centu- Broken Lands. It is headquartered in El-
ries. Since so few elves are experienced leromyr. There is a friendly rivalry with War Machine Statistics
adventurers, the elf soldier is only a third the Militia. Unit Name: Elven Irregulars Type of
level elf, but they are led by more experi- The Forestguard: this unit has a roving Unit: Regular Division Number of Units:
enced comrades. commission that has it patrolling all the 7 MV: 18 BR: 175 Personnel: 746 Troop
trails of Alfheim and is headquartered in Class: Excellent Division Commander:
Peacetime Deployment Ainsun. E8 Deputy Division Commander: E6 All
In times of peace, the members of the The Eastguard: this unit is responsible units: Elite E3 cavalry, longbows and
warbands are put on a rotating schedule for guarding the eastern approaches to longswords +1, riding warhorses, 3 ser-
(or as much a schedule as elves can main- Alfheim and is headquartered in Feador. geants (E4), 1 Captain (E5).
tain). A third of a warband (about 250 The Northguard: this unit is responsi-
elves) is on duty at any one time, which ble for guarding the Rockhome border 'Cfte Houses of AlftyeiM
usually is about four months a year. The and is based in Mealidor.
third-of-a-warband division has little re- The Southguard: this unit is responsi- The most astonishing thing for any foe
lationship to the troop divisions of a war- ble for assisting Darokin in patrolling the who meets the Alfheim army for the first
time warband. Trade Road to Selenica. It is based in Pini- time is that it is a cavalry army, though
The seven warbands each have an area tel. their mounts look like frail little ponies.
of responsibility; called a Guardpost. The The Weirguard: this unit is responsible Further surprises await anyone fighting
peacetime unit is called a Guard. Each for keeping monsters out of the Sump. It these forces, because the elves frequently
Guard has a roughly equal mix of vet- is based in Desnae. dismount to concentrate on archery and
erans and green troops. magic, while the horses fight the melee
Any unit near a Bad Magic Point is re-
alone.
The Westguasd: this unit is made up of sponsible for keeping a watch on that
primarily Red Arrow clansmen and is re- point for monster incursions. Elven horses are described in game
sponsible for guarding the western ap- The organization of the Guard units terms in the "Adventures" section.
proaches to Alfheim. They are stationed has little to do with the organization of a
in Shieldtree. warband. Every time the elven army goes
CLAN CLAN
RED ARROW LONQRUNNERS
) *
k\ / £
CLAN CHOSSUM CLAN FEADIL
Benji Frankfoot
Alfheim. Non-elven adventurers need to has adventured mightily within it. Like Ambassador and Newsmonger
obtain approval from Arloen before be- all Clanmasters, he is the oldest member History: This halfling of good fortune
ing able to deal with higher levels of the of his clan, and he has fought invasions arrived upriver from the Shires 50 years
elven government, and elves find him a and monsters and strange holdovers from ago as an assistant to a long-since-
useful substitute for other contacts back the pre-forest days of Alfheim. He gets departed Thyatian merchant. Benji de-
in the forest. his name from single-handedly slaying an cided that he liked what he saw of the
Combat Notes: E10; AC - 1 (or 7); hp incredible monster, half-dinosaur and small halfling community in town and
40; MV 120' (40'); #AT 2 (Attack Class half-giant lion, that escaped from Thorn- stayed. Since then, his interest in corre-
D); D 6-13 (elven longsword +3 plus bush 500 years ago. spondence and information-gathering
strength bonus); Save E10; ML 12; AL L; Personality: Beasthunter is a single- has allowed him to rise to an important
S 15, I 15, W 10, D 16, Co 15, Ch 17. minded elf of great intensity. He is con- position in the city. For the same talents,
Notes: When garbed for combat, Ar- stantly moving when he talks. His seat of he has been named the official Ambassa-
loen wears plate mail +2 without a power is probably the least-used article of dor from the Five Shires, although he has
shield. He often wears his armor when furniture in his clan holdings. He toler- not set foot in his home country for half a
meeting strange non-elfs and even elf- ates outsiders (unlike some others of his century.
adventurers. clan) but continually tries to prove elven
Personality: Benji is studious, truthful,
Abilities & Skills: Hiding (I), Knowl- superiority in any endeavor.
and wordy. He is also a bit of a gossip, ea-
edge of Elven Politics (I + 3), Riding (D), Appearance: Beasthunter is remark- ger to spread the latest facts garnered
Tracking (I), Treewalking (D). ably brawny for an elf, standing the usual from strange corners of Alfheim Town
Languages: elf, Alignment (Lawful), ore, 5' 6" but weighing almost 150 pounds. and beyond.
gnoll, hobgoblin, Thyatian, Darokin. He is blond and light-eyed, and usually Appearance: Benji is a halfling of me-
Spells Usually Carried: Arloen's spells wears hunting leathers. Part of his long, dium height and appropriate huge girth
are usually defensive and perceptive. He shaggy, hair is tied into a topknot. He is for his age.
prefers doing damage with weapons considered a master of sword and bow.
DMing Notes: Naturally, this is where
rather than magic. He is the youngest Clanmaster, at age
you come to find the facts. Adventurers
Notes: Besides the weapons indicated 650.
who have read the news-posters on his
above, Arloen has a ring of animal con- DMing Notes: Beasthunter is called on walls are free to ask Benji what else he
trol and a ring of fire resistance. whenever a major monster escapes the knows on a topic. Once in a while, the
guardians at one of the Twisted Magic halfling gentleman will have a small job
Beasthunter sites. Adventurers who want to make of an adventurer — "Just go to the
Clanmaster of Clan Long Runner points with the clans by slaying monsters Alphatian Embassy and ask them
History: Beasthunter has never been can do no better than to contact Beas- about..." or something else equally safe
outside the borders of Alfheim, but he thunter. and honest. Benji's "little favors" often
tion to adventurers unless he feels they Clanmaster, which makes for a lot of frus-
can use it and use it wisely. Boris im- tration. Even Erendyl elves cannot be
presses many people as a good man with a bullied into getting their projects done
secret, so he hears more about things than sooner.
many a more loquacious person. Appearance: Brendian is an old elf, ap-
Appearance: He is a typical Traladaran, proaching 800 years old. Her face has a
heavily built, but of medium height. few wrinkles and her hair is a lovely silver
Boris has medium-long hair and a grey. She still stands straight and strong,
trimmed beard, both dark brown. Boris but her eyes are forever darting about,
wears Traladaran-cut working clothes un- looking for signs of slacking.
der his bar apron, although he dresses on DMing Notes: Brendian is a worrier,
occasion in imported Minothard or Thay- continually concerned that everything is
atian finery. going smoothly. She is also a primary
DMing Notes: Boris is, with all of his motivator behind the effort to get
taciturn nature, the best contact for rela- Alfheim materials into the outside world.
tively low-level adventurers arriving in Beasthunter dislikes her and she dislikes
Alfheim. Boris can tip off adventurers to him, whom she considers a reactionary
jobs available around town and to occa- slob with no idea of the needs an elven
sional adventures in the Alfheim Forests, nation. She is a strong supporter of King
and sometimes beyond. Doriath.
cause even prudent adventurers to get
Combat Notes: 6th level fighter; AC9; Player characters will hear about this
into trouble.
hp 31; MV 120'(40); #AT 1 (sword); D 1- woman but are unlikely to meet her until
Combat Notes: H8; AC 5 (leather ar-
8, SaveF6; ML 10; ALL; S 15,113, W 10, they reach high level. Dominion-holding
mor + 1 and Dexterity bonus); hp 48;
D 14, Co 11, Ch 14. elves may find her dropping in to check
MV 9"; #AT 1; D 1-6; Save H8; ML 8; AL
Abilities & Skills: Barkeeping (1 + 1), on the state of the crafts in the strong-
L; S 10,112, W 14, D 15, Co 14, Ch 12.
Knowledge of City Happenings (I), Liter- hold.
Abilities & Skills: Knowledge of acy (I), Riding (D), Tracking (I), Combat Notes: E8; AC 6; hp 40; MV
Alfheim Town (1 + 2), Knowledge of
Languages: Traladaran, Elf, Align- 90' (30'); #AT 1 (elven longsword); D 2-
Shires (I), Persuasion (Ch).
ment (Lawful), Thyatian. 7; Save E 8; ML 11; AL L; S 10, I 17, W
Languages: halfling, Alignment (Law- 14, D 13, Co 15, Ch 16;
Notes: As a heritage of his adventuring
ful), elf.
days, Boris has boots of levitation and a Abilities & Skills: Craft Leatherdyeing
scroll of protection from undead which (I), Craft Leatherworking (1 +1), Knowl-
Boris Beerthumb edge Elven Ways (I), Persuasion (Ch),
he keeps in his owner's quarters.
Landlord of the Silver Chalice. Teaching (W), Tracking (I), Treewalking
History: Boris is a native of Kara- (D).
Brendian Erendyl
meikos, a Traladaran. Boris was born in
Clanmaster of Clan Erendyl Languages: elf, ore, gnoll, hobgoblin.
965 in Knosht, a small farming village in
History: Brendian has remained in Spells Usually Carried: Level II — lo-
the wooded foothills to the East of
Alfheim most of her life. She initially cate object, produce fire. Level III — heat
Threshold. He spent a few years as an ad-
trained as a Treekeeper, but decided that metal.
venturer after Shearing, and eventually
settled in Alfheim when he found the Sil- craftswork was her true vocation. After a Notes: Like most Clanmasters, Bren-
ver Chalice up for sale just after the end couple of centuries as a crafts specialist in dian has an elven longsword.
of a rewarding but scary encounter with a leatherworking, she was recruited by the
small army of Trolls in the Rockhome then-Master of the Clan to assist him in Brightsword
Mountains. Boris has been the landlord its governance. Thus, while Brendian is a Captain of the Guard of Clan Red Arrow
of the Silver Chalice for about 10 years. master crafter of Clan Erendyl, she has History: Brightsword is a bright young
not had much to do with crafting for sev- elfin the Red Arrow clan. Despite his rel-
Personality: Boris came to town as a eral centuries, including the two she has ative youth, a mere 450 years, he is a full
naturally pleasant man whose native spent as Clanmaster. Division Commander, commanding the
openness had been muted by the strange
Personality: As a crafter, Brendian was Westguard, which is always on duty. As
and wild experiences he had while adven-
considered notable for the time she spent such, he is deputy commander to
turing. Now, Boris is honest and truthful
on a single project. She was known for ac- Gilfronden.
in his dealings, yet is selective in terms of
what he will tell people. He will keep se- tually getting a project done in a matter Personality: Brightsword is a military
crets and will not give sensitive informa- of weeks, instead of months. She took elf who tends to see everything in military
that spirit of "get-it-done" to her post as applications. He is a slave to duty and
came to Alfheim to study the Trees of Life Chossum elves, versed in the ways of
and ended up staying with Beasthunter, money and business. The Night Run Dominicus Greybeard
who won her heart. She has been adopted Laundry, while functioning as a legiti- Patriarch of the Church ofThyatis
into the clan and given a use name, but mate business serving all areas of Alfheim History: Dominicus is a holy man
her real name is well known and she does Town, also serves as the distribution point known for wandering throughout the for-
not get either the benefits or the penalties for the elven equivalent of the dole, the est, making friends with the Treekeepers
of the use name. However, Coolhands is system whereby civilization-shocked elves and lending his own magic to anything
how she is known now. may obtain the subsistence needed to sur- the elves might need it for.
Personality: Coolhands is a forthright vive in the town. Personality: Dominicus has a friendli-
lady who stands up for herself and her Personality: Daisy is a typical Chossum ness tempered by his years of life as an ad-
mate. She parted from her family over elf, with all the characteristics attributed venturer and by the knowledge that he
their dislike of her choice of lifemate. She to her clan by popular stereotype. She is shares this town with the likes of people
often seems a little bewildered by life in concerned with numbers, piasters, ducats such as Master Edrecort. He often puts a
the forests of Alfheim — it's not like or gelava — gold by any name, and has potentially friendly group of adventurers
Glantri. very little of the spirit of joyful living to some simple test of good works before
Appearance: Coolhands is a dark- common amongst the elves of the forest. opening up to them.
haired beauty with bronze skin — a typi- In this respect, she is not much different Appearance: Dominicus is tall, well
cal Belcadiz elf. She wears clothes made from the dwarves and humans encoun- muscled, and balding. In the manner of
of the usual leather of the Long Runners, tered by the former adventurers she his order, he wears his grey beard long
but cut in a very stylish (as of two hun- serves, and so is acceptable to them where while in town, but he cuts it short when
dred years ago in Glantri), civilized style. a proper elf would be easily offended by he hits the adventuring trail.
DMing Notes: Coolhands is a civilizing her attitude. In her own way she is as DMing Notes: Dominicus is a high-
influence among the Long Runners. Her civilization-shocked as they are. level cleric (higher level that the authori-
proficiency with healing magic has made Appearance: Daisy is a thin, pale elf, ties of Alfheim Town realize), willing to
her a special member of the clan. Player with rare grey colored hair. She wears a help a party which has proven itself not to
character elves from out of Alfheim can sour expression and clean, well-mended, be evil. He knows much of elf lore, and
use her as an example of what outsiders clothing of the most starkly-plain cut can bring adventurers into contact with
can do. imaginable. certain forest elves, especially Lynnwyl
Combat Notes: E10 (Magic level 18); DMing Notes: Daisy is a useful contact and Carlisan of Chossum, and Coolhands
AC 6; hp 65; MV 120' (40'); #AT 1; D 1-4 for any elf needing to talk to the dwarves, of the Long Runners.
(dagger); Save E10; ML 10; ALL; S 10,1 as many of that race find her the most Combat Notes: Cl4; AC 9/1 (plate
15, W 15, D 13, Co 18, Ch 15. sensible and approachable elf in town. and shield and Dexterity bonus); hp 46;
Abilities & Skills: Craft — Weaving She is also a good place to start when MV 120' (40'); #AT 1; D 2-7 (mace); Save
(I), Knowledge of Glantri (I), Profession looking for a former adventurer elf. C14; ML 10; AL L; S 14, I 13, W 16, D
— Medicine (1+4), Tracking (I), Combat Notes: E7; AC 8; hp 28; MV 14, Co 15, Ch 17.
Treewalking (D). 120' (40'); #AT 1; D 1-4 (dagger); Save Abilities & Skills: Elven Lore (I),
Languages: elf, Alignment (Lawful), E7;ML9; A L N ; S l l , I 1 7 , W 10, D 15, Church History (I), Knowledge of Thy-
Thyatian, Glantrian, ore, hobgoblin, Co 9, Ch 10. atis Society (I), Knowledge of Thyatis
gnoll. Abilities & Skills: Bargaining (I), Ac- Politics (I), Oratory (Ch), Persuasion
Spells Usually Carried: Level I — cere- counting (1 + 3), Tracking (I), Treewalk- (Ch), Riding (D).
mony. Level II — produce fire, purify ing (D). Languages: Thyatian, Alignment
food and water. Level III — cure light Languages: elf, dwarf, Alignment (N), (Lawful), elf.
wounds ( x 3). Level IV — remove curse. Thyatian, ore, hobgoblin, gnoll, Daro- Spells Usually Carried: Dominicus uses
Level V — neutralize poison. Level VI — kin. mostly curative and protective spells. He
cure serious wounds ( x 2). Level VII — Spells Usually Carried: Daisy special- commonly uses speak with animals, but
dispel evil. Level VIII — permanence. izes in perception spells such as ESP, dislikes speak with dead.
