DD1 GAZ5 ElvesofAlfheim

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DUNGEONS q DRAQONS. DQD, PRODUCrS OF yOUR IMAQINAriON

Fabiano Guimarães (Order #39999713)


Fabiano Guimarães (Order #39999713)
AZETTEER.
An Official DUNGEONS & DRAGONS® Game Supplement

ElV€S Of Alf 17€1M


By Steve Perrin and Anders Swenson

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

Players' Pullout Section


What Everybody Knows About Alfheim 45
Creating and Playing an Elf Character 47
Extra Skills for Elves 49
Glossary 52

Secrets Of The Elves 63


Campaigning in Alfheim 72
Forest Denizens 75
New Monsters 76
Adventures 77
The Great Hunt 77
The Plot 77
The Grand Tour 80
Follow That Ore 82
The Missing Artifact 85
Assassins 88
The Nithian Lich 91
Further Adventures 95

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.

TSR Inc. TSR UK Ltd.


POB 756 The Mill, Rathmore Road
Lake Geneva, Cambridge CB14AD
ISBN 0-88038-538-3 WI 53147 USA United Kingdom

Fabiano Guimarães (Order #39999713)


WelcoMe t o AlfI7GIM
Alfheim is a land renowned for its myste- vided as a pull-out section for the players. the one almost human-style city in
rious forests filled with magic and for the At the DM's discretion, certain other Alfheim. This section should be shown to
learning and valor of its elven inhabit- parts of it can be shown to players in his or the player of any non-elf character who
ants. her campaign. In particular, the "Geog- comes from the town itself.
Alfheim is centered in the forest of raphy, Flora, and Habitats", and "Elven "The People of Alfheim Town" de-
Canolbarth, surrounded on all sides by Society" sections can be read by the play- scribes some typical citizens of the town,
the Republic of Darokin — a former bit- ers of Alfheim-elf characters without par- from Guardian to tavernkeeper. Let the
ter enemy and now fast friend. Other ticularly spoiling the campaign for them. players' characters meet them as they go
close neighbors include the monster- This is their heritage — it is only right along.
infested Broken Lands to the north and they should have the knowledge. How- "The Economy of Alfheim" describes
west, Rockhome of the dwarves to the ever, other than the sections mentioned what economic contacts the elves have
east, and Karameikos and the Five Shires above, players should not read any other with the world outside their forest. Mate-
to the south. Most of Darokin is to the portion of this book (at the DM's discre- rial in this section should come to player
west of Alfheim. tion, additional information can be read character elves during the course of play.
This sourcebook deals with the unique to the players as their characters learn it "The Elven Ways of Life" describes el-
elven nation of Alfheim, describing in during the course of play). ven society and the philosophical
detail its forests, its single city, and its As a complete campaign reference groundings of that society. This is a must
people — the elves, heirs to the entire book, The Elves of Alfheim offers adven- read section of role play guidelines for
culture of the elven race. tures and adventure components for players of elven characters.
Elves have been mentioned through- characters of Basic, Expert, Companion, "The Politics of the Elven Court" is a
out the D&D® series of rulebooks and and Master experience levels, and gives description of how the government of
modules; but the references have always the DM plenty of advice for presenting Alfheim works and how they organize
been piecemeal. In the D&D® game rule this material in adventure sessions. against invasion and plan for foreign ad-
books, you learned how to roll up an elf ventures (of which they have had remark-
character; in another, you learned how to USINQ tl7€ Elves of AlftyeiM - ably few).
build strongholds; and yet other books "Player Pullouts" is a removable eight-
described elven nonplayer characters and Pages 45-52 in the center of the Gazetteer page section that contains guidelines to
elven life. are a removable player handout which create elven characters who then live in
The Elves of Alfheim puts it all to- form an introduction to the history and Alfheim. It also includes descriptions of
gether. \bu learn the long history of the culture of Alfheim, and define the spe- Alfheim from the viewpoints of for-
elves; you're given a whole new set of cial rules and procedures needed for an eigners and a glossary of terms peculiar to
spells and experience levels that your el- elven campaign. Begin by giving this sec- Alfheim and its neighboring lands. Per-
ven characters can attain; and you learn tion to your players. mission to photocopy this section, (and
why the elves are like they are (flighty and Other information presented through- this section alone) is given by TSR, Inc.
whimsical, fonder of trees than people, out the Gazetteer may be given to players for your use in play.
aloof from other races). at the DM's discretion. This information "The Personalities of the Elven Court"
Here you'll find the unique treehouses includes: is a description of the movers and shakers
of the elves and learn how they get from "The History of Alfheim" which de- of the elven society. This section is for
branch to branch without every touching tails the elven odyssey from what is now DMs' eyes only.
ground. You'll see the social structure the southern icecap to the southern conti- "The Secrets of the Elves" is a section
that holds the elves together even as they nent land of Vulcania, to the Sylvan to explain those things that are unknown
present the appearance of anarchy to the Lands, and finally to Alfheim. It explains to anyone but those high in the councils
world outside. the role the elves inadvertantly played in of the elves. This is "need-to-know-
the downfall of the Empire of Nithia and basis" information, revelations that an
And here is presented guidelines on
describes the major threat against peace elf character may discover during the
how to use Alfheim as an integral part of
in Alfheim ... the Shadowelves. course of play. Non-elf characters should
your campaign, whether as a place for
characters to visit, to invade, to call "Geography, Flora, and Habitats," always be somewhat in the dark about
home, or to spend an entire campaign. which describes how the elves live in the them unless the need for non-elf assist-
forest and what they live in, and the mag- ance is immense. Again, this section is
ical areas that are so much a part of the
WI70 snail Reafc rnis magic that makes Alfheim unique. This
initially for the DM only, to be doled out
as needed.
Wonk? section should be shown to any player The "Adventures" section is also for
This is primarily a reference book for the whose character comes from Alfheim. DM's eyes only. It deals with how to run
the DM's eyes only. Pages 45-52 are pro- "Alfheim Town" is a detailed look at an Alfheim campaign and provides ad-

Fabiano Guimarães (Order #39999713)


Elves of

ventures for the elves and their friends


and allies. It includes:
"The Alfheim Campaign," which de-
scribes the type of adventures one might
run in Alfheim and how non-elf charac-
ters can be dragged into them.
"The Monsters of Alfheim," which
supplies descriptions of monsters not
found in the D&D® game rulebooks
(though some have appeared in other
modules) and provides encounter tables
for them.
"The Great Hunt" which puts the el-
ven characters in the middle of one of
Alfheim's favorite activities, hunting;
then tosses the characters into the middle
of the political intrigues which are being
plotted even as the hunt moves on.
Finally, a series of several adventures
which take player characters all over the
forest in a carefully graduated series of
adventures meant for Basic, Expert, and
Companion levels of play — plus ideas
for other adventures to be fleshed out by
the DM.

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

Fabiano Guimarães (Order #39999713)


Elves of

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

#^^^

Fabiano Guimarães (Order #39999713)


Histony of
The elves of Alfheim have an advantage tains and would not leave. Steppes that lay between the Altan Tepe
over the citizens of other lands. They live Those elves who were not lost in the Mountains and the Rockhome moun-
much longer and are thus closer to their Rain of Fire met again in the land once tains. Neither man, halfling nor dwarf
own history. Their version of their own called Grunland, in what men now call wanted these barren lands, but wise
history is closer to the truth than that of the southern continent. Yet even there Mealiden saw their promise.
most other nations in the D&D® game was the blasphemy of Blackmoor to be The wizards of the elves gathered to-
world. felt. Undaunted by the punishment of gether. For years, great ceremonies were
Still, discrepancies between fact and the gods, falsely wise elves of that place performed. Finally, the earth moved, the
legend have crept in, even though the wished to continue practice of those vile stormdouds strayed from their customary
elves have only gone through six com- arts which had brought Evergrun low. path ... and the waters of heaven poured
plete generations (defined as when every- Ilsundal, wisest of our forebears, into Alfheim.
one alive at the start of a generation is would not hear them. He gathered to- The hungry soil drank all the water and
dead before the next commences) since gether the faithful — those who knew the the plants grew not. Again, the ceremo-
explorers from Blackmoor first contacted ways of their grandfathers and would not nies were performed and the soil drank
their original land of Evergrun. listen to corrupted sages — and led them and again the plants grew not. Yet a third
northward to the wild continent. When time the wizards chanted and the elven
As tl?€ Elves rell It Evergrun was in its glory, there had been folk prayed. When the rains came once
only the snows of winter in this wild land, more, the thirsty soil was surfeited and
Long before men had words, elves grew but tales now told of sun and grass and... then at last the plants grew.
great in the wondrous land of Evergrun. trees. Now it came to pass that others were
Tall were the trees of Evergrun, and The toils and travails of that long jealous of our new forest. But we knew
bountiful were its forests. Our wild march were great, and the losses to our mankind well by now and were ready for
brothers gave us good sport and honored people terrible. Nevertheless, they found treachery. Our archers knew their marks
us with their deaths on our arrows. There a fair, forested land in the north and set- and the new forest betrayed the invaders
we first learned the way of the forest and tled there, calling it the Sylvan Realm. at every step. We held the forest against
how to share the forest's bounty with all And then Ilsundal became an Immor- all invaders until man, dwarf, and half-
of its peoples. We were content. tal Paragon, a god of the elves whose love ling acknowledged the forest to be ours.
But in far land — a world away, the evil for his people was so great that he left us Now we are great among the nations,
empire of Blackmoor grew and reached the Tree of Life. The fair Sylvan Realm though unlike our neighbors, we do not
out its tentacles to embrace all lands. grew great under the branches of that sa- meddle in others' affairs. Our armies are
When the fat merchant-priests of Black- cred tree. feared everywhere. Since the Sylvan
moor arrived on the shores of Evergrun, Realm was stolen from elven dominion,
But there came a time after many tens
the elven people were amazed and de-
of springs when the Sylvan land could no we are now the true home of the elves of
lighted. In our foolishness, we welcomed
longer hold all the hunters and all the the world.
them with open arms.
magics of the elves. Looking out of the
But the men of Blackmoor sold more sheltering forest, the elves found too
than goods. They sold ideas — bright many humans and their earth-slaying
AS tl7€ iMMOUtalS
ideas whose core was corruption. The wis- fields surrounding the forest. Another DUNQCON Masteu KNOW It -
dom of the elven sages was overcome with path from the Sylvan Realm would have When Blackmoor was young, the elves
these ideas and they began to practice the to be found for our pioneers. were old. Some 5,000 years ago, elven
black arts taught by these interlopers civilization sprang up on the other side of
And from amongst the wisest of our
from afar. the world from Blackmoor, nearly 2,000
leaders, there came Mealiden Starwatcher
The products of these arts were indeed who found the Path of the Rainbow. He years before Blackmoor became great.
fair, but the practice of them was foul. gathered about him those clans who The elven civilization originally devel-
They turned the forests of Evergrun into would seek a new land and prayed to Il- oped in a southern continent that now
foulness. The wisest amongst us fled far sundal for guidance. To each clan, Ilsun- sits under the southern polar icecap.
from those foul arts, seeking lands un- dal gave a daughter of the One Tree to While the land (then known as Evergrun)
tainted by the vileness of Blackmoor — become that clan's Tree of Life. Thus was once as forest-oriented as elven leg-
and by that was the elven race saved. gifted, Mealiden led the elves over the end would have it, the slow but steady
Soon, the gods stepped down and pun- Rainbow Path to their new home. growth of its population caused urban-
ished Evergrun with the Rain of Fire, Alas, the new-found home was also ization (city building) to occur.
even as Blackmoor was punished. The full of forest-slaying humans. Un- As the elves used their great magics to
earth moved with the sun and the moon, daunted, the clans moved ever north- build their culture to its peak (around
and the ice came down from the moun- ward, until they found the barren 3500 years ago), they also began explor-

Fabiano Guimarães (Order #39999713)


"Clje Histouy of
ElveN MiquatiONS
ing the rest of the world. The elves and
Blackmoor found each other at the height
of their cultures.
During the years of Blackmoor's splen-
dor, many elves migrated to that area and
points around it. Those elves tried tech-
nology and grew great at it, particularly
the elves who inhabited the area now
known as the Broken Lands.
The elves of Evergrun also embraced
technology, abandoned their forest ways,
and learned how to increase their none-
too-fertile population growth — all
much to the detriment of their former
sylvan way of life.
When the Immortals destroyed Black-
moor and the planet shifted its axis, the
elven home continent civilization was ob-
literated . The main surviving colony was
on a continent to the north of the elven
lands (now known as the southern conti-
nent) in the same hemisphere with the
continent which contains Alfheim, Kara-
meikos, Thyatis and others. After the axis
shift, this land was racked by volcaniza-
tion and became known as Vulcania,
though the elves first knew it as a forested
wilderness they called Grunland.
At that time, there occurred a rift in
the elven culture. The majority of elves
wanted to maintain the Blackmoor tech- SOUtl76RN CONtiNGNt
nology they had embraced so willingly;
but the destruction of Blackmoor and
Evergrun convinced the other faction that
they should return to their sylvan heri-
tage.
The Returnists left their friends behind
and journeyed under their leader, Ilsun-
dal the Wise, to what had now become
the planet's northern continent. There
they hoped to find those elves who had
colonized that cold, forbidding land be- MiqnatiON
fore the axis shift. All they found were EvenqnuN — Cinca 3,000 BC.
many struggling human tribes and the
Broken Lands. Route of HsuNoal's MiqreatioN
to SylvaN RealM — Cinca 2,900
The followers of Ilsundal were the fore- 2,100 BC.
bears of virtually all the elves in the
known world. Nothing has been heard MealioeN's Route via RaiNbow
Bnioqe aNO ovenlaNO jounNey
from the southern continent elves since — Cinca soo BC.
the long march of the Returnist elves, al-
though the Belcadiz elves of Glantri
claim to be descendants of a similar group ExtENt Of NitljiaN EMpine
who left the southern continent some 300 —Cinca 1,000 BC

years after Ilsundal. Considering the fate

Fabiano Guimarães (Order #39999713)