Level IX — heal. know alignment, and so forth for her Notes: Dominicus has a ring of holi-
Notes: Coolhands has weapons profi- work. ness, a ring of wishes (2 left), a potion of
ciency with a thrown knife, the only Notes: Daisy has a scroll of protection polymorph self, a broom of flying, and a
weapon she uses. from lycanthropes and a wand of paraly- scroll of protection from lycanthropes.
zation ready for emergencies. The wand
Daisy of Desnae is like new, with 25 charges.
Mistress of the Night's Run Laundry
History: Daisy is one of the commercial
ScalG:ONG
*exeQuaIS 8 MiIes
CLOSE UP OF TOWN
"After a hundred years or so, an adventur- As rolO by a Dwanf ing journey into the forest:
ous soul like mine craves something different AOveNtunen "When we meet with elves, they offer us
— mountains, cities, oceans — but most of the hospitality of the forest. Eat the nuts and
my folk are content with that awesome, if mo- The People: "The elves are great craftsmen, drink the water they offer. The water is far
notonous, forest." even if they do work on leather and wood. cleaner than that in Specularum, I assure you.
Alfheim Town: "Truly, Alfheim Town is a They are entirely too flighty, though. Never It's part of the enchantment of the forest.
good place to go if you do not belong to the stick to a project for long — always dropping it "If we are invited to eat, be prepared for a
forest. There you can meet people who can do and not coming back for years. long night. They will celebrate their successful
you the most good." "Elven soldiers are too fond of the bow for hunt until dawn.
Other Towns: "In a sense, a human sense my taste. You lose the proper fighting edge if "The elves are sophisticated in their own way.
that is, there are no other towns in Alfheim. you hold your enemy a bowshot away. Sharp If we mere humans wish to use utensils to eat
Still, the clan centers have some of the stabil- axes are the best; that way you know who your wiw, they do not despise us. However, eating
ity and population that humans expect in a foe is and you put yourself in the same danger. one's food as raw as possible with noming but
town. In particular Desnae of the Chossum Makes you feel alive." your hands and belt knife impresses them.
clan and Shieldtree of the Red Arrows some- The Land: "Alfheim has too many trees "While we are talking to the elves, never
what resemble towns. and not enough rocks, too many shadows and mention our wares. I have arranged them so
"If you wish employment by elves, Desnae not enough darkness, too many animals and they are prominent on the pack horses — that
is best place. It is also the best place to sell to not enough dwarves." is enough. Elves do not really understand the
elves. If you wish to employ elves and do not Alfheim Town: "Alfheim Town is all right concept of a price for goods. They realize that
wish to go through the Factors of Alfheim enough as sleepy backwoods villages go. There's you have some things that interest them, and
Town, go to Elleromyr for craftsmen, Ainsun not enough action there for a real town." they have some things that interest you. As a
for foresters, Mealidor for learning (though Other Towns: "Alfheim has no other favor, they might want to trade some of these
you may have little luck entering their li- towns, unless you call a bunch of tree-houses items with you.
brary), and Shieldtree for warriors." balanced in branches for any wind to knock "But never try to drive a bargain unless they
How to Get Rich and Famous: "You can over a town. Heard they got a nice wall at start the process. At all times it is simply a
bring honor and wealth to your clan by attach- Shieldtree though." trade among friends. Even if they have noth-
ing yourself to the guardians of the bad magic How to Get Rich and Famous: "You can get ing but money (and money is the last thing
areas, though the creatures you must battle rich by stealing elven crafts and selling them in they will offer), they will insist that you are
may be your death." Ylaruam and Ethengar. You can get famous by doing them a favor by taking the hard stuff
Hot Tips: "Beware of pale elves with white killing some monsters that come out of their out of their pouches while they do you the fa-
hair; they mean only ill to Alfheim and no woods. You can get dead either way, real quick." vor of relieving your pack horse of its load.
good to you, whatever their promises. Hot Tips: "Don't go to Alfheim; the min- "Remember, elves both disdain and dis-
"You will find the best welcome among the ing is lousy." trust humans. Most are highly tolerant of our
Chossums and Erendyls. Feadiels and Long behavior as long as we do not do anything to
Runners will likely snub you, and the other Countesy Zips fon StnaNqens to threaten them. They are usually fairminded
clans will have mixed reactions." AlftjeiM and will not consider you a threat unless you
have proved yourself one."
A Karameikos merchant briefing his newly-
arrived apprentice on the eve of his first trad-
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1988TSR, Inc. All Rights Reserved.
They have names and mannerisms with a of time to do something. Therefore, he fre- culture as stultifying, too. Such elves, usually
Spanish flavor. They arefiery,proud, and con- quently puts off tiresome chores or doesn't considered to be Chaotic, make it a point to
tentious. take the timing of activities as seriously as do treat fellow adventurers like the clansfolk they
Callarii: This is one of the "lost tribes" of his non-elf companions. abhor. An elf who sets out to defy normal clan
Mealiden's migration who stopped and stayed Again, a PC elf might have exactly the oppo- ties through his actions with his fellow adven-
in what is now Karameikos. Individuals of the site motivation. Disgusted by the laziness of his turers is a real danger, as he feels no remorse in
clan have interests similar that of any of the elven brothers, an adventurer elf might look for betraying or abandoning them.
Alfheim clans. efficiency and timeliness in everything. A favor- Fourth, elves have funny ideas about prop-
ite line might be, "Let's hurry this up. You're erty. An elf usually wants to split up any loot
PeRSONality QuiRks not going to live forever, you know." immediately, so he can go and use the money
Second, the elf grows up with magic all to buy gifts for himself or for a friend.
When playing an elf character, the player around him. He has a natural affinity for magic Saving money is like owning land — a for-
should realize that he is dealing with a non- that is the envy of any human magician; yet the eign concept. This doesn't mean that an elf
human personality. There are several facets of elf often takes it for granted, as something as would not become a miser; he would just be
this personality that a role player can turn into natural as breathing or walking. A player charac- seen as an untypical elf by other elves, percep-
a memorable character. ter elf might flaunt his magical ability at every tive humans and other demi-humans. A
The common picture of an elf is a lazy, opportunity, ignore it as something he only dwarf might think he's finally found an elf
happy-go-lucky sort with no goal other than thinks of at odd moments or when reminded, or who realizes what's important.
having a good time. "Merry elves" is a stand- self-consciously downplay his ability so as not to
ard description all over the continent. There offend and cause jealousy among his human
are reasons for this perception of elves. Here magic-user compatriots.
Wftat is Expected of ElveN
are tips on how to justify this behavior in a Of course, when the elf who doesn't study ADveNtUR€RS Hy tl7€
member of a serious adventuring party or how with the Treekeepers runs into his natural POWERS of
to justify breaking the elven mold with a char- block against learning more than fifth level
acter who doesn't meet every adversity with a While most elves stay at home in the forest,
spells, he frequently flaunts his fighting abili- adventurers are seen as throwbacks to the days
snappy remark. ties as a taunt to the physically more limited
First, This is a person who, with a little cau- when Elves wandered the world freely. Called
human mage. Wanderers, they are said to be following the
tion, can live 800 years. This fact could play Third, an elf is very concerned with matters
out in a number of different possible ways. Wandering Path. Traditionally, elf adventur-
of clan. No matter how adventurous an elf ers have the drive needed to become powers in
Normally, an elf is cautious. With 800 or may be, no matter how much he may enjoy the forest and former adventurers, the best
more years ahead of him, he does not want to the company of non-elves, his clan is still very chance to be King.
risk a shortened life on a too-chancy maneu- important to him.
ver. Elves tend to be conservative and weigh Knowing that these Adventurers can be the
Adventurer elves often "adopt" an adven- last defense of their land, Alfheim encourages
all possibilities before acting. turing band as their clan. This means that the young elves to go out and gain experience
However, longevity can have an entirely op- they treat their comrades as clan members, and come back as stalwart defenders of the
posite reaction, especially to the elf who even to the extent of forcing a camaraderie home forest. This has the reverse obligation
chooses the adventurers' path. The character that doesn't exist among a chance-met collec- on the young elves to come back. The true
might be reckless — already tired of his over- tion of adventurers. goal of any elf should be to either come back
long life and trying anything to break the Not all elves are so fervently pro-clan, of to Alfheim and build his own stronghold to
boreddm. What matter if his life is cut short, course. Like any intelligent being, an elf is ca- aid his clan, or to build a stronghold in some
as long as he has LIVED. pable of throwing off a cultural holdover. In other land and expand the holdings and pres-
The other major quirk resulting from the fact, this is especially the case with adventurer tige of the clan.
elven lifespan is a definite manana ("tomor- elves, who are escaping the way of the Forest
row") attitude. An elf knows that he has lots Path, and may see any other aspect of their
CLAN ARROWS
CLAN ERENDyL
CLAN QRUNALF
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wyer, flctcher, etc. Any time the character has the elf. Furthermore, the basic operation of a
to deal with something pertaining to his par- new item is likely to be discoverable by a Long Result of Rolls Result of Battle
ticular craft, a successful roll means success Runner, due to familiarity with magic principles. Friendly commander Massive victory:
with the skill. The DM may place any bonuses wins by 4 or more. Enemy in full rout
Mealidil Clan
or penalties on the skill roll that are commen- and enemy
Singing Skill (Ch)
surate with accomplishing the task. Lack of or leader slain
quality of tools and facilities are common rea- The Mealidil Elves keep records of elf history
sons for penalties or bonuses. Remember that in many ways, including the elaborate Songs of Friendly commander Victory: Enemy
elven longswords and elven clonks, etc. re- the Ways. While elves seem to be bom singing, wins by 1-3. retreats in good
quire special materials, one cannot just whip the Mealidil elves train their children in all the order
them up with materials at hand. subtleties, so that if they choose to join the staff
of the Great library, they will be ready to learn Rolls are tied Stalemate: Fight
Feadiel Clan the Songs of the Way. By the time a Mealidil elf another day or
Knowledge of Tree Of Life (I) reaches maturity, he has the ability to sing a both retreat (DM's
The Feadiel clan members study the care and song. This skill only involves the actual singing choice).
treatment of Trees of life and what can be done of a song. A Mealidil elf generally knows most of Friendly commander Defeat: Friendly
with their properties. A successful skill roll re- the traditional songs of his clan and people. loses by 1-3 forces retreat in
garding the use or history of the Tree of Life good order.
means the elf knows one specific answer. Again, Red Arrow Clan
the DM may impose penalties or bonuses for the Military Tactics (I) Friendly commander Tragic defeat:
obscurity or the commonality of the knowledge. This skill is drummed into all Red Arrow loses by 4 + Friendly forces in
children. This militaristic clan wants every full route, friendly
Grunalf Clan Red Arrow elf to be able to lead a division, as commander slain.
Hiding Skill (I) well as serve in one.
like any hunters who rely on stalking and This skill allows the player to check with the Of course, you can always use the War Ma-
the ambushing, elves are excellent at hiding DM about whether his character's tactics in any chine in the Dungeon Master's Companion
in their native forests, a trait which carries over fight are good. The character makes his plan, the rules instead if you want to fight a miniatures
to activities outside the forest to some extent. DM rolls the dice secretly, and, if the roll is equal or battlemap battle.
To succeed in Hiding, an elf must make a to or less than his Military Tactics roll, the DM
Hiding skill roll, based on Intelligence. If the must tell the player what is wrong with the char-
roll is successful, he is hidden. acter's plan and what he's left out. Of course, Otl7€R Skills
The Hiding Skill roll has the following this information can only be based on what the The following are sample skills appropriate to
modifiers: elf already knows, not secrets known only by the Alfheim elves. It is far from a complete list;
DM that characters could not know. you may add to it as the DM sees fit. When
Bonuses and Penalties (Cumulative) This can also be used as an abstract way of adding a new skill, the DM decides to which
running a battle. Compare the Tactics rolls of Ability the skill pertains.
Lots of local cover (trees, etc.) +1 two generals with roughly equal forces (adjust Players should think in terms of what their
Little cover (low bushes, etc.) -1 them if one side is at a definite disadvantage) elves would probably know, based on their
Moving While Hiding -2 and the best roll wins the day. This does not clan and past history, then choose skills appro-
Very Little Cover (grass, etc.) -3 decide the fate of the player characters, but in- priate to their backgrounds.
Non-forest terrain (towns, etc.) -3 stead how the rest of the battle went. Class-related skills, such as a thiefs ability
No Cover (grassless plain) -5 The destiny of the player characters can be with locks, or the elfs natural ability to spot
Level 1-3 -1 handled in personal combat with part of the hidden objects, are not included in the lists
Level 7-10 +1 enemy force and fought with D&D® game below; you have to belong to the appropriate
Raised in forest involved rules while the battle occurs.
+
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ignore the conventional niceties of con- weighing their words, but he usually Whenever he meets new elves, he ques-
versation in his quest to learn all he can of makes up his mind immediately and uses tions them about the outside world, and
who made the item and how they did it. the rest of the time remembering his last looks particularly for mention of the Syl-
Appearance: Draugin is a slim, fair, elf hunt. Thus, his final votes on various van Realm.
with no facial hair. He wears standard el- questions are often a surprise to the other Appearance: Dyradyl is bent and
ven leathers, with the usual addition of council members, who have heard all the shrunken, a bare 5 feet tall. His skin is
an apron, which he frequently forgets to arguments that he has ignored. wrinkled and browned. When he looks at
take off before leaving his workshop. In conversation, he uses as few words as you his eyes seem to burn into your inner-
Hanging in a loop in the apron is his possible and expects the listener to fill in most thoughts. He is always accompanied
namesake, a small dwarven hammer used the gaps. He has little time for anyone by two other clanmembers, both E7, who
for delicate jewel work. who doesn't seem like a woods-wise per- carry him about in a sedan chair and
DMing Notes: Draugin is the elf to see son, be he elf or other. stand ready to do his slightest bidding.
for anything having to do with jewelry. As Appearance: Durifern is tall for an elf, DMing Notes: Dyradyl is a fund of in-
shown below, he has specialized in the about 5'8". His skin is tanned-brown and formation about the Sylvan Realm. He is
lore of magical gems and jewelry and is his hair sun-bleached and moving toward also very knowledgeable about the poli-
likely to know anything needed about a white. He always wears leather armor tics of Alfheim, since he was dumped un-
gem-bedecked item of loot. (which happens to be enchanted) and ceremoniously into the middle of them
Combat Notes: ElO;AC 6; hp 36; MV carries a bow. when the clan exited the Rainbow Path.
120' (40'); #AT 1; D 1-6 (shortsword); DMing Notes: Durifern frequently tra- Adventurers leaving to accomplish The
SaveE8;ML9;ALN;Sll,Il4,Wl0,D vels without an entourage or with just a Tree of Life adventure (CM7) could do
14, Co 12, Ch 11. few other hunters. He can be encoun- much worse than consult with Dyradyl,
Abilities & Skills: Craft — Gemcutter tered anywhere in the forest without though of course he has no idea of what is
(D + 2), Knowledge of Gemlore (1 + 1), warning, and makes a good deus ex ma- happening now in the Sylvan Realm.