Historcy of Alf l7eiM

of those who attempted technological ad-


vancement elsewhere in the world, there
is little hope for the continued existence
Histonical of tfte Alf I7CIM Elves
of elven civilization in Vulcania.
Year Just as the elves blamed humans for the
Rain of Fire, humans blamed the elves —
5000 BC: 1st elf civilization on Southern Continent (now under icecap). long after the short-lived humans had
3500 BC: Blackmoor flourishes. Elves trade and war with Blackmoor. forgotten why. Unable to settle among
humans, the elves sought and found their
3000 BC: Planetshift. Blackmoor blows up. Elven home continent freezes over, be- own land in the northwest corner of the
comes southern icecap. Survivors of the elven colony in Blackmoor flee wild northern continent. This land be-
into the newly-formed Broken Lands. came known as the Sylvan Realm.
2800 BC: New elven nation on the southern continent land of Vulcania divides on Shortly after they were settled, Ilsun-
magic versus technology. Returnists under Ilsundal leave for northern dal, the elves leader, learned the path to
continent on long march. becoming an Immortal of the Sphere of
Energy. As his Test, he created the Tree of
2200 BC: Some Elven migrants settle in Glantri. Life, as an avatar of his own power to
2100 BC: Ilsundal's migration reaches Sylvan Realm (see CM7). guide his people. This one great gift set
the new course of elven culture, becom-
1800 BC: Ilsundal becomes an Immortal, creates the first Tree of Life. ing the focus of much of their lives.
1700 BC: Elves driven out of Glantri by local cataclysms. In self-imposed isolation, the elves
lived peacefully in the Sylvan Realm for
1000 BC: Alphatians arrive on world. Nithian Empire flourishes.
more than a thousand years. Low birth
800 BC: Alfheim colonized by followers of Mealiden. Ceremonies of weather- rates kept the elves deep within their for-
change begin. ests for centuries. Nevertheless, their
700 BC: Mealiden is acclaimed king of Alfheim. population finally grew to the extent that
they needed new lands if they were to
500 BC: Nithian Empire destroyed. maintain their wide-ranging forester life-
350 BC: Mealiden abdicates the throne to follow Ilsundal's path to Immortality. styles. To their horror, they found their
Alevar of the Grunalf clan becomes king of Alfheim. realms surrounded by the cultivated
fields of humans — humans who had
250 BC: Mealiden becomes an Immortal of the Sphere of Energy. grown more civilized in the interim mil-
0 AC: First emperor of Thyatis crowned. lenia, humans who had mastered magic
far beyond what any but the most gifted
100 AC: Celedryl of the Erendyl clan is crowned king of Alfheim. elves could master.
550 AC: The beast man invasion of the wizard Illodius scars the magical forests. Something had to be done. Mealiden
Alfheim Town founded in the blighted area. Starwatcher (later called Red Arrow)
learned the secret of the Rainbow. A
560 AC: Alfheim/Darokin alliance crushes the shadowelf invasion. troupe of brave elves could leave the Syl-
600 AC: Sylvan Lands are conquered by Moorkroft (see CM7). Feadiels arrive in van Realm via the rainbow, and travel to
Alfheim. lands free of overwhelming human cul-
ture
675 AC: King Celedryl purges shadowelf infiltrators from Alfheim, but is only
In a great ceremony in which Ilsundal
partly successful.
himself interceded, the followers of
700 AC: Doriath, a former adventurer, assumes the throne of Alfheim. The Ere- Mealiden created nine new Trees of Life
wan faction of Erendyl clan leaves Alfheim for Glantri. from seedlings of the original. Each seed-
1000 AC: All D&D® Gazetteers are set in this period. ling possessed the potency of the original.
Several thousand elves took the Rainbow
1200 AC: The invasion of the Master of the Desert Nomads and the setting for ad- Path to a relatively unsettled area, what is
ventures X4, X5, andXIO. now Thyatis, 800 years prior to the crown-
ing of the first emperor in Thyatis. Even
then, the philosophies that would even-
tually make an empire were in place. Har-
rassed and deceived at every turn, the

Fabiano Guimarães (Order #39999713)


Histony of Alf I7GIM

» 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

Fabiano Guimarães (Order #39999713)


Histouy of

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-

Fabiano Guimarães (Order #39999713)


Tl7€ Way
TZO b e a N Elf IN Alf I7€1M a radically different attitude toward the they don't always work.
passage of time and the accomplishment Halflings. If there is a race that the
Elves are not merely humans with pointy of tasks. elves truly like, it is the halflings. The
ears. Nor are they mankind's noble It is difficult for the long-lived elves to short folk seem to have an elf-like joie-de-
woodland pals — they would resent even understand why something needs to be vivre, even without having elf-like lives.
the implication of either. If anything, done immediately ... or next week ... or True, the halflings are entirely too tied up
they are a race of beings whose existence is even next year. They know that they will in taming the land rather than living with
totally alien to all that we understand as probably be around to finish any project it, but that is obviously the influence of
human. Once the most advanced and they start, so a project start is often de- the humans. If halflings had the proper
powerful beings in the world, their race layed and something that would have influence of elves around, they would
has been in slow decline for over four taken a dwarf or human a week at most to probably be good foresters. It's a pity
thousand years. complete may take an elf years to finish. about that human influence though.
To understand what it is to be an elf, Yet despite maligning by dwarves and Humans. Elves are often in awe of hu-
read this section. Then, let the players of other short-lived races, elves can be in- mans. That short-lived beings can
elven characters read it. They will learn dustrious. They work with intensity on achieve such skills with magic and weap-
what an elf learns as he or she grows up in projects that interest them, but other ons amazes the elves. Yet it is amazement
Alfheim. tasks, even important ones such as find- mixed with fear, for the elves still remem-
ing food, are treated as games. ber tales of Blackmoor, of wrongful tech-
EIVGN Pftilosopljy The elves feel that merriment makes nology ... and the punishment of the
The core of elven philosophy revolves chores more pleasing. They would rather Rain of Fire, all brought on by humans. It
around two key precepts — their belief spend an entire day making a game of pick- happened once, it will happen again.
that the natural state of the world is forest ing just three nuts off each tree than to sim- Humans now like to think of elves as
and their centuries-long natural life ply find one bearing tree and methodically their friends. \et given the choice, elves
spans. strip it of nuts. In the forest, food is every- would choose not to deal with humans.
where, but fun is where you find it. When they do deal with humans, they
And to Forest Shall All Return... are often aloof, distant, even insulting,
To elves, all the world should be forest. ElveN Attitudes 'CowanDs expressing pity in a negative way; atti-
tudes which mask the elven fear and dis-
Their history describes the terrible trage- Races trust of this prolific, powerful, and
dies that resulted when they tried their
hand at technology, and they want no Dwarves. Elves do not understand the unpredictable race.
more of that. Elven society centers on this dwarven work ethic or the dwarven need Ores. Ores hate elves, elves hate ores
yearning for stability in the forest. to create only things that last, just as the (though the cosmopolitan elves of Al-
dwarves cannot comprehend the elven fheim Town have learned to tolerate what
As a result, clearing forest (except for
need for the emphemeral pleasures of they think of as "their" ores). Records in
good forestry) is abhorrent to them. De-
hunting and playing. In essence, there the Mealidor Library suggest that the mu-
stroying trees merely to cultivate ridicu-
exists between elf and dwarf a deep mis- tual hatred predates even the oral tradi-
lous little plants is sacrilege. Even those
understanding resulting from total racial tion of history.
elf adventurers who settle among humans
incompatibility. Wherever elves go, it seems that ores
tend to grow wild-looking orchards,
rather than till fields. This results in dwarven raids against soon follow (or vice versa). Some scholars
the elven forest (primarily the Thorn soci- believe the ore/elf struggle may have cos-
Elves prefer to live in the outdoors,
ety, see The Dwarves of Rockhome Gazet- mic significance. In all likelihood, the
camping under the sky with only leaves
teer) and snide remarks whenever elves truth lies buried under the southern polar
and branches between them and the
and dwarves meet in controlled social set- ice cap in what was once Evergrun, the el-
stars. Frequently they sleep in trees (in
tings. Nevertheless, rare elf/dwarf ven homeland.
their houses or just wedged into a
friendships do occur between adventurers
branch's fork) where they can see the
from both races when they are able to
night stars. Elves have no empathy for
break through the walls of stereotypes.
Elves aNb Wan
dwarves, halflings, and humans who pre-
Gnomes. To elves, gnomes are more Elves love the hunt, but they have little
fer burrows, or homes of cold stone and
reasonable than dwarves. Gnomes like liking for war. They consider war a hu-
dead wood.
the forest, work with things other than man invention, even the ores learned it
rock and metal, have a lot of from them. When elves must fight, they
Time imagination, and a sense of humor. fight with a hunter's tactics, in what they
Contrary to popular human myth, elves Moreover, gnomish inventions never fail call "Huma dei elar" or "The Greastest
are not naturally immortal. Yet with an to fascinate and amuse the elves... even if of Hunts."
average life-span of 800 years, elves have