Tracking (I), Treewalking (D) Languages: china to save characters' bacon when Combat Notes: E10 (Magic Level 14);
elf, ore, hobgoblin, gnoll, Alignment they've gotten themselves in too deep. AC 9/4; hp 38; MV 6"; #AT 1; D 2-7;
(Neutral), Thyatian, dwarf. Combat Notes: E9; AC 1; hp 50; MV SaveElO; ML 10; ALL; S 7,117, W 15, D
Spells Usually Carried: Level I: detect 120' (40'); #AT 2 (Attack Class D); D 4- 12, Co 15, Ch 16.
magic. Level II: produce fire, resist fire. 11 (sword +3); Save E9; ML 11; ALN; S Abilities & Skills: Hiding (I), Knowl-
Level III: heat metal. Level IV: remove 14, I 14, W 16, D 18, Co 16, Ch 13. edge of Tree of Life (1 + 2), Persuasion
curse. Level V: telekinesis. Abilities & Skills: Hiding (1 + 2), (Ch + 1), Storytelling (Ch + 1), Tracking
Notes: Draugin loves to collect magical Knowledge of Canolbarth Forest (I), (I), Treewalking (D). Dyradyl cannot
items with a gem or jewelry motif. He has Tracking (1 + 2), Treewalking (D), Lan- move around well, but he sees everything
a ring of life protection (3 charges left) guages: elf, ore, gnoll, hobgoblin, Align- very well. He can spot hidden objects on a
with a glowing ruby, a ring of memory set ment (N), Glantrian, Thyatian. roll of 1-3 on a d6.
with opals, a crystal ball which is actually Spells Usually Carried: Level I: faerie Languages: elf, ore, gnoll, hobgoblin,
an immense emerald, and a brazier of fire, longstride, watcher. Level II: detect Alignment (Lawful), Thyatian, gnome,
commanding fire elementals which is set danger, predict weather. Level III: water Glantrian.
with rubies that show elementals at play breathing. Level IV: charm monster. Spells Usually Carried: Level I: cere-
on their own plane. Notes: Durifern has leather armor + 3 mony, command word, charm person.
and a sword + 3. He also carries a rope of Level II: detect evil. Level III: clairvoy-
Durifern Widefarer climbing and wears a ring of seeing. ance, protection from evil 10' radius.
Clan Master of Clan Grunalf Level IV: dimension door, wizard eye.
History: Durifern came into his posi- Dyradyl Feadiel Level V: feeblemind, telekinesis. Level
tion reluctantly. He is the oldest Grunalf Clan Master of Clan Feadiel VI: anti-magic shell, projected image.
and therefore has no excuse for rejecting History: Dyradyl was one of those Level VII: dispel evil.
it. He has spent his entire life roving the clansmembers who remembered the Notes: Dyradyl has an elven longsword
forests of Alfheim. In his younger days he Rainbow Path and rediscovered its use. which he has not used (except as an occa-
roamed those of neighboring lands as He is the oldest survivor of that pilgrim- sional cane) in centuries.
well, but he hasn't left Alfheim since he age.
became first a Counselor and then Clan- Personality: Dyradyl has a bright and Master Edrecort
master. active mind trapped in an infirm body. 15th Level Alphatian Magic-user
Personality: Durifern is the strong, si- He is a rarity, an unwell elf, and has been History: Master Edrecort came to
lent, type. In council he seems to spend since he ran into a random curse during Elfheim with the Prince-Legate but has
his time watching the other members and the last evacuation of the Sylvan Realm. no official tie with the embassy. He is,
Notes: Elisabeth has a potion ofundead back in human eyes; elves from the forest Gilfronden Erendyl
control that she picked up recently and see him as jumpy and assertive. It's all in General of the army of Alfheim
has no idea what to do with. your perspective. History: Gilfronden is an old friend of
Appearance: He is a tall, heavy-built King Doriath whom he met while adven-
Emmit Kelso elf (though he looks more like a slim hu- turing. Gilfronden is actually from an-
Master Furrier man) with black hair. other land entirely, the northern elven
History: Kelso has lived in Alfheim DMing Notes: Engledoc has a wide va- realm beyond Wendar (see XI1, Saga of
Town all of his life, a third generation res- riety of friends and acquaintances in both the Shadowlord). His record as an adven-
ident. He is quite prosperous and he has Alfheim and Alfheim Town. He is not an turer was so impeccable that he was
been dealing in furs for 30 years. influential person, but he has ready ac- adopted into the Erendyl clan and no one
Personality: Emmit is jovial and enthu- cess to most of the current rumors. objected when he was made general of
siastic. He is always trying to sell anyone Combat Notes: E7; AC 8; hp 30; MV the army — a largely ceremonial post un-
fur vests, fur coats, fur hats, fur pants, 120' (40'); #AT 1; D 4-9 (elven longsword til the nation goes to war. In peacetime,
etc. +1 and Strength bonus); Save E7; ML 9; he is in charge of the Weir Guard and the
Appearance: Kelso is tall and thin, ALL; S 15,1 16, W 14, D 15, Co 11, Ch Forest Guard.
with dark brown hair and eyes and a long 14. Personality: Gilfronden is a classic
drooping mustache. Abilities & Skills: Knowledge of Al- gruff old soldier. He gets along well with
DMing Notes: Kelso has been known fheim Town (I), Knowledge of Rockhome Redsword Truetalker and anyone else
to hire parties for fur-hunting expedi- (I), Persuasion (Ch), Riding (D), with a military point of view. Despite his
tions. With his contacts it's easy to obtain Tavernkeeping (W), Tracking (I). career as an adventurer, he insists on us-
passes from the elves allowing adventur- Languages: elf, Alignment (L), dwarf, ing military forces rather than adventur-
ers to enter the forest for this purpose. He ore, hobgoblin, gnoll, Thyatian, Daro- ers for any special missions.
has an amazing number of business con- kin. Appearance: Gilfronden is tall, about
tacts at all levels and quarters of the city. Spells Usually Carried: Engledoc car- 5'6", and lean, about 115 pounds. He
Combat Notes: F7; AC 8 (2); hp 40; ries a set of spells good for quieting down sports long mustachios in the Belcadiz
MV 120' (40'); #AT 1; D 2-9 (battleaxe rambunctious patrons and detecting pos- manner and his hair is white with age.
with Strength bonus); Save F7; ML 9; AL sible trouble spots, such as sleep, charm DMing Notes: Actually, Gilfronden is
L; S 16,1 14, W 15, D 14, Co 11, Ch 15. person, and detect evil. a plant from the Shadowelves. Doriath
Abilities & Skills: Knowledge of Notes: In emergencies, Engledoc calls was an obvious candidate to become at
Alfheim forest (I), Knowledge of Fur on his ring of djinni summoning for as- least a favored Counselor if not the King
Business (I +1), Persuasion (Ch + 2). sistance. He also has a wand of illusion of Alfheim, and the Shadowelves took a
Languages: Darokin, Alignment (Law- with 7 charges remaining. likely elf and attached him to Doriath.
ful), elf. Most of the above is true except that his
Notes: When called upon to do battle,
Kelso puts on his chain mail +2.
Engledoc Dewsap
Tavernkeeper
History: Engledoc is the son of two off-
spring of mixed elf-human marriages.
Neither of his parents had elf-like traits,
but Engledoc turned out to be a full elf
(see the "Elf Secrets section" — Half
Elves). He has owned the Quickneedle's
Rest for the better part of a century. Be-
fore that, Engledoc claims to have trav-
eled extensively all over the lands
surrounding Alfheim, even spending
some time in Rockhome, disguised as a
human magic-user. He has had several
names in his career — he adopted this
one to match his elven heritage. He does
not belong to any clan.
Personality: Engledoc is quiet and laid-
true homeland is the Broken Lands, not dolf may from time to time have employ- an endorsement of his undoubted skill as
Wendar. And, of course, his ultimate ob- ment for a discreet sword or wand in a trader.
jective is the conquest of Alfheim. town. Adventurers will be able to tap his Personality: Jerovis is a careful, taci-
Combat Notes: E10; AC 0; hp 46; MV experience and knowledge only by suc- turn fellow who always seems to be pursu-
90' (30'); #AT 2 (Attack Class F); D 3-10; cessful persuasion. ing an important deal of some kind. He is
Save E 10; ML 9; AL C; S 14,1 13, W 12, Combat Notes: C12; AC 8; hp 50; MV true to his word, but as with many trad-
D 16, Co 14, Ch 11. 120' (40'); #AT 1; D 4-9 (mace +2); Save ers, it is important to ascertain just what
Abilities & Skills: Craft — Painting (I), C12; ML 10; AL L; S 15, I 14, W 17, D his word really is.
Knowledge of Court Ways (I), Lute Play- 15, Co 14, Ch 13. Appearance: Jerovis is of average hu-
ing (D), Military Tactics (I), Persuasion Abilities & Skills: Elven Lore (I), man height, a bit overweight, with black
(Ch), Singing (Ch), Tracking (I), Knowledge of Darkoin (1 + 2), Military hair, piercing blue eyes, and a clean-
Treewalking (D). Tactics (I), Persuasion (Ch + 1). shaven face.
Languages: elf, Thyatian, Alignment Languages: Darokin, Alignment (L), DMing Notes: This is obviously the
(C), gnoll, ore, hobgoblin, Wendarian. Thyatian, elf. person to talk to if things Minrothadian
Spells Usually Carried: Level I: com- Spells Usually Carried: Grindolf usu- are desired. Jerovis is able to obtain jobs
mand word. Level II: mindmask. Level ally carries spells useful to his position, or arrange for passage on caravans an
III: hold person. Level IV: confusion. such as detect evil, bless, word of recall, boats going to Minrothad. He also is in-
Level V: teleport. etc. terested in buying elven art and crafts of
Notes: Gilfronden carries a bastard Notes: Grindolf has a mace +2 and is excellent quality that adventurers may
sword +1 and wears plate mail +1. He often seen with an obviously magical staff wish to sell.
wears a ring of spell turning (3 charges) (DM's choice). If girding for combat, he Combat Notes: M8; AC 8; hp 20; MV
and an amulet vs. Crystal Balls and ESP. puts on his chain mail +1. He also has a 120' (40'); #AT 1; D 1-4 (dagger); Save
scroll with dispel evil on it. M8; ML 8; ALL; S 9, I 16, W 11, D 13,
Grindolf the White Co 8, Ch 15.
Ambassador of the Council for Darokin Abilities & Skills: Bargaining (Ch +1),
History: Grindolf is a another high Lore of Artifacts (I), Lore of Magic (I),
cleric in town, but one more political and Persuasion (Ch +1), Sailing (W).
less inclined to help adventurers than Languages: Minrothad, Thyatian,
Dominicus. Grindolf uses his clerical Alignment (L), elf.
abilities to sort out truth and obtain di- Spells Usually Carried: Level I: charm
vine counsel in representing the interests person. Level II: ESP. Levell III: dispel
of Darokin not only to the elves, but also magic, protection from evil, 10' radius.
to the representatives of the other coun- Level IV: remove curse, wizard eye.
tries with missions in Alfheim Town. Notes: Jerovis has the full equippage
Personality: Grindolf is perpetually for an 8th level magic user, but does not
busy, always worrying about some plot, carry it around unless he knows he's in
memorandum, speech or report — what- trouble. Among his possessions are an el-
ever is the latest in a never-ending line of ven cloak and a pair of elven boots.
details, details, details. His only relaxa-
tion is the occasional dinner with his good Jorodrin Feadiel
friend Clovis. Treekeeper of Clan Feadiel
Appearance: Grindolf is short and History: Jorodrin is another of those
Jerovis Manag
wiry, with long light-blond hair and who came over the Rainbow Path to
The Factor, Minrothad Joint Stock Trad-
beard. He generally wears white, from Alfheim. He carried the branch of the
ing Company
whence comes his name. This is the de- Tree of Life which became the Feadiel
History: The Minrothad is the largest
spair of his housekeeper, since he is not Tree. He has guarded and nurtured the
trading company doing business in
the tidiest of eaters. tree ever since.
Alfheim. Jerovis is an adventurer who has
DMing Notes: Grindolf is the person always worked for Minrothad-sponsored Personality: Jorodrin is haunted by the
to see for simple transportation out of the expeditions going from the islands to one escape from the Sylvan Realm. He spends
country to Darokin, or if ordinary elven strange port or another in pursuit of his time taking care of the Tree and teach-
goods such as food or native textiles are profit. The post in Alfheim is the apex of ing new Treekeepers the history and the
for sale. Adventurers can expect to obtain his adventuring career and a reward for ecology of the Tree.
a short interview with Grindolf, then be excellent service to his company, as well as Appearance: His eyes burn with a fa-
passed onto a clerk in his chancery. Grin- natic's gleam from his pale face and he is
over the position of Chief Librarian as of the treaties that still hold force today. his can bring great honor to an elf.
well as Clanmaster, he is rarely seen ex- He remained a soldier for years afterward, Combat Notes: E10; AC - 5 ; hp 60;
cept at Council meetings. hunting down the odd bandit and partic- MV 90' (30'); #AT 3 (Attack Level L); D
Personality: Mealidan is the archetypi- ipating in the defense against the Shado- 7-13 (Strength and elven longsword + 3);
cal librarian. Everyone must talk in whis- welf invasion. He then became a Save E10 (automatic 1/2 effect from
pers around him and, if it hasn't been Counselor of the Clan and, relatively re- breath weapons); ML 12; ALL; S 14,113,
written down in a book over a hundred cently, became the Clanmaster, or Com- W 14, D 17, Co 16, Ch 15.
years ago, it is too ephemeral to worry mander, as this clan calls him. After a few Abilities & Skills: Military Tactics
about. decades as Commander, he was honored (1 + 1); Persuasion (Ch + 1), Singing
Appearance: Mealidan is remarkable with his second name of Truetalker. (Ch), Tracking (I), Treewalking (D).
among the neatly-trimmed elves for a Personality: Despite his bloody use- Languages: elf, ore, gnoll, hobgoblin.
long, often uncombed, white beard. He name, Redsword is not a bloodthirsty Spells Usually Carried: Level I: com-
actually wears it because he has seen hu- berserker. Instead, he is a student of mand word. Level II: detect danger. Level
man wizards and patriarchs looking like fighting, a seeker of the best of the ways III: protection from evil, 10'radius. Level
this and thinks it's impressive. It actually of the sword. This seeking has led him to IV: dimension door. Level V: feeblemind.
looks better on a 5'8" human than it does human masters of the sword and made Notes: Besides his elven longsword
on a 5'3" elf. Under the beard is a finely- him probably the finest fighter in + 3, Redsword has gauntlets of ogre
made but usually soiled brown robe of his Alfheim. He does not warm to others power and plate mail + 5 which he uses
office. readily, but any fighter who impresses with his shield.
DMing Notes: Mealidan is a presence. him will earn his good regard.
Elves wishing knowledge will find him Appearance: Redsword is always at- Sharlikran
too busy to help. Other races find him to- tired in white with bloodred trim (includ- Counselor to the Clanmaster ofChossum
tally hostile. Somewhere there is any ing his scabbard). This is a studied History: Sharlikran is a former adven-
piece of information the players might psychological ploy. He is swarthy comple- turer who has had experience throughout
need, but getting it out of this fusty old xioned and red haired (as are many of his the local nations. He has even been in
elf is a good trick if they can do it. people). His build is tall and stocky. Rockhome and Ylaruam, though not for
Combat Notes: E8; AC 6; hp 35; MV DMing Notes: Low level player charac- long. After a long adventuring career, he
120' (40'); #AT 1; D 2-7 (mace); SaveE8; ters have little contact with Redsword. He came back to his clan and took up pro-
ML 9; AL N; S 13,1 15, W 10, D 13, Co is a legend in Alfheim and there is little tecting the Chossum caravans. Now he is
13, Ch 10. he needs from someone without a lot of in charge of hiring all personnel for the
Abilities & Skills: History (I), Profes- experience. In higher level games, his aid caravans.
sion — Librarian (1 + 3), Singing (Ch), can prove invaluable, and performing Personality: Sharlikran is an open and
Tracking (I), Treewalking (D). great deeds as a subsidiary commander of friendly elf. He goes out of his way to hire
Languages: elf, ore, gnoll, hobgoblin,
Alignment (N) Thyatian, Glantrian.
Spells Usually Carried: Level I: light
(X2). Level II: locate object. Level III:
clairvoyance. Level IV: dimension door
(X2).
Notes: Mealidan's "mace" is actually a
heavy walking stick, which he carries
more for effect than need. He has a dis-
concerting habit of appearing right next
to someone browsing through the library,
using a combination of spells to locate the
person, then dimension door next to
him.
Redsword Truetalker
Clanmaster of Clan Red Arrow
History: Redsword gained his first
name as a valiant defender of Alfheim
against the last of the major Darokin in-
vasions — the ones that led to the signing
looking into taking the path of the Para- that stemmed the last Darokin invasion atian, ore, hobgoblin, gnoll, Darokin.
gon to become an Immortal. and created Alfheim Town. For his valor Spells Usually Carried: Level I: fellow-
Personality: In this land of magic, he was made the Guardian of Alfheim ship. Level II: detect evil. Level III: pro-
Starwatcher is a scientist. Since magic is Town, a position that the Council felt he tection from normal missiles. Level IV:
the only science available, he studies could be trusted with because he so often polymorph others. Level V: neutralize
that. He is bright and eager when faced expressed his hatred of city life. poison.
by a problem, and totally distracted when Personality: Taragin is a conscientious Notes: Taragin has the enchanted elven
anything intrudes on that problem. In elf with a mind for detail, and hates his longsword described above and a ring of
short, he is the archetypical absent- job. Yet, he realizes that he is probably protection +3.
minded professor. Starwatcher also has a the best person for it, and so continues to
determined dislike for non-elves. Where serve as the Guardian. In private he has a Urgham the Quiet
Coolhands counsels tolerance, Starwat- large fund of stories about the stupidity Proprietor — Reliable Heavy Hauling
cher wants all humans out of Long Run- and cupidity of town dwellers, and he ex- History: Urgham was the commander
ner territory, if not Alfheim. presses his scorn of the town-dwelling of a lost patrol from the last orcish inva-
Appearance: Starwatcher is short, person in sarcastic tirades whenever the sion 10 years ago. Urgham and his troops
about 5' 1" and square-built for an elf. situation seems appropriate, taking no were captured and held prisoner in Al-
His hair is prematurely white (he's only pains to hide his attitude from any on- fheim Town, along with the orcish bag-
700 years old). He is still lively and active. looker. gage train and the camp followers. When
He likes to wear ornaments with a star Despite his dislike of town dwellers as a the ore army retreated, Urgham and the
theme. class, he has formed several cordial rela- others were left behind. The ores are
DMing Notes: Starwatcher is a fund of tionships with some of the trade legates peaceable towards the other city inhabit-
magical knowledge and he loves to im- from other nations. ants, and have found useful work.
part it. Here is where to go to get magical His attitudes toward town-dwellers in Urgham's major problem is avoiding in-
training — if you are an elf. general have nothing to do with his atti- volvement in plots by the mountain ore
Combat Notes: E10 (magic level 20); tudes towards the various other races. His tribes to attack the elves. The tribes are
AC 4; hp 40; MV 120' (40'); #AT 1; D 2-7 tolerance towards all other races is quite constantly trying to subvert Urgham's
(shortsword); Save E10; ML 10; AL L; S exceptionally good — a result of his expe- folk to their cause.
14, I 18, W 15, D 16, Co 13, Ch 14. riences as an adventurer. Personality: Urgham is a hard-
Abilities & Skills: Hiding (I), History Appearance: Taragin is fair-skinned working, middle-class sort of ore — a rare
(I), Knowledge of Magic Lore (1 + 1), and not as sun-browned as other Grunalf case. He is interested in his hauling busi-
Knowledge of Tree of Life (I), Science — elves because his duties keep him inside. ness, his family, and in keeping the town
Astronomy/Astrology (1 + 1), Science — He is tall and slim and his hair is a light ores out of trouble (especially the type of
Mathematics (I), Singing (Ch), Tracking brown color. He still looks quite youth- trouble the mountain ores seem to
(I), Treewalking(D + l). ful, though the problems of his position breed).
Languages: elf, Alignment (L), Thy- have given his face more care wrinkles Appearance: An ordinary-looking ore,
atian, pixie, ore, hobgoblin, gnoll, Glan- than are commonly seen on an elf of his of ordinary height, light green skin with
trian, Darokin. age (about 650). orange splotches around the muzzle. He
Spells Usually Carried: Level I: anal- DMing Notes: Taragin is the final au- dresses well now that his business is a suc-
yse. Level II: predict weather. Level III: thority on trade affairs in Alfheim Town. cess.
speak with animals. Level IV: summon Any new plans concerning trade in the DMing Notes: Haven't you always
animals. Level V: control winds. Level VI: Town or in the forest have to be screened wanted to have a friendly conversation
weather control. Level VII: lore, by him. He also occasionally patrols with with an ugly ore? Beyond this exotic treat,
truesight. Level VIII: open mind. Level his policing force, which gives player Urgham often has political problems
IX: summon object. characters of any race a chance to earn his (avoiding plots) which he gladly foists off
Notes: Starwatcher wears leather armor enmity, or even his gratitude. on adventurers with time on their hands
+1 and has a number of other magic Combat Notes: E10; AC 0; hp 48; MV (He knows how to delegate work!). He is
items — most of which have a star motif. 90' (30'); #AT 1; D 3-9 (elven longsword an authority on ore society, albeit a bit out
+ 2); SaveE 10; ML 10; ALL; S 11,115, of touch.
Taragin Oakbranch W 17, D 16, Co 14, Ch 15. Combat Notes: 4HD; AC 8; hp 20;
Guardian of Alfheim Town and Coun- Abilities & Skills: Hiding (I), History MV 120' (40'); #AT 1; D 4-9
selor of Clan Grunalf (I), Persuasion (CH), Profession Ad- (shortsword); Save F4; ML 10; AL N; S
History: Taragin spent over a century ministator (I), Singing (Ch), Tracking (I), 18,1 13, W 12, D 15, Co 15, Ch 11.
adventuring before coming back to Treewalking (D). Abilities & Skills: Accounting (I), Mili-
Alfheim; he was just in time for the battle Languages: elf, Alignment (L), Thy- tary Tactics (I), Orcish Lore (I), Persuasion
ELVEN TOWN
PopuiatioN i .000-1,000
Precipitation pass over the watcher within the radius Effect: gives knowledge of coming
are also discovered. weather
Range: 10' per level
Duration: 1 round per level This spell is identical to the first Level
Effect: Creates light rain in 30' + 10' per
SecoNO Level Spell druid spell of the same name.
level diameter DescniptiONS
This spell takes all the water vapor in the Detect Danger Produce Fire
area of effect and turns it into a light rain. Range: 5' per level of caster Range: 0 (elf only)
Note that a low level elf is caught within Duration: One hour Duration: 2 turns per level
the effect of his own spell. Effect: Reveals Hazards Effect: Creates fire in hand
Except when used by high level elves, This spell is exactly the same as the first This spell is identical to the second Level
the principal effect of this spell is to
level druid spell of the same name. druid spell of the same name.
dampen clothing, film solid rock floors
with water (making footing uncertain),
Entangle Purify Food and Water
water plants, and snuff out fires. The rain
turns into obscuring fog of double its nor- Range: 30' Range: 10'
mal area when it hits fire magic (such as Duration: 1 round per level Duration: Permanent
wall of fire). If the weather is below freez- Effect: Controls ropes Effect: Makes food and water safe to con-
ing, the rain turns into sleet (between 31 sume
This spell allows the elf to use any rope-
and 33 degrees F) or snow (30 degrees F
like object of living or once-living mate- This spell is much like the clerical first
and below).
rial (roots, vines, leather ropes, level spell of the same name, except that
Magical cold (such as ice storm) ap- plant-fibre ropes, etc.) to behave as he or the food and water purified can only be in
plied to the result of the precipitation she orders. About 50' of normal V2" di- its natural state. If it has been prepared by
turns it into ice. ameter) vine plus 5' per level of caster can cooking or preserving (other than simple
be affected. The commands to be given air-drying), the elf spell will not affect it.
Resist Cold under an entangle spell include: co/7
Range: 0' (form a neat stack), coil and knot, loop, Resist Fire
Duration: 6 turns loop and knot, tie and knot, and the re-
verses of all the above. The vine or rope Range: 30'
Effect: All creatures within 30' Duration: 2 turns
must be within 1 foot of any object it is to
This spell is identical to the clerical spell coil around or tie up, so it must often be Effect: One living creature
of the same name. thrown at the target. The affected vine This spell is identical to the second Level
can be handled by the target as it would clerical spell of the same name.
Watcher any other entangling object.
Range: 10' Silence
Duration: 2-8 turns plus 1 turn per level Know Alignment* i Range: 0 (touch)
Effect: Plants or animals give warning Range: 10' Duration: 12 turns
When the watcher spell is cast, the elf Duration: 1 turn Effect: All movement is silenced
causes a specific plant or local animal to Effect: Tells alignment of target This elf version of the second Level cleri-
react to the presence of any living creature cal spell is specific to one target at a time,
This spell enables the elf to exactly read
bigger than a rat, i.e. anything larger and is usually used to enhance the elven
the aura of a person — human, demi-
than about one-half cubic foot in volume
human, or non-human. This reveals the movement through the woods. It is rarely
or than about 3 pounds in weight. As
alignment of a person. Up to 10 persons used offensively because of its reduced
soon as any living creature steps past the
can be examined with this spell. The re- range, but the same constraints are on it
plant or animal, touches it, or otherwise
verse of this spell makes another's know as are found on the clerical spell.
disturbs it, the plant or animal emits a
alignment spell react as if the target is the
loud keening sound which can be clearly
same alignment as the examiner for one Warp Wood
heard within a 60' radius (subtract 10' for
turn.
interposing doors, 20' for thick walls). Range: 240'
The sound lasts for 1 round, then sub- Duration: Permanent
sides. Undead do not cause the spell to Predict Weather Effect: Causes wooden weapons to bend
function, but invisible creatures do. Fly- Range: 0 (elf only)
ing and levitating creatures attempting to This spell is identical to the second Level
Duration: 12 hours Druid spell of the same name.
This spell allows the elf to create a shim- EIVCN Magical Iteivis emonies to give up a part of itself for the
mering sword-like blade of force. The elf item. Strangely enough, it takes less time
is able to wield this weapon as if he or she Ztje TTRGe o f Life to gain the wood for bows and arrows
were holding it. An elf cannot both fight Most elven clans have a "Relic" called the than it does for any of the other objects.
with this sword and fight with other Tree of Life. Elven life is built around this The Tree of Life is intelligent, like a
weapons, but it will just hang in space if tree. Among other things, it is the source treant, but normally immobile. Keepers
the elf must neglect it for a few rounds to of many of the unique magics of the also knows a ritual that will allow a Tree of
handle something else. It has no bonuses, elves. Life to move, but the ritual is dangerous
but can hit any sort of opponent, even Like other demi-human relics, each to the Tree (75% chance the spell works
those normally struck only by + 3 weap- Tree of Life has a Keeper with 2-8 aco- minus 5 % for every level of the
ons. It hits any armor class on a roll of 19 lytes. The Keeper is given a Domination Treekeeper's below 20, otherwise the Tree
or 20. It inflicts 4-24 points of damage power which allows him to give unques- dies) and the Tree's movement is labori-
and lasts until the spell duration expires, tioned orders to any clan member except ous. It can travel no more than a mile a
a successful dispel magic is cast on it, or the Clanmaster. The Keeper also commu- day.
the caster no longer wants it. nicates with the Tree by using ESP spells.
This sword can be used for any special The Tree has an ongoing aura with a Origins
maneuvers, just as a normal sword can. Turn Undead power similar to that of a The original Tree of Life was created by
fifth level cleric. This aura normally has a the Immortal Ilsundal shortly after be be-
ElveN Use-NaMes 360' radius, but is diminished by 5' every came an Immortal of the Sphere of En-
time one of the spell-like abilities de- ergy. The Tree is, in fact, an Avatar of
One interesting elven magical practice, scribed below is used. Once the aura is re- Ilsundal. The First Tree is still alive in the
apparent only among the elves of the Red duced to a 0 radius, the powers cannot be Sylvan Realm (see CM7).
Arrow and Long Runner clans, is the use used until the aura radius is recovered at a Since the emigration of Mealiden
of use-names instead of regular clan rate of 1-5' per day. Starwatcher from the Sylvan Realm, there
names in all their dealings with anyone have been 10 equal Trees of Life. Each is
The Keeper can also have a Tree of Life
outside the minimum family group. Fre- an avatar of Ilsundal. Each of the major
use five spell-like abilities: cure blind-
quently, an elf of one of these clans will clans of Alfheim has one of these Trees of
ness, cure disease, neutralize poison, cure
go through an elaborate ceremony, using Life except Clan Feadiel, which has a
serious wounds, and identify magic item.
the appropriate spell, to change his clan daughter of the original Tree of Life. All
name. The tree can also be used in rituals to
create many magical objects. Creation of other Trees of Life in and outside of
The ceremony gives the elf immunity the elven lightboat and the oil of sunlight Alfheim are "daughter" trees, depen-
against magical and clerical charm and is described in the Dungeon Master's dent upon the existence of their "moth-
hold spells. So long as the attacker does Companion rules. Other items that can ers." Should a mother tree die, all the
not know the real name of the elf he op- be created include: daughters wither too.
poses, the elf is immune to charms and An elven clan cannot take root in a lo-
Elven boots: These boots are soled with
holds. Unfortunately, if the elf s real cation without a Tree of Life (true only for
the treated bark of the Tree of Life.
name is known, the same ceremony that Alfheim elves). When a clan has grown
gives the elf immunity removes the sav- Elven cloaks: These cloaks are made
from the other leaves of the Tree of Life too big for its immediate area, or must
ing throw against the same spells. And, move for some other reason, a living
unfortunately, anyone using a successful (not the ones used for making oil of sun-
light). They are pulped, drawn into fibre, branch is taken from the old Tree of Life
ESP spell on an elf and asking the right to move with the clan. Some of the clan
questions (to bring the real name to the and woven into cloaks.