Fabiano Guimarães (Order #39999713)


ElveN Way

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

Fabiano Guimarães (Order #39999713)


"CI7G EIVGN W a y

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-

Fabiano Guimarães (Order #39999713)


ElveN Way

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-

Fabiano Guimarães (Order #39999713)


"CI7C ElveN W a y

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.

Fabiano Guimarães (Order #39999713)


ElveN Way

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 SWORD HILTS

\
CLAN CHOSSUM CLAN ERENDyL CLAN QRUNALF CLAN FEADIL

CLAN MEALIDIL CLAN RED ARROW CLAN LONQRUNNERS

Fabiano Guimarães (Order #39999713)


, Fiona aNt> Habitats
While the popular view of Alfheim is
of continual unrelieved forest, this is not care of a herdsman; they came up to us
Alfheim lies on a plain that slowly rises strictly true. There are hills, rivers, and to get acquainted with our mules.
from the Streel River Valley in the west up occasional glades, open grassy areas When they saw that our mules were
to the Altan Tepe mountains in the where the forest does not grow, either be- dumb beasts with no speech and tiny
north-east and the Cruth Mountains in cause of flaws in the forest's magic or be- thoughts, they ignored us and went
the South. The plain was originally a dry cause of enemy action (such as dwarf raids back to grazing.
steppe, supporting occasional scrub oak on the northern borders). Alfheim has
trees (a shrubby, low-to the ground vari- As we walked, we marveled at the
unique elven villages, towns and clan gigantic trees. If the legends are true,
ety of oak) and densely carpeted with centers and its legendary magic points,
prairie grass. these giant trees are magically en-
both good and bad. Simple elven path- hanced versions of the dry-plains
The elves magically and dramatically ways (just trails really) connect the clan plants still found in eastern Darokin.
increased the local rainfall. Enhanced by centers, and a wide trade road links the Although the trees thrive, other plants
magic, the scrub oak trees became giant city of Alfheim Town to western Darokin that once grew here did not share in
versions of their former selves, growing and the rest of the world. the magic, and have been replaced by
much more thickly. The grass died out
plants better suited to the dimness of
and was replaced by forest-floor vegeta-
[From the diary of a Darokinian silk the forest floor.
tion suited to growing in shadowy half-
light. trader] Our guide said that two general va-
... We left the main road at Shieldtree rieties of the giant oaks exist in
With a few exceptions, Alfheim is flat.
— an amazingly human-looking forti- Alfheim. One, called Sentinel by the
Forested foothills extend south from
fied town upon whose walls thousands elves, thrusts upward from the forest
Rockhome, and a few hills are found at
of our countrymen died before the floor to a height of perhaps 200 to 400
the forest's eastern end, but Alfheim is
Peace was declared. feet, with relatively small branches
otherwise a generally unbroken flat ex-
Our little group was guided by an from a single trunk. The other, called
panse of forest.
elf woman named Serena Oakleaf. She Home Tree, only achieves a height of
The enormous volume of water created 150 to 200 feet maximum, but spreads
promised to take us to the main hold-
by the nightly rainfall is drained by out to a diameter of up to 400 feet
ing of the Chossum clan. We had to
Alfheim's rivers. There are two main ba- with large, strong branches almost like
leave the wagons and load our wares
sin systems: the Monster and Blackwater secondary trunks. It is in this type of
on mules which we had been fore-
Rivers to the north, and the Great Flow tree, she said, that the elves make their
warned to bring for this purpose.
River, with all of its tributaries, to the fabled tree-dwellings.
south. In the east lie the enigmatic Lakes Our path was narrow and resembled
of Selinar, which drain mysteriously into a game trail, wandering through the Whatever, they just made us feel
their own unmapped subterranean chan- trees of the Canolbarth with no real di- very, very small.
nels. rection. The canopy of branches was
tight and thick; we saw the sun only
The rivers of Alfheim all drain into the
unique Sump, which carries the runoff
when we came into one of the numer- Fonest PnotectiON
ous glades. In those glades the grass
from the forests down to the sea through was luxuriant, but in the shadow un-
Magic
a cavern system. der the trees the ground was bare of all Without magic, the Canolbarth would
Alfheim's forest is called the greenery, though fungus and other not exist. Magic enhances, enlarges, and
Canolbarth, after the foremost of the ma- such shade-loving plants abounded. protects the trees. The whole land was
gicians who created the magic forest. The once geared to the infrequent rainstorms
Canolbarth lies entirely within the hu- The trees are alive with animal life,
mostly birds and reptiles. Occasionally which blew their way over the mountains
man nation of Darokin. Some scholars from the south. The barren plain which
call the eastern part of the forest Selinar, we saw elves looking down on us, but
our guide advised we not speak with the elves found at the end of their migra-
but this name is more correctly applied to tion was dotted with hardy, but shrublike
the four lakes found there. them and we followed her advice. The
forest floor is as bare of fauna as it is oaks, like islands in a sea of dry grass and
The forest consists primarily of giant flora. Animals do travel underneath empty riverbeds.
scrub oak trees, hundreds of feet tall with the trees, but the ground-grazers and
intertwined branches that are so closely hunters just use the forest to travel WeatDenctjaNQe
packed that little light reaches the forest from one glade to the next.
floor. It is called a magic forest because in- The elven requirement for a sylvan haven
tense magic is needed to maintain both In one particularly large glade we was realized in this unlikely land through
the individual trees and the entire ecology. saw the fabled elven horses under the the intervention of the Immortal Ilsun-