Healing potion: Distilled from the sap members stay to guard the original tree
front of his mind) can learn his true name until the move is completed (often many
(the elf may attempt an Intelligence of the Tree of Life.
Magical bows and arrows: The wood of years).
Ability Check to prevent this during a
mind probe). a Tree of Life can be used for making When the emigrating clan finds an
Magical bows and arrows. area which looks appropriate for the elven
This is why only certain tribes among Elven Longswords: Very small quantities way of life, the Treekeeper finds an oak
the elves use these naming conventions. of the sap of the Tree of Life are used in tree and grafts the Tree of Life branch
Most elves trust to their normally good the tempering oakwood into magical el- onto the oak. In a matter of months, the
magical resistance rather than risk having ven longswords. Tree of Life effectively remakes the oak
no resistance all. into another Tree of Life. However, the
All of these magical items take a long
time to manufacture. The need for the new Tree of Life gains none of its magical
item must first be established, then the powers and attributes for about five
Tree must be prepared with extensive cer- years. That's the critical period for any at-
tempt at an elven settlement, and the the original state of the Alfheim region, a are born too close to normal horses. They
time when most such attempts have series of wasteland steppes, and suggest are telepathically blind and less intelli-
failed. that the horses are cleverly bred steppes gent. These lesser ponies are sold out of
A Tree of Life grown in this way is spiri- ponies such as those found in Ethengar. the forest (as "authentic elven ponies")
tually dependent on the tree its branch Indeed, the little animals have many to keep the bloodlines pure and to give
was taken from. If the old tree withers traits in common with those ponies. them a lifestyle more suited to them.
and dies, so does the new one. However, there is something more to
To remove this dependency, a these horses than clever breeding tricks. Of Elves aNt> tl7€ Fouest —
Treekeeper performs an "adoption" cere- Something that no one knows but the
mony that takes over a century to pre- elves. It is common knowledge that the beasts
pare. The newer tree becomes of the forest around an elven stronghold
independent of the old tree and effec- Ztje Secnet Visitons warn the Clan Holder of any incursions
tively becomes the proper home of the av- by outsiders. All normal animals within 5
Shortly after the forest of Alfheim had miles of the stronghold are friendly with
atar of Ilsundal. The other daughter trees
grown and the elves had knocked back the elves dwelling there. They warn of
of the old tree are now the daughters of
the first of hundreds of years of invasions. strangers, carry messages, etc. In return
this new tree. Of course this ceremony has
King Mealiden was contacted by a small the animals expect help and protection
to be performed with the approval of all
group of unicorns. These normally shy from the elves.
the daughter trees of the original tree.
and solitary creatures offered their help in Many sages question this common
Though the ceremony has been devised,
guarding the forest in exchange for sanc- knowledge. The elves are also avowed
it has never had to be performed in the
tuary and the elven promise not to hunt hunters. Why should the beasts they
known history of the elves of Alfheim.
them. The elves agreed readily. hunt be so eager to help them?
This dependence continues through
At that time, the elves were using the In fact, when an elf builds a stronghold
every tree generation. Thus, if Grand-
descendants of the original steppes po- in a formerly wild area, he brings a certain
mother Tree is stricken, then Mother Tree
nies for their riding animals, along with stability to the animal population. Elves
is also stricken, and Baby Tree is likewise
horses they had acquired in other realms. hunt for two reasons; the need for food
affected. Considering the wanderings the
However, none of these horses were com- and the thrill of the hunt. In addition,
elves have done over the centuries, find-
fortable in the woods. Reproduction rates the elves are the ultimate conservators.
ing the source of a Tree of Life's illness can
slowed and it began to look as if the elves Therefore, the elves work to nurture the
be an incredible quest (See Tree of life
would need to constantly import horses. young and healthy animals and to elimi-
CM7).
The unicorns contacted chevalls within nate the old, diseased and superfluous;
All subsidiary Trees have the same
the elven horse herds. Originally from neither the young mother nor her cub has
powers as their ancestors. No two Trees
Karameikos, these were-centaurs made anything to fear from an elf.
can exist within 50 miles of one another
sure these demi-humans were treating Only a certain number of male animals
without both sickening. In game terms,
their mounts correctly. Together they de- or older females are taken (and even these
they cannot regain their magical abilities
vised a breeding program that would mix are spared if they give good sport). The
after they've been used and soon lose
horse, chevall and unicorn. elves spend as much time observing the
their immortality and normal invulnera-
bility to plant diseases. Elf sages think Eventually, the elven horse was born, a animals as hunting them, so they know
that they take too much out of the basic short-legged, quick pony with uncanny which ones they should eliminate and
magical essence of the world when too intelligence and the ability to fight on its which to preserve. Elves sometimes orga-
close together (See Principalities of Glan- own if need be. Their intelligence and nize elaborate hunts purely for the pur-
tri Gazetteer for further discussions of the speed make them the match for any ar- pose of spying on the local animals and
world's inherent magical properties). mored warhorse, as they have proved in keeping track of their condition.
hundreds of battles. In short, the elves act as herdsmen for
Mixing with any other breed of horse the entire forest, protecting the helpless
Zt)e Houses of AlftyeiM decreases the intelligence and increases and hunting only those capable of taking
The mystery of the origin of elven caval- the size of the offspring. No true elven care of themselves and any unnatural
ry's forest-dwelling ponies has puzzled horse is allowed out of Alfheim (even un- monsters lurking around. Many a crusty
human scholars for centuries. The ani- der a well-connected adventurer) unless it male animal has spent years evading the
mals were not with the elves during their goes with the army. In fact, the beasts elves, finally to be tracked down in a spec-
wanderings. They appeared after the share a semi-telepathic link with elves tacular hunt the elves spend centuries
elves had settled in Alfheim and the for- and cannot be separated long from their singing and dancing about. These per-
est had grown. friends without going insane. formances are as much in praise of the
Knowledgeable horse breeders point to There are, however, elven horses which quarry as the hunter.
Half Elves
The half elf is a figure of legend through-
out the known world. These fabled crea-
tures are thought to have all the benefits
of both elf and man, with none of the
problems.
These legends are fueled by the feats of
some heroes who seem to have a man's
ability with weaponry or magic, yet look
like elves, and with some elves who look
more like men, yet can mix fighting and
magic with the aplomb of the elf.
In truth, there is really no such thing as
a half elf.
Occasionally, there are elf-human mat- Finst FIOOR
ings. Apparently the two races are suffi-
ciently similar to be interfertile.
I I Imil
However, the product of such unions are
either elves or men, though their outward
appearances sometimes fool watchers.
As far as can be told, the elven traits are
inherited through the female line. The
1 _- Sio
product of a union between human fe-
male and male elf is always human.
Moreover, the male children are always
stillborn. f Rt vieNt 3
When female elf mates with male hu-
man, the male children are always elves,
the female children always human.
Of course, all of these female "hu- Sio nags
man" children have the potential for
growing up to bear elf children of either
sex.
ill ill
SecoNb Floon
71
larly towards the end of a storyline, when The elven age of 25 is rather like 16 in self to the new elf.
it can be a strong motivator towards a sto- humans, and the elven age of 100 is like Returning adventurers can have a
ry's climax. 25. number of motivations. They may want
to recruit some clan members to set up a
PC FRieNOs aNO Relatives A Choice of CaMpaiQNs new Holding outside — and must get a
Treekeeper's apprentice and a potential
One way to build party unity is to relate Now that we have the participants es- Clanmaster, arrange for a branch of the
the player-characters to one another from tablished, we can determine what sort of Tree of Life, and generally set things up
their pre-campaign days. If they are all campaign can be run in Alfheim. for the colonization attempt.
from the same clan, they are all probably
The actual attempt can involve bat-
playmates, since the population of elf GROWING Up IN tling indigenous forces, establishing him-
children at any one time is very small
Each player creates a brand new elf char- self, and generally establishing the elven
(There are about 900 elf children (ages
acter according to the Player Pull-Outs equivalent of a Dominion (see D&D®
1-20) in any one clan at any time). They
and the suggestions given above. The Companion Rules and the "Elven Soci-
have all probably hunted together and
characters get to confront everyday life in ety" section of this book).
served in the army together.
Alfheim, learning the secrets of the forest If the returning adventurer just wants
Even elves from different clans have to become part of the Alfheim life, he can
as they spend time as members of the var-
plenty of opportunity to have met and as- start finding traces of something strange
ious Guards, go to buy equipment in
sociated. Young elves are taken on trips to — something very strange to someone
Alfheim Town, hunt strange beasts in the
acquaint them with all parts of the forest, with his foreign-affected perceptions but
forest, etc.
especially the various good and twisted very natural to the usual inhabitants of
magic areas. Since each visit happens at a This campaign immerses the players in
the Alfheim culture. Everyone is an elf, Alfheim, strange enough to motivate the
specific age for every elf, all the elves of character to explore further. See examples
that age (about 300) in Alfheim are gath- and they can share standard elf attitudes
about humans and other short-livers and in the "Adventures" section.
ered together for the trip.
do everything from an essentially selfish
Finally, only 1 in 100 elves in Alfheim
elven aspect. Start this campaign with you WoulbN't Warn to Live
has any interest at all in adventuring.
This is generally recognized early and
hunts, monster fights, and chance en- Zljene
counters, then develop into high intrigue
those elves tend to associate with each Of course. Alfheim can just serve as a
amongst the movers and shakers of the
other, frequently crossing clan lines to do place to be from. Your players can create
forest as the player characters begin to re-
so. Alfheim characters and then adventure
alize the extent of the Shadowelf infiltra-
Why all this elaborate justification for somewhere else entirely, secure in the
tion of Alfheim society!
previous association? So that elves pre- knowledge that they know their roots.
established as friends have even more rea- The campaign can evolve into setting You can even use the Shadowelf infil-
son not to squabble while acting as party up clan holdings and meshing the charac- tration plotline established here as a basis
members. ters into the life of Alfheim, or sending for adventures elsewhere. The plots of the
them off to adventure because of the taste Broken Lands Shadowelves extend much
for adventure they've gotten in their own further than the borders of Alfheim —
Aqe
home forest. that's why Carilisan was placed in the
Determine the ages of the adventurer Chossum clan. Shadowelf influence ex-
elves. This should be somewhere between COMING HOMC tends throughout the continent, and
25 and 100, the age when an elf deter- traces of it can be found in Karameikos
mines that he really wants to adventure. This campaign is for players who already
have elf characters who can fit into the among the Calarii, in Glantri amongst
Older elves are already set in their ways, both the Erewan and the Belcadiz elves,
and unlikely to follow the Wandering Alfheim campaign. They should pick a
home clan for the character and "come and in non-elven communities else-
Path. Until they hit 100, an elf can be- where.
come a Wanderer any time. Even Wan- home" either for a visit or to finally settle
derers can have the elven inclination to down and become a Holder. For instance an adventuring party in
postpone major decisions until tomor- This campaign runs much like the Ethengar might find a crew of bandits us-
row, which explains why some wait so "Growing Up" campaign, and can actu- ing elven long swords! How did they get
long before finding the Wandering Path. ally be meshed with it, with some new them? The Chossum's say that a trading
Major differences in age should be no and some experienced elf characters. The caravan was robbed in that area, but who
real problem, except for the greater diffi- role playing in this campaign occurs as authorized the shipping of the swords in
culty in establishing associations outside the adventurer elf acclimates himself to the first place? Could it be General
of clans. the old forest, and the clan acclimates it- Gilfronden? Why would the general ship
long swords out of Alfheim? adventurer, robbing only those whom the them do have a better chance. Elven Para-
This sort of thing is just the thing to elves don't mind seeing robbed, they are gons have a lot of time to plan and ac-
bring characters established in another tolerated. complish Immortality — and any elf
country back to Alfheim to solve the mys- However, the elves have no more love interested in Immortality has the will
tery. for those who rob and steal from citizens power to offset the usual elven sloth.
of their nation and town than humans
Just VisitiNG do. See Crime and Punishment in the El- The Elven Hero
ven Society section. The elves are far less
Non-elf characters can play in Alfheim, The Epic Hero is the other elven path of
lenient with human thieves than they are
too. The land could be a stopping-off choice. In many ways it suits them better
with elves who make a mistake in judge-
place for a brief adventure before contin- than the Paragon, but it is not the way of
ment.
uing on to other things, but there is al- Ilsundal and Mealiden, so it is not as fa-
ways room for one more non-elf to settle vored. However, other elves who are not
in Alfheim. Masten Level Q of Alfheim have followed this path with
The elves are always looking for non-elf The previous suggestions deal with Basic at least as much success as human thieves.
mercenaries to handle some of the through Companion level games. But
tougher monster-fighting — and they what of the Master level of play? We pro- The Dynast
pay well for the assistance. High level vide one adventure idea for characters of
fighters can always find work training While the Dynast is probably the easiest
that level, but what of the basic goal of a
10th level elves to improve their fighting. route for elves to follow, it has very little
Master class player? How should an Al-
favor in Alfheim. Some sages claim that
Magic-users are welcomed in some ar- fheim Elf attain Immortality?
Ilsundal and Mealiden were following
eas, and the magic points make some both the route of the Paragon and the
kinds of research very easy. High level Elf Paragons Dynast in their careers, but it is in their
magic is always welcome, since so few roles as Paragons that they are emulated.
The Paragon was once the usual Alfheim
elves manage to get to those rarefied Many high level elves are considering
path of choice. Both Ilsundal and Meali-
levels, and certain high level spells are de- this path in these days of entirely too
den followed that path, creating, respec-
nied to even the elven Treekeepers. many human wizards of high power.
tively, the Sylvan Realm and the Tree of
Clerics and thieves are less welcomed, Life (for Ilsundal) and Alfheim and the King Doriath, in fact, is said to be ac-
though the elves find places for them in Egg of the Phoenix (for Mealiden) as part tively following this path, and still
the community of Alfheim Town. The of their ascension to Immortality. They searches for a time travel device that will
elves don't mind clerics who do not at- were also each fortunate in that it was easy allow him to aid his descendants. If his
tempt to promote their human faith for each of them to defeat all magic-users acknowledged heir gives him a grand-
among the elves. Unlike most of the within 1,000 miles because there were far child, it is thought that he might retire
world, the elves still remember the fewer magic-users at the time. from the monarchy of Alfheim and seek
technology-worshipping clerics of Black- to establish a new elven kingdom in
moor, and do not trust proselytizing cler- The opportunity for an elf to attain this
route now is not great. The world is too Norwold.
ics.
full of wizards who are much more pow-
The elves just treat most thieves as ad- erful than the commmon elf, though the
venturers. As long as a thief acts like an Treekeeper wizards and those taught by
The poison carried by the Shadowelves weaker PCs can finish it off. "COUR
is more virulent than the one described in Or the PCs can come to the king's at-
the Dungeon Master's Companion. They tention by having to be saved by him, This is an adventure outline meant for
derive it from fungi grown in their ca- though this is not quite so sure an entry play by characters near the top of normal
verns under the Broken Lands. A missed into his confidence. .^ """\ elven advancement, about 10th level. It's
Saving Throw means instant death, called The Grand Tour because the char-
though the bonuses to saving throws Save Someone Else! acters end up relating to all of the major
given in the Companion still apply. If the Even Gilfronden might have his prob- clans of Alfheim. With few exceptions,
saving throw is made, the normal poison lems with a monster and need aid. It the named NPCs in this adventure all ap-
damage given still affects the victim. would be a sore trial to him to be in debt pear in the "Personalities" section.