Fabiano Guimarães (Order #39999713)


, Fiona aND Habitats

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

Fabiano Guimarães (Order #39999713)


Qeognapljy, Fiona aNO Habitats

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-

Fabiano Guimarães (Order #39999713)


, Fiona Habitats

trict, Mealidor has examples of the archi- EllenoMyn Magic Fonest


tectural fads of the last 1,5 00 years in mad Population: 3,000
juxtaposition throughout the limbs of its The magic of Alfheim is perhaps the most
Home Trees. Bright colors and exuberant Located in the extreme western edge of distinguishing quality of the place. Sages
building shapes make Mealidor a classic the forest, this is the home of the Erendyl specializing in geography wonder at the
example of the archetypal elven town. clan, who have some ties to elves in Glan- fact of a thick, almost jungle-like forest
tri. In addition to the celebrated foreign composed mostly of scrub oak trees and
other ordinary valley scrub plants grow-
DesNae connection, Elleromyr is the crafts center
ing to nearly double size and greater. In
Population: 2,500 of Alfheim, home to many important
wood-carvers and other renowned artists this climate, and with the dense leaf
and artisans. Of all the clans, the Erendyl cover, the ground should be nearly bare.
This is home to the Chossum clan, Al- Yet the forest floor is densely carpeted
fheim's mercantile elves. Centrally lo- have developed the most ties with elves in
foreign places. with an amazing variety of flora, all com-
cated and on the direct river route to peting desperately for sunlight and mak-
Alfheim Town, Desnae is known for its The master crafters here have some of ing travel through the forest nearly
warehouses, (built on the ground — even the most celebrated workshops in the impossible for those not initiated into the
the elves know when it's too much work land and attract the most talented of ap- elven ways. This is yet one more mystery
to haul something up into a tree only to prentices, as well as the rich dilettantes of attributable to the great magics of Ilsun-
have to lower it down again), shops and the nobility who take half a century or so dal and the elven mages who first colo-
counting houses. The character of the city off from court life to dabble in the arts. nized Alfheim.
is best expressed as neat and tidy. The in- The town walls have been strengthened
dustrious masters of elven commerce in recent decades in response to raiders The magic of Alfheim lies not only in
tread a fine line between conservative who attack along the open face of the cultivated growth of the native flora,
shabbiness and the sort of gaudy display Alfheim in an effort to strike at this rich but in the watering of it. Alfheim is lo-
which wastes money. A few non-elven prize of Elfdom. The new Elleromyr Mili- cated in the wide valley formed by the Al-
traders are occasionally invited up-river tia is equipped with the richest crafted ar- tan Tepe and Cruth Mountain ranges.
from Alfheim Town to visit the real heart mor, the best imported dwarven blades Normally, rain storms blowing in from
of elven commerce. and the most elegant (and deadly) of na- the ocean would spend themselves
tive elven weaponry, all bought with the against the mountains' outer slopes and
money from this wealthy community. Alfheim would be a very dry place, un-
AlNSUN. suitable for the growth of giant plants.
Population: 500 However, as any traveler can attest, dark
StjielOtnee billowing clouds gather daily in the late
The Grunalf clan holding is the center for Population: 2,000 afternoon,! drenching the forest over-
forestry and woodlore among the elves. night. By dawn, the clouds disperse, al-
Somewhat isolated in the North Woods The home of clan Red Arrow is the best lowing the sun's nurturing rays to reach
part of the Canolbarth (not far from fortified of the elven clan sites. Shieldtree the trees and other plants.
Black Lake), Ainsun is the center for the lies along the traditional invasion route
study of the natural aspects of the magic into Alfheim, and the Red Arrow clan Human scholars speculate that the
specializes in training warrior-elves and magic of Alfheim's watering system has
forest, as well as the ways in which they
in drilling troops from other clans. Ad- also caused desert to spread over more of
can be changed through the use of for-
venturer elves who seek to improve their the continent than it would have other-
estry and magic.
fighting skills return to Shieldtree for wise (particularly the Alaysian Desert in
In addition to the small industry of
training. Ylarum to the east). Such speculation is
forming and trimming saplings to be-
not encouraged. Powerful lords who want
come rakes and pitch forks for export, the Shieldtree is distinguished by the
the friendship of both the elves and the
Grunalfs have a modest logging opera- double-thick log palisade and the intri-
desert dwellers (who might wish their wa-
tion which selectively harvests dying an- cate gates and outworks which have been
ter returned) feel that peace is better kept
cients among the oaks, exporting the constructed over the centuries. Attacks
if such radical theories remain unheard.
lumber to Alfheim Town. Here too is a and raids on Alfheim within the last 50
center for boating and navigation of years have tended to avoid Shieldtree in
Alfheim's river system. favor of other, more roundabout routes to Tlie Magic PoiNts
Ainsun is distinguished by its woodsy the less perfectly defended portions of The powerful magic needed to maintain
character, reflected in the smallness of its the Canolbarth. Alfheim's unnatural climate and plants
buildings and the way that they blend in has resulted in the formation of a strange
with the natural lines and colors of the places where magical effects occur spon-
Home Trees. taneously and where spellcasting is made

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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.

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5. Turndaw 6. Dreamland affect someone.