The assassins carry three arrows each for his life to possible enemies. He might
with the poison on them and each has a even try to recruit the characters (but not ISCitiNQ iNCilKNt
shortsword lined with the poison. The personally, that's what agents are for) for A Grunalf forester, torn and bleeding
sword's poison will evaporate after one the Shadowelf cause — offering them stumbles out of the woods. He mumbles
use, whether the swing was successful or loot and power when the Shadowelves are something about "a meeting" near Sha-
not. The poison on the arrows is good for in power. dowsdown. Before they can act, three
one shot each. The assassins do not carry Shadowelves attack the PCs (use the As-
more poison, nor do they have their We'ne Not IN AifljeiM aNyMone sassins from "The Great Hunt"). Once
spellbooks. •Coto! they have disposed of the attackers, the
Given half a chance, in a fight the as- forester is dead unless some party mem-
The Magic Points of Alfheim can appear
sassins will use spells like invisibility and ber healed him in the middle of the fight.
at any time and anywhere. Only the most
polymorph self to escape. If captured, The characters are presented with an
stable and long-lasting are shown on the
they can reveal the trail they used to enter immediate choice: take the body to Ain-
map. A hunting party can suddenly find
Alfheim, but it is no different than any sun or follow his trail to the meeting
itself in a swamp and menaced by dino-
other. They do not know Gilfronden, place. If the characters managed to heal
saurs because they've walked into a time-
they were just told to contact the masked the elf during the attack, he will accom-
warping magic point. Since you want the
elf. pany them back to the meeting place, ex-
characters in Alfheim, the way back may
If Gilfronden is with the assassins, he simply be to walk a mile to another lead- plaining that he came upon a meeting of
will use dimension door to get away in- ing back to Alfheim, or it may be much shadowy figures who seemed to be plot-
stantly, following with telepon if the first more complicated. Give them the puzzle ting some kind of mischief, but had to
spell is not sufficient. and hit them with dinosaurs when they flee before he could discover anything.
get stalled. Use Endoric from "The Nithian Lich"
Save the King! adventure as the Grunalf Forester.
Other areas can do things as simple,
It is not necessary to save the king from and as challenging for role playing, as If the characters take the body to Ain-
assassins to gain his attention. King Do- changing the sex or race of the character. sun, they are met by Clanmaster Durifern
riath was an adventurer. The hunt is a This leads to interesting interaction until Widefarer himself, who says that the elf
chance to fight again. He loves it. the situation is corrected. was his special agent, sent to discover Sha-
It is possible for even so experienced an DM NOTE: This sort of thing should dowelf infiltrators. He asks the PCs to con-
adventurer to misjudge the power of a always be either temporary or correctable tinue the job and suggests that they might
monster. The PCs come upon the king with the right combination of events. follow the elfs backtrail to find out where
fighting desperately for his life as he Players can become frustrated when the this mysterious meeting took place.
stands over the body of his horse. His fol- foundations of their characters are per- At the meeting site, the players can
lowers are scattered over the forest floor, manently crumbled through no fault of find two items of interest. One is a Chos-
unable to stand before the monster, pos- their own. sum Account book with the personal sigil
sibly a beholder or large dragon — of Sharlikran of Chossum on it. The other
enough to give the PCs a chance to shine is a toolbelt of the type used by Erendyl
in the king's eyes and maybe gain entry of We HUNt bowyers. Both clans have been suspected
into his social circle — something that The hunt ends when the monsters are ei- of Shadowelf infiltration at one time or
could become very important later! ther all destroyed or reduced to controlla- another. Both items look as if they were
If the characters are too weak to fight ble numbers. If all goes well, the set aside for the meeting, and the owners
something that could do so much damage characters should come back from their didn't manage to find them again after
to the king and his party, just make sure the first and subsequent hunts, with good ex- the meeting was broken up by the spy.
creature is wounded badly, just not as badly perience and, with luck, their initial in- At Desnae: The account book is full of
as the king. Then, with the king's help, the volvement with "The Plot." ongoing account records from a recent trad-
ing trip to Glantri. The last few pages, how- 1. The Treeslaying: Shadowelves are time to help Jorodrin destroy the intruders,
ever, are written in an unknown language using the Mealidil Library Tree to discover perhaps with assistance from the Tree of
and in a different handwriting. Going to any way they can kill the Trees of Life. life itself. Remember, it is intelligent.
Desnae and asking the Chossum elves 2. The Elfslaying: Semien has just In Pinitel: The characters find
about the account book gets an interview made a defective bow for Beasthunter. Coolhands, who leads them to Beasthun-
with Carlisan, who identifies the book as Beasthunter is even now hunting for a ter. They arrive just as Beasthunter draws
Sharlikran's and suggests that perhaps the monster which is actually under Shado- back his bow to feather some incredible
handwriting is from the same writer but welf control and waits to destroy the Long beast (DM's choice). He has an arrow en-
with his other hand. Of course, he'd be the Runner clan chief when his bow breaks. chanted against that creature and expects
last person to suggest Sharlikran is helping 3. The Swordslaying: A prominent elf to slay it in one shot.
the Shadowelves. . . is infiltrating his shadowelf minions into The bow breaks, the arrow flops onto
Sharlikran is in town and states that he Shieldtree to slay Redsword Truetalker. the ground, and the monster charges
lost the book shortly before the end of his These three events will occur on a time Beasthunter. The characters can help slay
last trip. He claims most of the handwrit- schedule that would allow fast riders to the monster, find its controller(s) and get
ing as his own, but knows nothing of the get to each event in time to intervene (re- them, or both.
strange writing in the back. "It wasn't gardless of the order in which they are In Shieldtree: The characters arrive at
there when I had it." run). The DM should decide which order night and are met by Brightsword, who is
At Elleromyr: The toolbelt belongs to he wants to run the adventures and spec- not interested in awakening Redsword just
an Erendyl elf called Semien. Draugin ify an appropriate time for each. on the say-so of a bunch of adventurers. If
identifies the owner and calls him in. Se- In Mealidor: The characters find that Questioned Brightsword reveals that the
mien panics and tries to fight his way out. the Shadowelves have left already. She- only newcomers are new recruits sent over
He is actually an 8th level Shadowelf (ev- lingar will be glad to tell them how much for training by General Gilfronden.
eryone thought he was much less skilled). he helped them, and Mealidan will get in Brightsword gives them someplace to
Semien is an adopted Erendyl elf. He is their way as much as possible (all in the rest the night, a Home Tree residence that
supposed to be a survivor of the name of helping them further. Mealiden happens to look over Redsword's. If they
Brightleaf disaster — the same disaster is not part of the conspiracy; this is just are alert, they see the "recruits" (again,
that supposedly orphaned Carlisan, who his way of doing things). use the assassins from the "Great Hunt")
was adopted into the Chossum clan. Shelingar eventually informs the PCs sneaking into Redsword's tree. If they de-
If captured, Semien talks. If killed, Fa- that he sent them to Feador. Jorodrin has cide to rest until the morrow, they are al-
ther Dominicus happens to be visiting a book detailing what Ilsundal went erted by Redsword's battlecries. He is
and will either do speak with dead or raise through to create the Trees. surprised, but manages to fight off his at-
dead for Draugin to get information out In Feador: The PCs come on carnage in tackers at least momentarily.
of the culprit. Then Semien talks. the halls of Feador. The Shadowelves Finale: Whatever the sequence of
Semien is not aware of the identities of have slain several elves and think they've events, the PCs will have met all the
either Carlisan or Gilfronden. He knows slain Dyradyl. The PCs find Dyradyl who Clanmasters, learned many elements of
that there are Shadowelves in places of comments that he's a lot tougher than he "The Plot" and have information that at
power in the elf political structure. He looks. He says the Shadowelves have gone least throws some doubt on the integrity
also knows that there are three major to the Tree of Life to get Jorodrin. of Carlisan and Gilfronden..
plots afoot. The characters get to the Tree of life in
Follow t:i7at ORCI (2) watch the ores. If any PCs hang around outside while
others go in, they are subjected to the
This is an adventure for Basic level charac- Talk to the Ores. stares of a steadily increasing ore crowd.
ters in Alfheim Town. AThe Missing ArtifacttTalking
least one PC
to Urgham is as futile as the Eventually Urgham appears and asks the
should be an elf who is familiar with the Guardian thinks it. Questions from a PCs what they want. If they answer civilly,
others. non-ore falls on deaf ears. If pressed, he suggests they go into the Gut Bucket.
The Guardian contacts the PCs and Urgham protests that no one ever pays at- Once inside, play out the drinking con-
asks for help. His agents are all too well tention to ores, so why bother with a trou- test scenario.
known for the job. He wants this investi- blemaker? If one or two non-ores enter the Gut
gation kept quiet. It seems that a town However, the PCs can try to ferret in- Bucket, the ores stare at them in silence un-
ore, no one is sure which, is starting fires formation from the rest of the ore com- til the newcomers either give up or try to
and preaching treason, that the Shado- munity. The Gut Bucket Tavern (location break the ice. Ores ignore a party of more
welf cause is right. 29 in Alfheim Town) is the main meeting than two non-ores. The ore barmaid serves
The culprit must be found! The ores are place for the ores. In spite of a tough rep- them ... eventually. She ignores questions,
valuable citizens and it would be wrong to utation, no bunch of ore laborers is likely but once questioned, immediately goes off
punish them all for a single ore's misdeeds. to assault a party of adventurers, even be- to whisper to several customers. Customers
Furthermore, the Guardian does not trust ginners — or so the PCs may hope. If the do the same thing — ignore the questions
Urgham the Quiet (leader of the ores) to do PCs try to talk to an ore on the street, he and whisper to others.
the job, though he can be consulted about tells them to meet him at the Gut Bucket. After a while, an ores will come over to
strange happenings among the ores. The Gut Bucket itself is a large, three- the characters and say: "I unnerstan'
Urgham is too quick to defend his ores and story structure with a door on each of the youse want some questions answered?
would probably alert the culprit. three streets it fronts. It's amazingly clean Well, me an' da guys don' like talkin' to
on the outside, but basic ore slovenliness strangers 'bout sech things. How'd you
How to HaNWe tlje takes over inside. That the last time it was like to stop bein' strangers."
iNvestiqatioN cleaned out was when the roof collapsed If the characters agree, the ore, intro-
There are two ways the investigators can and the rain-catchers swamped the place. duces himself as Rishdak and challenges
handle this search: (1) talk to the ores or Only ore brew is served here. one PC to a drinking contest. The contest
1/10 what it would be for actually captur- citer. He never reports what he learns as a Spells Carried: Level I: read languages,
ing Ugbruk themselves. spy to anyone. Instead, he just saves up shield. Level II: invisibility, knock. Level
the information and waits for the Great III: clairvoyance.
Ztje Culpnit Day, when he will give everything he Notes: Ugbruk's carefully hidden spell
knows to the Masters who will take over books also include charm person, web,
Ugbruk Tallorc
the Town. Note that Ugbruk is literate, and fly. If he knows he's going to be in
Shadowelf orc-impersona tor
though he pretends not to be. One other danger, he switches spells around.
History: As ores go, Ugbruk is a whin-
function is to bring in more Shadowelf-
ing, standoffish sort of fellow, not partic-
orc impersonators and build up a power Shadowelf Orc-impersonaters
ularly liked by even his own kind.
base. The first ones are on their way. DMing Notes: These are the new genera-
However, he is not an ore, but a Shado-
welf impersonating an ore. Due to the Combat Notes: E5; AC 5 (+2 from tion, following in Ugbruk's mold. They
conditions in the Broken Lands, many dexterity); hp 20; MV 120'(40'); #AT 1; have no more idea of the ultimate leaders of
Shadowelves do not grow up tall and D 1-6 (shortsword); SaveE5; ML 7; ALC; the conspiracy than Ugbruk does.
straight like their Alfheim cousins. Many, XP 300; S 14, I 13, W 10, D 17, Co 11, Combat Notes: E2; AC 5 (with +2
in fact, end up looking like ores. Once Ch 10. Dexterity bonus); hp 7; MV 120'(40');
abandoned, these semi-ores have found Abilities & Skills: Hiding (1 + 1), #AT 1; D 1-6 (shortsword); Save E2; ML
employment within The Plot. Knowledge of Broken Lands (I), Knowl- 9; ALC;XP25each.
DMing Notes: Like most of the lower edge of Orcish Society (I), Military Tactics Skills: Hiding (13), Knowledge of Bro-
level conspirators in The Plot, Ugbruk (I), Riding (D). ken Lands 13, Knowledge of Ore Ways
knows nothing of the higher level lead- Languages: ore, elf, gnoll, hobgoblin, 13, Military Tactics 13.
ers. He just acts as a spy and a subtle in- Alignment (C), Thyatian, Darokin. Spells: charm person, shield.
them and saw them go into the old Tree tioned, Mercentius is the only one who person, lightning bolt. Level IV: dimen-
and Sparrow tavern in the next block. It's knows anything about what is going on. sion door, wizard eye. Level V: cloudkill,
been closed for months, but the two are In his room is the payroll for the opera- feeblemind.
obviously using it for a hangout. tion, 20,000 gp. All Mercentius knows is Skills: Magic Lore (I +1).
that a Shadowelf is expected within the Notes: Mercentius carries a dagger +1
tye rave/w month to come and claim the Egg from and wears a ring of protection +2. His
If the PCs assault the tavern, the bandits him. He was contacted by a Shadowelf in door is wizard locked (one of the spells in
fight intelligently, using magic and magi- Specularum and given his instructions. his spell book) and he has an amulet vs.
cal items intelligently. The mercenaries crystal balls and ESP.
will fight with dedication. The thieves do Zlje MenceNanies
not consider this a job worth dying for. Mercentius The Fighters
The fighter with the ring of regenera- Magic User DMing Notes: These four fighters have
tion will gladly fall as if dead and let the DMing Notes: Mercentius is the leader worked together for years as bandits.
battle pass over him, then arise refreshed of the mercenaries and has activated the There used to be seven of them, but three
and attack from the rear. The thief called Egg to get the fire resistance ability. He is have died recently, and the others are now
Boris likes to use the ring of human con- a Karameikan of Thyatian heritage and more cautious.
trol, and Fabius likes to use hold person. now spends his time in front of thefirein Combat Notes: F8; AC 2 (banded mail
He won't use the staff of withering his room. and shield and dexterity bonus)- hp 48'
against elves, naturally. Combat Notes: M10; AC 6; hp 33; MV MV 90' (30'); #AT 1; D 2-9 (sword and
Mercentius helps the best he can, but 120' (40'); #AT 1 (dagger or spell); D 2-5 +1 strength bonus); Save F8; ML 9; AL
might panic easily. Since he is already (dagger +1 or spell); Save Mil (ring of C; XP 1200 each.
hooked by the artifact, he might just re- protection + 2); ML 9; AL C; XP 1600. Notes: Each fighter has a different
lease the phoenix, giving a whole new di- Spells Usually Carried: Level I: charm magical ring. One has a ring of fire resist-
mension to the battle. See the Master person, light, protection from evil, sleep. ance, one has a ring of spell turning, one
DM's Book for statistics on the phoenix. Level II: detect invisible, phantasmal has a ring of regeneration, and one thinks
If the mercenaries are caught and ques- force, web. Level III: dispel magic, hold he has a ring of protection but it's really a
ring of delusion.
If the attacking PCs are well-stocked Combat Notes: C7; AC 1; hp 27; MV 50%, Remove Traps 46%, Pick Pockets
with magic, feel free to give these charac- 9O'(3O'); #AT 1; D 3-8 (mace +1 and 60%, Move Silently 55%, Climb 95%,
ters magical weapons and magical de- strength bonus); Save C 7; ML 10; AL C; Hide 4 1 % , Head Noise 66 %.
fense bonuses. XP85O. Notes: Each thug has a different get-
Notes: Fabius wears plate +3 and uses away device. One has a ring of invisibility,
The Thieves a shield. He fights with a mace +1, al- one has boots of speed, and one has a po-
DMing Notes: These two thieves are though he also has a staff of withering tion of flying. The poison on their blades
the ones who stole the Egg in the first with 7 charges. is the normal poison as described in the
place. They are also the group's only con- Spells Carried: Level I: cause fear, cure blowgun rules in the Players Companion
tact with the outside world, as they go out light wounds, light. Level II: bless, hold Book.
for groceries and news. The two are expe- person. Level III: remove curse, striking. This means that the thugs can try to kill
rienced and have worked together fre- the characters in standard thug fashion
quently. They were hired through the Funtljen CoMpIicatioNS (50% chance + or - 5 % for each differ-
local Thieves' Guild. Violet Pismire is the ence in level); if that fails, the poison
one who told Mercentius where to find There is another player in all this. Mas-
might work; and if that fails, maybe they
them. ter Edrecort is very interested in this item
can just kill the characters with weapon
too. His agents will try to intercept the
Combat Notes: Th 7; AC 3 (leather ar- damage (though this last possibility is un-
characters and get them to work for him
mor + 2 plus Dexterity bonus); hp 21; likely). If foiled in any way, the thugs
(he is always referred to as "an interested
MV 120'(40'); (CAT 1; D 1-6 leave.
party," not as Edrecort). In the course of
(shortsword); Save Th7; ML 9; AL C; XP this one of Edrecourt's agents plants a pin
450 each. on a character which Edrecort can trace The Egg of the Phoenix
Skills: Open Locks 45%, Find Traps with a locate object spell and his crystal This is an artifact, said to be the crea-
40%, Remove Traps 38%, Pick Pockets ball. tion of Mealiden — the artifact he created
50%, Move Silently 48%, Climb 93%, in the process of becoming an Immortal.
When the characters retrieve the Egg,
Hide 35%, Hear 58%. Breaking the egg summons a Phoenix
Edrecort sends three Thugs (see Master
Notes: These thieves obtained their from the elemental plane of fire. If the
Rulesbook) to try to get the Egg from
enchanted leather at the same time. Each phoenix is summoned, it does the will of
them.
has a magical ring. One has a ring of hu- the summoner for three days, then im-
These thugs will attempt to catch the
man control and one has a ring of clerical molates everything within 1000 feet and
party unawares, perhaps running into
spell storing with cure light wounds (x2), builds a nest of the ashes. It then immo-
them in the street. They will attack the
protection from evil (x2), and find traps. lates itself and leaves a new egg in the
characters holding the Egg without warn-
It holds six spells, but he used one use of ashes.
ing, attempting to slay them immedi-
find traps in getting the Egg, and hasn't The egg, which is about the size of a
ately and get away, using their various
replenished it yet. kickball, bestows fire resistance 10' radius
traveling devices.
and fly at all times, and the ability to
The Cleric throw three fireballs (one of 6d6, one of
Thugs
DMing Notes: Fabius Valerosus is a 8d6, and one of 10d6) per day. Once any
Combat Notes: Thug 9; AC 2; hp 44;
cleric of the Church of Thyatis, but Patri- of its abilities has been used, it places the
MV 120'(40'); #AT 1; D 2-5 (dagger and
arch Clovis does not know he is here. He user under compulsion to always be in
strength bonus) + poison; Save T 9; ML
still prays to the Immortals of Thyatis, firelight and never touch pure water. This
10; AL C; XP 3700 each.
but he has no contact with the regular makes for a user who is generally foul-
Skills: Open Locks 54%, Find Traps smelling and drunk.
church. He likes being a bandit.
AssassiNS ally located in the Purveyor's District, up- both who actually did the deed, and what
stairs from Honorious's Scriptorum. The the motive was.
This is an Expert level adventure for a PCs meet Abdullah in his receiving The party will have to go to many
party of four to eight characters. room. They notice that there are a large places in Alfheim Town and find out
This adventure is more of a problem- number of well-armed Ylari-looking men what is known there. The party can follow
solving run than the generalized and women hanging around as guards. their reading of the clues, and not neces-
dungeon crawl or wilderness bushwhack- They are stopped at least twice, even sarily visit the locations in the order
ing. Most such adventures have a rela- though they have a guide with them. The given.
tively fixed structure: the party begins at guards are obviously looking for signs The Game is Afoot!
point A, then proceeds to point B, then that the guide is being coerced. Since he
point C, etc. Sometimes there is a story isn't, there is no untoward incidents. ClyasisQ Clues IN AlfljeiM COIVN-
line, which begins with event A, then B,
When they meet Abdullah, he comes
then C, and so forth. In this adventure, Location: Hazarkan's Warehouse.
right to the point, for an Ylari. This
the players, through their characters, Anwar was still alive when his clerk found
means he actually talks business while
have to solve a mystery. They are pre- him; his final words were "Blue head
you are drinking the traditional three
sented with a problem — the death of killer ..." There were signs of an intense
small cups of Khaphee.
chief assistant Anwar — and then they struggle. If a thief Spots Hidden in the
are free to do with it what they will, pref- Uncle Silk states that he has an impos- office, a strangely curved dagger is found,
erably proceeding energetically to follow sible problem. His chief assistant, Mr. with traces of poison still on it.
down the original clues, then the second- Anwar, has been murdered, probably as-
Location: Thyatian church. Clovis al-
ary clues, and finally finding and dealing sassinated, and the authorities have no
lows the party to examine Anwar's body.
with the perpetrators of the crime. idea who might have done it.
He states that the assistant died of poi-
Anwar was found just this morning, at son, rather than the wound. One PC may
This is also an exercise in restraint. first light, stabbed and dying in his office
There aren't very many monsters to investigate the wound; if the player
at Hazarkan's Warehouse in the Caravan- makes an Intelligence roll, he is able to
slaughter in Alfehim Town — even the sary. Anwar's corpse has been taken to the
ores are under the protection of both the state with certainty that it was made with
Thyatian Temple for services. an unusually curved dagger.
Guardian and the Merchant's Brother- An attempt by the Thyatian Patriarch,
hood. Inappropriate slaughter of inno- Location: Thyatian Trade Palace. The
Father Clovis, to raise dead was a failure clerk assures the party that all is well with
cents should be met with suitably — Anwar was not a very healthy man in
overwhelming civic force, judgment, and Hazarkan's prices, now that everyone un-
any case. Speak with dead was similarly a derstands the real pricing situation. The
sentencing. failure. payment is coming on the next caravan.
Uncle Silk further states that he is par- By the way, the Thyatian guards are all
OccunneNce ticularly vulnerable right now, because from the same tribal group within the
The action of this scenario takes place in several groups might be ready to kill him empire. They all have blue facial tattoos.
different locations around Alfheim as well as his assistant. Hazarkan has been
Location: Darokin Consulate. The
Town. It begins wherever the party of ad- financing the opposition to the Kin fac-
merchant who was undercut by Abdullah
venturers is staying, or where they have tion in Ylaruam which caused him the
is now making a killing with the same
met to begin their adventure. A messen- loss of two fortunes. To give money to the
goods in Norwold. He left Alfheim Town
ger in vaguely Ylari costume (normal tu- opposition group, he borrowed money
a week ago and doesn't care about Uncle
nic and breeches, but wearing a from the Alphatians. This loan is now
Silk any more.
burnoose) approaches the party and begs past due for repayment. To get the money
Location: Guardian's Office. The liai-
their attention. He states that his exalted to pay back the Alphatians, he undercut a
Darokin merchant to get a new market in son officer gives the inquirers a report if
employer, Abdullah Hazarkan, extends
Thyatis. The Thyatians are mad because they say they are working for Abdullah.
an invitation for the adventurers to join
they think Abdullah is now overcharging "You want to know about people with
him at his business office at the earlier op-
them on his subsequent shipments of the blue heads? Funny you should ask, the
portunity. Since the characters know that
goods and they are withholding pay- town's full of them. Blue Hooded stran-
"Uncle Silk" is a rich and influential per-
ment. Any one of these groups could gers from Thyatis have been seen in the
sonage, they will probably follow at once.
have sent an assassin. Refuge quarter. Red-headed strangers
(with blue beards) from Darokin are at
Wtjat AbbuUatj Zens tlje The Guardian's police are busy right the Silver Chalice Inn. Strangers from
AOveNtunens now with pressing matters. Abdullah was Ylaruam wearing blue-trimmed bur-
advised to get private assistance, just as nooses have been seen in the Purveyor
Location: Abdulla Hazarkan's Office
the elves always do. The PCs are urged to District. Strangers with blue haloes have
(I). This luxurious suite of offices is actu- accept the task, and discretely find out
been seen at the Alphatian magic school. red herrings), to Abdullah Hazarkan's almost directly here, they have nearly
And, of course, there's those Thyatian warehouse. They are his employees. complete surprise over the assassins. If
barbarians at the Thyatian Trade Palace." Location: Alphatian Magic School. they spent their time looking up some
If asked about strangely curved dag- The blue-haloed individuals are mystic blind alleys, the party has a normal
gers, he says "I don't know about that, representatives of the sorcerer Barimoor, a chance of surprise. If the adventurers
but the expert on knives is Andronicus Ylarian resident. We understand he re- have been at nearly every possible loca-
Leo at the Silver Blade school. You had tired there. Yesterday, they gave money tion and made a public case of their
best see him." and some strangely-curved daggers to search, the magic-users are ready and
Location: The Silver Chalice Inn. The three Blue Hood magic users. Then the waiting. They have paid informers, who
red-headed men with blue beards have Blue Haloes teleported away. are also living in the boarding house, who
checked out, saying that they are going The Blue Hoods? They come here for bring them this information. If the party
monster hunting in the forest. They left practice, but they live in the Artisan's dis- attacks at night, Sadie's is full of innocent
this morning after having breakfast. If trict, I think. bystanders. During the day, the only peo-
asked, Boris Beerthumb says that their Location: Artisan's District. The Blue ple there are the Blue Hoods and Sadie
breakfast was pickled red herrings. Hooded strangers are living in one room herself, who occupies a first floor apart-
Location: The Silver Blade School. An- in Sadie's Boarding House, next to the ment. The Blue Hoods are on the second
dronicus Leo, the knife expert, says, Crafter's Rest. floor, diametrically opposite Sadie's
"The only times I've seen such daggers in apartment. If unprepared, one is sleep-
town, they were borne by blue-haloed Zlje ASSASSINS' Lain ing, one is eating, and one is writing an
strangers I saw in the market place the day incriminating report back to their Blue-
before yesterday, and by some strangers Location: Sadie's Boarding House. The Haloed employers. If they are ready, the
wearing blue hoods that I saw on Spiral Blue Hood Assassins of the Order of report has been written and is stuffed be-
Street yesterday. They might have been Death lurk in their room. If things have tween the leaves of one of their magic
the same daggers." been quiet, they don't suspect a thing. books.
On the other hand, if the word is out that
Location: Purveyor District. The Stran- Blue Hooded Mage-Assassins (3): M8;
the heat is on, they're ready and waiting.
gers from Ylaruam are from a caravan de- AC 1(3) (bracers of shield and dexterity
What this means is that if the party came
livering exotic foods (including pickled bonus); hp 24, 25, 23; MV 120' (40');
normal missiles. Level IV: confusion, fiendish Kin sect that dogs my fate." He -t
polymorph others. rewards the party with 2,000 gp. each. If Lj-O J
DM NOTE: If you have a favorite dif- the party killed the assassins, he rewards A
ferent spell mix, feel free to use it. them with another 500 gp. each bonus.
Treasure: The mages have 24 250 gp. On the other hand, if they brought back
gems (their initial payment for the job), at least one of them for questioning, the
their spell books (which also include bonus is 2,000 more gp.
Occupieti | OccupieD | occupies
charm person, read magic, ESP, locate If the adventurers come back with the
AparUMeNt
object, clairvoyance, and dimension theory that the Blue Hooded strangers are \pantMENt
door), and two of them still have their the killers, but with no clue as to their
poisoned daggers. Their bracers of shield employer, Abdullah is disappointed, and Scale: ONE sguarce = lofeet
are special magic items which act exactly gives a reward of 500 gp. If they brought gp. and looks for different agents.
like a shield spell and can be used once back a prisoner, he gives them the 2,000 The DM should assign experience
per day. gp. bonus. points equal to Abdullah's reward.
If they come back with any other guess, If any characters are killed, the Guard-
CONClUSION Abdullah smiles sadly and sends them ian will command the human clerics of
back into the street to look some more (by the town to raise dead any elf of impor-
Location: Abdullah Hazarkan's Office
this time he knows that neither Thyatia or tance (higher than 5th level) for free.
(II). The PCs should have a story ready the Darokin merchant are mad at him Otherwise, the common fee is 5,000 gp.
when they return here. any more). If they come back again with There are no clerics capable of raise dead
If they correctly identify the assassins as the wrong guess, he pays them off at 250 fully in Alfheim Town.