Turndaw is noted not for its appearance, Dreamland occupies an area at the west- No elves live in Dreamlands, although
but for its history. Turndaw is the site of ern tip of the Canolbarth, roughly in the the nearby clan center of Shieldtree is a
the most important battle against the form of a square, V2 mile on a side. It popular staging area for pilgrimages. In
wizard Illodious's beast man invasion. does not appear different from any other wartime, elf generals take care not to let
The evil wizard Illodious (see "Beast Man stretch of the giant forest and its proper- battles occur here, lest this most useful
Invasion" above) was bent on controlling ties had to be discovered by chance. For magic pocket change its powers.
enough of the elf-forest to insure that he nearly a 1,000 years now, Dreamland has Spells of mind control are easy to cast
would always dominate at least one magic been recognized as a unique elven trea- and learn here.
point. Turnclaw is the site where the el- sure, and is well appreciated for its mar-
ven wizards opened their gate into the velous qualities. 7. Ironbark
beast men's home world and in so doing, In this area, elves go to shed the cares Ironbark is a site made magical by the
saved Alfheim. and stresses of a hundred or more years of stress of battle and slaughter. While a
Turnclaw special characteristics have living, then return to their normal lives great battle is not necessary to create a
changed over the years. Often, elven wiz- free of stress. Elves regularly make pil- magic point, the magic of the forest can-
ards studying here have been able to grimages to the spot. Dreamland is al- not always shrug off the intense magical
memorize and cast spells of a much ways an early stop for adventurer elves energy released during major conflicts;
higher level than they could normally at- when they return to the Canolbarth. sometimes it absorbs, modifies, and in-
tain, as was the case during the Turnclaw This areas effects do not remove mem- corporates the magical energy into itself.
battle. Usually, the site has had a pro- ories or experience, but merely render In this case, an army of Darokin ban-
found effect on animal and monster sum- them less stressful. Warning: non-elves dits allied with magic-user mercenaries
moning and control spells. At other who have rested in Dreamland have em- from Glantri were met by elven troops
times, the effects have enhanced poly- erged with drastic personality changes. who used magic to speed their horses into
morph and shapechange spells. There is no way to predetermine how battle. Fireballs, flaming oil, and the
much of a change will occur or how it will general mayhem all took their toll on the

SUMP AND WEIR

Scale: ONC l)€x equals i Mile

Fabiano Guimarães (Order #39999713)


Qeoguapfty, Fiona aNO Habitats

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-

Fabiano Guimarães (Order #39999713)


, Fiona aND Habitats

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.

Fabiano Guimarães (Order #39999713)


Alf 17GIM tOWN
The biggest town in Alfheim is not a clan the central market place. "treeforts" in the huge Sentinel trees
center. Nor is it the country's capitol. It is In the center of town is a large open now scattered throughout the town. As
a trading post built about 60 miles into space commonly called Celedryl's Market the forest magic began to right itself in
the elven forest to accommodate the trad- (after the elven king who sanctioned Wizard's Glen, the elves began to culti-
ing needs of the elven civilization. Alfheim Town's existence), where the vate Sentinel and Home Trees once more.
Alfheim Town is located about 50 miles great trade fairs and markets are held. This When a building collapses or burns to
east of the western edge of the elf forest in is where the products of elven mages and the ground, the elves declare their right
Wizard's Glen, an immense gap in the craftsmen are sold or bartered for the im- of eminent domain and plant a tree. Out-
forest at the end of the only paved road ported products deemed important to the side the Elf Quarter, these are all Sentinel
into Alfheim. This clear area was created elves. On the edge of this plaza are the im- Trees. Linking the trees at heights exceed-
by the magics of the evil wizard Illodious portant offices of the human and dwarven ing 200 feet (even across gaps of a hun-
during his beast man invasion. Once un- traders, some temples, and the residences dred yards or more) are swinging
able to support the magical elven Senti- of the important citizens and embassies swaying, flexible walkways, the kind of
nel and Home Trees, the gap is ever so from the various elven clans. The remain- construction only an elf could love.
slowly shrinking as the forest stretches out der of the town consists of lesser residences Using sky city, the forest elves can move
to reclaim its lost land. for the traders and their workers and the through Alfheim Town, avoiding much
families of all these non-elves. There are of it that they find distasteful. But more
JZlje COIVN IN We Fonest shops, taverns, stables and other amenities importantly, the trees function as watch-
set up by non-elves to cater to the needs of towers, guarding against inevitable attack
Alfheim Town is shaped like an irregu- the trading population. Near the edge of — both from without and within.
lar circle, with specially-grown ironwood town, along the palisade, are barracks and
log walls fitted and joined to be as strong Nevertheless, city life is unnatural and
armories kept ready in case Alfheim Town alien to the elves. Humans in the forest is
and impenetrable as stone. (The ironwood must resist invading enemies, as it has had
groves were force-grown in a special field bad enough, and elves involved in a mad
to in times past. and alien lifestyle is hard to take, but a
nearby, harvested after only twenty years,
and then crafted together to make the Wood is used for most of the construc- great concentration of non-elves practic-
wall. The grove does not now exist). Up- tion inside and outside the town, al- ing alien ways by necessity and by treaty
keep on the wall is constant, even iron- though in the occasional periods of in the middle of the forest is too much for
wood eventually rots in the damp climate. remarkable peace, the dwarves have been conventional elves. They need a place like
allowed to import enough stone to make Alfheim Town in which to safely isolate
Alfheim Town is laid out on a concentric comfortable homes for their factors and the cultural disturbances.
plan, much like a cross-section of a tree- other workers. Thanks to the nightly rain- Still, there are a great number of elves
trunk, with circular boulevards much like fall (many times only a light mist, but al- who reside in Alfheim Town. These elves
growth rings and radial streets connecting ways there), there never has been a need are mostly traders and political represent-
them. The radial streets are short and usu- for wells in Alfheim Town. The roofs are atives from the elven clans deep in the
ally connect no more than two or three generously festooned with catch basins forest. These jobs are largely held by
ring streets; there is only one great radial and rainbarrels. The rain catch is moni- former adventurer-elves who are making
boulevard, Embassy Row, that connects tored and distributed by rain wardens in a transition from the ways of the wider
the central plaza with a gate. each building under the guidance of the world to that of Alfheim and who can ef-
Four gates pierce the walls: the Trade Guardian (see "Alfheim Government"). fectively deal with the outsiders and who
Gate in the western wall, through which know the ordinary ways of humans and
wagons and other foreign trade vehicles Wizard's Glen has become miles and
miles of vegetable and bean gardens, dwarves. These elves have been accli-
go, and the much smaller Elf Gates on the mated to the rush-rush life of the short-
opposite side, which are just wide enough with several communal grazing areas for
small herds of milk cows, which help feed lived races, and can deal with the business
for two elves to walk abreast. Although the of trade and with deadlines that are mea-
non-elves of Alfheim Town call these the the town. The entire magic-blasted area
is given over to supporting the residents sured in terms of days and hours instead
Elf Gates, the elves mockingly refer to of months and years.
them as their "gateways to sanity." of Alfheim Town.
Outside the western Trade Gate are
several small businesses, many of them TZtje Fonest IN We ZOWN AJftjeiM
small inns for those travelers who arrive Rising above the earth-bound walls and There are two overlapping systems of gov-
after the gates have closed at sundown. dwellings of the humans and demi- ernment in Alfheim Town: the nominal
Just inside the Trade Gate is Trade Gate humans is the uniquely elven contribu- elven rulers of the city, represented by the
Plaza, where some drayers (haulers) stop tion of "Sky City," a network of rope Guardian and his Counselors, and the
and sell their goods without going on to bridges and catwalks connecting Merchants' Brotherhood, a fluid system

Fabiano Guimarães (Order #39999713)


A. \ \NA\\uiniJuy "7 ^—

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

ALFHEIM TOWN AND


SURROUNDING FARM

Fabiano Guimarães (Order #39999713)


Alfl7€lM "COWN

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-

Fabiano Guimarães (Order #39999713)


Alfl7€lM TIOWN

DanoklN Quanten the best place in Alfheim to exchange One ENClave


money from various lands. Although
18. Darokin Embassy. The Republic of Most cities present a cosmopolitan face to
Gringold takes 7% of the top of each
Darokin has maintained an embassy here the world, yet the presence of an ore pop-
transaction, he always makes a fair assay,
for as long as that nation has been in exist- ulation in an elven city — even the win-
which cannot be said for others.
ence. The Darokin position of Ambassador dow on the world that is Alfheim Town
to Alfheim is an important one in their gov- 25. Jeweler — The Elven Eye. Glarmli- — surprises many visitors. The ores are
ernment, and Grindolf the White (see Ruby Eye, dwarf lord and gemologist ex- descended from the remnants of an inva-
"Personalities"), once a member of the In- traordinaire, operates this jewelry shop sion force that was left behind when the
ner Council, took this position when he re- which specializes in imported jewelry, main army retreated. Although initially
tired from that ruling position. both for elves and others. used as slave labor, the ores were eventu-
19. Cathedral of the Church of Darokin. ally offered parole, it was just too much
This started as a small shrine to the accord Ztje Five Sljines — HalfliNG Hill— work for the elves to keep slaves. Most
between the elves and Darokin. Genera- The Halfling district is built on the only ores chose to leave, but 61 petitioned the
tions of ambassadors have built it into a hill inside Alfheim Town. It serves as a Guardian to be allowed to stay in
major institution of the Darokin church. center for both the formal embassy from Alfheim Town. The elves accepted, per-
Ambassador Grindolf is also a Patriarch the Five Shires and a civic area for the haps viewing the affair as a social experi-
of this church and holds services there. halflings who for one reason or another, ment. The ores began by accepting the
20. Library. The Library is a relatively new happen to reside in Alfheim Town. The undesirable jobs. Now, their descendants
institution in Alfheim Town, started by a district consists of a number of single have made their own stable niche in the
Darokin embassy staffer who missed the story buildings halfway sunken into the town's economy.
libraries he was used to. The book collec- hillside, and a series of snug tunnel
tion is still small, but is slowly growing to dwellings. 29. Tavern — The Gut Bucket. This is a
match the size of the building. So far it is 26. Halfweigh House. This is the official very low class dive. If you don't look like
a good reference source for tomes on the residence of the Ambassador from the an ore, stay out.
lore of the Immortals and basic magic. Five Shires, and is the most complete ex- 30. Drayers — Reliable Heavy Hauling.
21. Tavern — Durnheld's Axe. This edi- ample of classic halfling architecture This is one of the most successful ore en-
fice was meant to be an adventurer's standing in Alfheim. Benji Frankfoot terprises. Most moving inside town is
hangout, but a change of management (see "Personalities"), the ambassador, done by these ores. However, they are not
and the popularity of other taverns has performs his official duties here, but is allowed to move anything outside the
turned it into more of a reading room and more likely to be found down at his news town walls. Urgham the Quiet (see "Per-
literary discussion house for members of office (27) during the day. sonalities") monopolizes that business.
the library who often come here to sip ale 27. Newsdealer / Rumormonger / Script-
and read their books. orium. Benji Frankfoot deals in current HtlMaNS
news and rumors. He has become the of-
Alfheim Town has a large human popula-
RocktjOMe Distnict ficial news source for the town; Benji has
tion which is not associated with the for-
established a reputation for truthfulness
22. Guildmasters' Hall. The dwarves of eign enclaves, but is instead indigenous
and impartiality which has made him a
Rockhome do not have a formal embassy. to the city itself. Over 6,000 people have
key figure in the wheels of commerce in
However, the dwarves of the Wyrwarf roots in Alfheim Town that extend back
all of Alfheim. Every week, Benji pub-
clan in Rockhome (see The Dwarves of for many generations. Their loyalty is not
lishes all official decrees from the Guard-
Rockhome Gazetteer) have established a to the various human nations from which
ian, the current prices for certain
surreptitious trading enterprise based their forebears came, but to Alfheim
standard commodities (based on recent
around this building. Dwarves from Town, of which they are as much natives
contracts), and as much other news of
Rockhome and other areas have settled as any elves.
Alfheim (both country and city) as will fit
around this establishment, making an onto a series of posters on the walls of the There is a certain amount of exclusive-
unofficial Rockhome section. The "em- Guildmasters' Hall, which has been ness to these town humans. They distrust
bassy" is led by Dorran Finehammer (see kindly leant to the cause by Dorran Fine- all people from the various enclaves, be-
"Personalities"), a cousin of the head of hammer. cause they assume that the newcomers will
the Wyrwarf clan, Belfin Elf-Friend. place the interests of their homelands be-
28. Cartographer — Frankfoot's Charts & fore the interests of Alfheim Town. There
23. Tavern — The Rock Drink. This
Maps. Brewster Frankfoot is Benji's sec- are some establishments in the human part
stone-built hall is the main hangout for
ond son, who seems to be establishing a of town where people from the foreign en-
dwarves and gnomes in Alfheim.
commercial dynasty of halflings in claves are distinctly unwelcome.
24. Money Changer — Gringold's House
Alfheim.
of Gold. This dwarven establishment is

Fabiano Guimarães (Order #39999713)