[V^fiff
their Clanmaster, or King Doriath, or the there are no human clerics in the party,
A Companion Level adventure — Guardian of Alfheim Town, depending then none are available for this mission.
on their current location. In each case, The Feadiel elves have asked for assist-
SuMMany they are approached by an important sec- ance and sent their Lightship (see "Elven
This is an adventure for elves with an At- ondary leader, such as one of General Secrets" section). If the party will go, the
tack Qass of E 01 better and/or six extra Glorfinden's staff officers, or a Qan Lightship can get them to Feador in one
levels in magic. The PCs are called upon Counselor, or a high-ranking agent of the day. The village is about one day's jour-
to assist a clan leader who has learned that Guardian. ney from there.
one of hisholdingshasbeen destroyed by The leader who calls them in says that The leader says that he will be follow-
undead, always a tricky thing for elves to they have received word that the Sha- ing up things with the local Guard units,
deal with. dowtree stronghold in the eastern forest but this looks like the sort of thing a well-
The main enemy here is a lich, once a has been wiped out by an attack of un- equipped body of adventurers is better at
powerful sorcerer of the ancient Nithian dead. dealing with than a group of soldiers with
Empire, a long-dead civilization — one Undead are not common in Alfheim. little experience.
which was destroyed partially by the Elves are not usually candidates for be-
weatherchange magic that created coming undead beings, except for those Wlyat Has Really
Alfheim. who are made into zombies and skele-
When the elves were creating Alfheim,
tons. Even the Bad Magic points rarely
The Empire of Nithia sent an expedition
produce undead creatures.
lNCitlNG to find out what was going on. The leader
If the party includes human clerics, the of the expedition was Prince Hashabur-
The characters are summoned before reason for summoning them is obvious. If
Using a crystal boll in the trees shows him of this possibility are the elf spectres, dent prince of the Empire. He was posi-
the placement of all the spectres and and nobody asked them for advice. tive that outside forces were working to
wyrds and even Hashburminal himself. It Once the characters make themselves destroy the empire and led his expedition
doesn't matter if the group has ap- known, the battle plan remains the same westward to prove the truth of his theo-
proached silently or not. Hashburminal is as shown above. The spectres and wyrds ries. Unfortunately for him, he discov-
willing to have every creature under his scatter to avoid being caught in a fireball ered he was right — by being caught in
control wait in the same place for a week or other area effect spell. In general, the the backlash of the mighty wizardry that
until some more elves come along to be spectres and wyrds carry the combat, with created Alfheim.
butchered and added to his undead army. the skeletons and zombies acting as "can- Personality: Hashaburminal is a homi-
ESP reveals everyone but Hashbur- non fodder" and finishing off anyone cidal megalomaniac with two fixations:
minal (remember the permanent mind- who has been paralyzed or drained of so his long-standing fascination with the
mask spell). much energy that they become easy meat undead and his current determination to
Clairvoyance gets the chance to look at for the undead. Hashburminal will en- see the destruction of every elf on the face
some tree branches with the strangely gage any prominent magic users, but he of the earth. He considers all elves re-
skewed vision of a spectre, which sees liv- will attempt to escape if the tide turns sponsible for the tragedy that overtook
ing auras rather than solid substance. against him. his people.
Wizard eye has the same results as a If he does escape, he can either (1) find Appearance: The prince is a skeleton,
crystal ball. another group of Shadowelves and try richly garbed in the remnants of the royal
again or (2) move back to his home terri- dress of a prince of the Nithian Empire.
AppnoactjiNQ We Village tory in what is now Ylaruam, find Bari- DMing Notes: Hashaburminal is for-
moor (an evil wizard seeking midable but impatient. He could have
Hashburminal has minions watching the Immortality), and work to help Barimoor held back and slowly built his power
skies for an aerial approach and the forest and regain his kingdom in the process. base, but he is too anxious to visit his
floor for a ground approach. He is not ready
wrath upon the elves. He wants the elves
for an attack through the trees — his desert
Hashaburminal to come to him.
culture background has not prepared him
for this. The only ones who might warn Lich of the Nithian Empire If confronted by humans or other
History: Hashaburminal was a dissi- demi-humans, he will rail at them for be-
traying him and his followers and de- visible and mindmosk on him as perma- Spectres (10)
scribe his version of his history to them, nent spells. He has sandals of levitation, a DMing Notes: These are the spirits of the
calling upon them to help him destroy all staff of earth, a ring of life protection (4 lich's former followers, affected by his
the elves. charges), a ring of memory, and a dis- create spectre spell, a specialized version
Combat Notes: M 31; AC - 2 ; hp 50; placer cloak. of the create magical monsters spell.
MV9O'(3O'); #AT 1; D 1-10 + paralysis; There are also three elven longswords, Combat Notes: AC 2; HD 6**; hp 30;
SaveM31; ML 10; ALC; S 8,118, W 9 , D 4 elven cloaks, six pairs of elven boots, 24 MV 15O'(5O')/3OO'(1OO'); #AT 1 touch;
12, Co 18, Ch 5; XP 10,000. elven arrows, and several other low level D 1-8 + double energy drain; Save F 6;
Abilities & Skills: Lore of the Nithian magical items that had belonged to the ML 11; ALC; XP 725.
Empire (1 + 2), Lore of Magic (1 + 3). people of Shadowtree.
Languages: Alphatian, Ancient Thy- Hashburminal has new magic books Elf-Spectres (20)
atian, Nithian, Alignment (C), others recording just the above spells, which are DMing Notes: These are the spirits of
too obscure to mention. the only ones he knows. His old magic elves of Shadowtree who were hit by the
Spells Carried: books were destroyed by the work of 1700 lich's spectres. Every time one of the lich's
Level I: charm person (X2), detect years of insects while he lay sleeping. The spectres is destroyed, two of these stop
magic, magic missile (X 3), read lan- same spell that preserved him and his fol- fighting and stand around bewildered for
guages, read magic. lowers bodies did not do as well with their ld20 rounds. Then they re-enter the
Level II: ESP, knock, mirror image, phan- paper goods. fight as free-willed spectres, attacking
tomol force (X 3), wcb (X 2). anyone, even Hashaburminal.
Level III: clairvoyance, dispel magic Wyrds (5) Combat Notes: AC 2; HD 3**; hp 15;
(X 3), fireball, haste, hold person, in- DMing Notes: These are the bodies of MV 15O'(5O')/3OO'(1OO'); #AT 1 touch;
fravision, lightning bolt. the Shadowelves who have become D 1-8 + double energy drain; Save F6;
Level IV: charm monster, dimension door wyrds. They are totally loyal to the lich. ML 11; A L Q X P 6 5 .
( x 2), hallucinatory terrain, ice storm, Combat Notes: AC 4; hp 20; MV
polymorph others, wizard eye. 120'(40'); #AT 2 (glowing spheres); D 1- Elf Zombies (30)
Level V: animate dead (X 2), doudkill, 6/1-6; SaveE4; ML 12; ALC; XP 125. DMing Notes: These are the zombies
dissolve, feeblemind, telekinesis, tele- Notes: Carries a red, glowing, sphere of the bodies of the elf former residents of
port. in each hand. Can either hit or throw Shadowtree.
Level VI: death ( x 2), disintegrate (X 2), with each sphere. Combat Notes: AC 7 (elven leather ar-
flesh to stone, invisible stalker, pro- mor); HD 2; hp 10; MV 90' (30'); #AT 1;
jected image. Greater Wyrd D 1-8(punch); SaveFl; ML 12; ALC;XP
Level VII: delayed blast fireball (X 2), DMing Notes: This is the former Shado- 20.
power word stun (X 2), reverse gravity, welf wizard.
create wraith, sword. Combat Notes: AC 0; hp 40; MV Skeletons (16)
Level VIII: create spectre, explosive 120'(40')/240'(80'); #AT 2; D 1-10 + 5 DMing Notes: These are the skeletons
cloud, force field, permanence, power (for elves) or paralysis; Save E8; ML 12; of Hashburminal's followers.
world blind, symbol — discord. AL C; XP 2300. Combat Notes: AC 5; HD 1; hp 5; MV
Level IX: create any monster, immunity, Notes: Carries a green, glowing, 60' (20'); #AT 1; D 1-6 (shortswords);
maze ( x 2), meteor swarm, power sphere in each hand. Can either hit or Save Fighter 1; ML 12; AL C; XP 10.
word kill. throw with each sphere.
Notes: Hashaburminal has detect in-
MOK€ AbVCNtUR€S Cnoss aNO Double-Cnoss It is not so much destroying the roots
Expert Adventure themselves as keeping the water away
The following are less detailed outlines from them.
for further Alfheim adventures. Someone gets information to the char-
The creature has several underground
acters, who by now have been involved in
guardians (the type is determined by the
TZtje Wein other Shadowelf thwartings, that a high-
levels of the adventuring party) and its ul-
ranking elf is actually a Shadowelf. The
Basic Scenario timate guardian is a group of Shado-
source is actually Carlisan or Glorfinden.
welves of about the same level as the
This is an opportunity for some good, The fingered elf is the other of the two
party. The monster itself is extremely sus-
old-fashioned, monster-bashing. Begin- (DM's choice as to which is which).
ceptible to fire.
ner elves (and perhaps non-elves) have The two have fallen out and one has
The treasure (besides the reward of sav-
been inducted into the Weirguard, and decided to take out the other. The infor-
ing a Tree of Life) consists of the magical
here come some of those monsters. mation is such that the characters are con-
gear carried by the Shadowelves (much of
The duty is long and arduous and very vinced that the traitor is very dangerous
which is cursed if used by a non-Chaotic)
few elves are really there to deal with and must be killed immediately — this is
and the money they were holding; they
things (about 50 over a 2-mile line). part of the plan so the other won't be
are also the purse-holders for much of the
Many times they are completely out- identified by his erstwhile co-conspirator.
Shadowelf plot. Again, these Shado-
classed by the monsters coming down the One further twist to this adventure is welves do not know the exact identities of
river. that either the identifying or the identi- Gilfronden and Carlisan.
This is an opportunity to use the siege fied Shadowelf may be undergoing a
engine rules from the Master Players change of heart, and may be about to tell
Doriath all about "The Plot." iNto the BaO Magic PoiNt
book. Elven siege weapons are not very
Masters Adventure
large, but they can make the difference
when dealing with aquatic dinosaurs, Ztje This is a Master level adventure that takes
small dragon turtles, or other horrendous Companion Adventure high-level characters into worlds within
monsters. the Sphere of Entropy and back. Charac-
This idea is hinted at in the Campaigning ters are recruited to go into the Thorn-
The characters can be involved with seciton. A PC can try setting up a new
stopping small monsters who try to get by bush and try to find out where the
clan either in Alfheim or outside of monsters are coming from. There seem to
while the big monsters distract the main Alfheim.
crews. be more and more and nastier and nastier
of them in recent months (this can be es-
Vlje Root of the Znouble tablished by another hunt adventure,
Rouqtj Play Companion Adventure with beholders and sporacles and large
Expert Adventure This would make a good prelude to the dragons and so forth popping up every-
In The Dwarves of Rockhome Gazetteer, adventure that follows ("Into the Bad where).
a secret organization known as the Thorns Magic Point"). Alternately, the hit dice Entering the thicket, they can get to a
is described. It consists of dwarves who of the monsters and the difficulty can be point where they find themselves in a
like to come down out of Rockhome and toned down and this could be an Expert tunnel. It is, in fact, a "worm-hole", pro-
play devastating (but rarely fatal) pranks level adventure. viding transportation through the Shpere
on the elves. In brief, a Tree of Life is dying. The of Entropy to the Broken Lands. Charac-
The elves have had quite enough of characters or the Treekeeper who brings ters unprepared for interplanar travel
this, so the characters are given the mis- them into the situation have learned that simply die (saving throw vs. Death to try
sion to stop the Thorns from raiding something is destroying the tree's roots, to get back to the Bad Magic Point before
Alfheim. Unless the dwarf mischief re- but nothing they do will discover what. dying).
sults in death, the elves should not try to The characters have to enter the under- Those who survive run into
kill the dwarves. If dwarf actions do cause ground river that feeds the Tree from a nightcrawlers (see Master DM's book)
deaths, the elves must kill every dwarf sinkhole miles away, then wend their way and other worm-like monsters while they
but one, so he can carry the tale of elven to the actual root system of the tree (easy walk down the tunnel until they get to
vengeance back to his dank burrows. to distinguish from other roots with a de- the other side, the lowest levels of the
Elves and other characters are stopped tect magic). Broken Lands (See The Ores of Thar Ga-
from pursuing the dwarves at the border The culprit is a fungoid monster devel- zetteer).
by bribed Darokin border guards. oped by the Shadowelves. It looks like a If this Gazetteer is not yet available,
giant serpent, but has many of the prop- use some deep dungeon level to represent
erties of the various oozes and puddings. the place, with lots of patrolling Shado-
welves, ore slave soldiers, undead, and WnappiNQ Up tlje Loose with Alfheim as their reward. If you want
fungus monsters wandering about. There ENDS to add them to the X10 plot, they start in
are also some other "gates" nearby, obvi- the Broken lands. They have four units,
ously meant to bring monsters through to There are two unresolved mysteries with most of the Alfheim characteristics
send through the wormhole to Alfheim. herein that we are leaving for you, the except they are foot troops. They might
The party can either get back through the DM, to resolve. also have another three units of ores, who
wormhole (finding that it is a much more are very low morale and low efficiency
pleasant trip, without the monsters — Plot troops.
the gate uses two different routes), dodge So what happens? Do the Shadowelves
through one of the other gates (which succeed? That's for you to find out. The Znees OF Life
takes it to some monster-filled part of the Shadowelves are patient — far more so
Broken Lands), or fight its way up We have purposely stated that there are
than their Alfheim cousins. They can 10 Mother Trees of Life. Seven are ac-
through the levels of the Shadowelves' wait for years. If the characters destroy el-
domain. counted for in these pages. The Calarii
ements of the plot, they will slowly build elves of Karameikos might have another
Again, if The Ores of Thar Gazetteer is themselves back up again. The plot may one. This still leaves two unaccounted
not available, use some other monstrous still be hatching two hundred years later, for. Are they still alive? Where are they?
dungeon and fill it with Shadowelves. when the war depicted in X10 (Red Ar- What has been happening to the clans
row, Black Shield) boils over. Perhaps the connected with them? This is something
Shadowelves are helping the Master — for you, and your players, to find out.
Up to
Sky Palace
AOMiNistnative Offices
QROUND LEVEL OF
QUARDIAN'S PALACE
Scale: ONC sQuane eouais 10 feet
Palace
MOMe Crcee
Each SeNtiNel Cnee has seveRal URGS withiN it, such a s guaRtj p o s t s , SMall huts, Meet-
iNq aNO sleepiNQ
50. Barber—Sign of the Clean Chin. 61. The Druid's Grove. 73. Artist—Dewpoint Images.
51. Warehouses. 62. Hiring Hall—The Elven Army. 74. Medium Quality Stable—The Heard
52. Tavern—The Mule's Skin. 63. Offices of the Seven Clans. Meadow.
53. The Grand Order of the Grey Mouse 64. Professional Office—Representative 75. Laundry—Night Run Laundry.
Lodge—Thieves' Guild. to the Clans. 76. Low quality tavern—Ore's Breath.
54. Moneylender—Sign of the Saved 65. Alchemist—Ferian Leafgather. 77. Cooper—Dwarf's Run Barrels.
Imperial. 66. Professional Office—Translator. 78. Distiller—Morning Rain Liquors.
55. Public Bath—Sign of the Godly. 67. Dealer in Monsters and Exotic 79. Residence—Astronomer/ Astrologer.
56. Gambling Hall—Sign of the Busted Animals. 80. Medium Quality Tavern—The Bird's
Nugget. 68. Residence (and academy)—Scholar Feast.
57. Candlemaker—Sign of the Twice- Tulenil of the Mealidil Clan. 81. Poor Quality Rooming House—The
Burnt Taper (burning at both ends). 69. Cartographer—Vineleaf Maps. Grand View
58. Pawnshop—Sign of the three Bezants. 70. Horse Trainer—The Lonely Pony. 82. Gambling Hall—Highest Odds.
59. Tavern—The Human's Right. 71. Tavern—Quickneedle's Rest.
60. The Guardian's Garden. 72. Armorer—Trollproof.
$8.95 U.S.