Punveyon Distnict 41. Fishmonger — Scales on Scales. and other robbers who prey on the popu-
42. Veterinarian — The Great Creature. lace of Alfheim Town.
This is perhaps the nicest of the town hu-
43. Outfitter — sign of the Kitchen Sink. 54. Moneylender — Sign of the Saved
man areas. The purveyors are the town's
A favorite spot for non-elf adventurers. Imperial. Office of Violet Pismire (see
native businessmen, adept at making
connections both within the town human 44. Horsetrader — Ephraim's Forest Po- "Personalities").
population and with the elves. This is the nies. Ephraim is an elf-friend who actu- 55. Public Bath — Sign of the Godly.
busiest part of town, the one place in the ally does have the occasional elf horse for 56. Gambling Hall — Sign of the Busted
entire country of Alfheim that even ap- sale, though it is usually one found to be Nugget.
proximates the hustle and bustle found unfit for service in the elven army. 57. Candlemaker — Sign of the Twice-
in human cities. Elves, even returning ad- Burnt Taper (burning at both ends.
venturers, are not generally found here. Waneljouse Distnict 58. Pawnshop — Sign of the three Bez-
ants.
This is the goods storage and handling
31. Illuminator —Jansten's Uncials. area of Alfheim Town, including a cara- 59. Tavern — The Human's Right. Town
32. Bowyer & Fletcher — Shafter's vansary which ships goods to Ylarum run humans ONLY are allowed within these
Shafts. A human-run establishment, dis- by Abdullah Hazarkan (see "Personali- walls, a prohibition the Guardian's elven
dained by elves. ties"), also known as Uncle Silk. patrols and the human officers of the
Customs Office take delight in ignoring
32a. Silverblade School of Arms. An-
whenever the situation warrants.
dronicus Leo of Karmeikos, Armsmaster. 45. Carvansary — Abdullah Hazarkan.
33. Engraver — Fine lines & Fancy. 46. Cobbler — Sign of the Cushion.
34. Tavern — The Oaken Mug. This has a 41. Potter — Sign of the Gargoyle Jug. Elf Distnicts
good reputation. 48. Baker — Sign of the Golden Kernal. Finally, of course, there is the elven popu-
35. Furrier — The Ermine's Tip. This is 49. Leatherworker — Sign of the Awl & lation in what is generally viewed from the
the establishment run by Emmit Kelso Hide. outside world as the capital city of the
(see "Personalities"). 50. Barber — Sign of the Clean Chin. elves. Of course, the elves really don't
36. Scribe — Honorius's Scriptorum. 51. Warehouses. Various owners, and have much use for cities, and generally
This is the best place to get scribework mostly unnamed. communicate among themselves without
done outside of Benji Frankfoot's estab- 52. Tavern — The Mule's Skin. This is a needing physical meetings between lead-
lishment. The work is done quicker here, very low-class tavern dedicated to drayers, ers.
since they are not distracted by news- muleskinners and warehouse workers. However, since all the major clans have
gathering, but the end product is less ele- trade representatives here, and since this
gant. is also the place where the foreign repre-
37. Tailor — Deever's Magic Shears. sentatives live, the concentration of elven
This is the low end of the town human
38. Food and Drink Purveyor — A Feast diplomatic function here seems logical,
section. It's called Refuge for a good rea-
in the Forest. Not an eating house, it sells even to elves.
son. Human habitations everywhere have
food for preparation elsewhere. a gradation of life styles, based on both Nevertheless, most forest elves find the
economic ability and personal prefer- activity of even relatively quiet Alfheim
AntisaN Distnict ence. This area is home to those for- Town to be maddening. For that reason,
eigners who have come to Alfheim Town the elven districts are mostly populated
This is the other "nice" district inhabited
to disassociate themselves from other hu- by elves who have spent time abroad —
by town humans and is more devoted to
mans and to the working class town hu- who are making the transition back to
labor, craft, and the making of things to
mans who simply need to live in a low forest life. They are able to deal with the
be used and consumed locally. Away from
rent district. Every year, the Guardian al- outside world, but must redevelop the
the frenetic Purveyor district, the town
lows a small number of persons displaced skills and awareness needed to return to
slips back into the relatively slow, easygo-
from their former homes by monster forest life.
ing ways which dominate Alfheim. The
town humans here make their goods in raids, wars, ideological persecution, etc. Here too are the returning elves who
peace and quiet, then take them over to to set up new lives in Alfheim Town. This maintain a twilight sort of existence, in-
Purveyor's District for a fast sale. is where they make their start. capable of living happily in either the
world of men or the extended ritualistic
39. Carpet & Tapestry Maker — The Fly-
play of the forest.
ing Yeti. 53. The Grand Order of the Grey Mouse
40. Inn — The Crafter's Rest. The build- Lodge — Thieves' Guild. This is ostensi-
ing contains offices for dealers and bro- bly a meeting hall for a craftsman guild RuIiNG Class Distnict
kers such as Elisabeth Hobnobby (see society. However, it is the meeting place 60. The Guardian's Garden. This open,
"Personalities"). of choice for pickpockets, muggers, thugs airy, tree-planted district is the home of

Fabiano Guimarães (Order #39999713)


Alf 17€1M tOWN

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,

Fabiano Guimarães (Order #39999713)


Alf I?€iM tOWN
]

wooden supports in no way compared to


the living, dynamic support of the natu- L 63. Off ices of tl7€
ral Home Trees. Living in the palace was SeveN ClaNS
not worth the trouble to climb up and

-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

Grand View. All rooms have a view of the


city below (sometimes through the floor- f-tlt-H
boards). SecoNt) Floon AOMiNistnative Offices
82. Gambling Hall — Highest Odds.
67. Dealen IN MoNSteus aNt> Exotic ANiMals
| Illlllllll
! 1
k7ie vi> Q AssistaNts
C<

Fiust Floou SecoND Floou

DeMONcatcl7eu's QuaRteus

- [iininii

AssistaNts' CrjaMbens"

•H-
FIOOR

Fabiano Guimarães (Order #39999713)


ECONOMY of
INCOME aNt> Resounces of lage or town. their wares and the honesty of their deal-
However, equal amounts of these items ings soon set aside interracial fears. Al-
FOUCSt
are taken into the towns for trade to out- though the dwarven group known as the
Area: 23,500 square miles siders for money or valuables. Thorns (see The Dwarves of Rockhome
Total Population: 75,000 (very approx.) One major valuable the elves need is Gazetteer) raid in Alfheim, strangely
Cities: Alfheim metal ingots from which to make weap- enough, no Longstrider trading group
Town: 15,000 ons and armor, which the elves use to has ever run afoul of a Thorn raiding
Clan Seats: Ainsun: 500 match the forces that invaders wield party.
Desnae: 2,500 , against them. These days, the Longstriders ride rafts
Elleromyr: 3,000 laden with their metal ingots down the
Feador: 1,000 "Clje Histony of Trnaoe Greenflood river to Desnae, then pole
Mealidor: 1,500 back upriver to Rockhome with exotic
The traders from Darokin used to come foods and imported goodies from Daro-
Pinitel: 1,500 into Alfheim from all around the forest.
Shieldtree: 3,000 kin, Glantri, and the Five Shires — a
Most of them were long-established mer- much lighter load all around.
chants who had contacts among the elves
For all basic needs, Alfheim is self- and knew where to travel to avoid the pit-
sufficient. For many centuries, Alfheim falls of the forest. The traders brought in ElveN CoMNieuce
had little economic contact with sur- cloth, metal weapons, exotic foodstuffs, The towns are centers of commerce for
rounding countries. The few outside and often seeds and cuttings from plants the elves. Elven export trade largely re-
traders were from Darokin. not found normally in Alfheim (elven volves around the various crafts practiced
However, in the centuries since the es- gardeners are notorious for their experi- by elves, such as woodcarving and the var-
tablishment of Alfheim Town, trade has ments with non-native plant life). Now ious textile arts. Although they are com-
opened up with most surrounding lands. that the Alfheim town acts a central trad- petent metal workers, elf-made weapons
Any nation with any possible interest in ing point, most of the Darokin traders (especially magical ones) are made for use
Alfheim products is represented in take their wares there. Still a few yet trade by elves, not foreigners.
Alfheim Town, although trading any- on their special familial relationships Town artisans can usually count on be-
where else in Alfheim is still as strictly with certain elf clans and come directly ing able to sell more of their craft items
controlled as elves can control such into the forest. than can village crafts-elves, so they are
things. able to make a more serious study of their
Longstriders Trading Company, a
For the most part, the elves are self- dwarven commerce group that does not art, without having to spend time forag-
sufficient hunters and gatherers who usu- trade directly in Alfheim Town, makes its ing for food in the forest.
ally make their own clothes and hunting contacts through Dorran Finehammer of Town elves are also more likely to use
weapons. Their crops are nuts, roots, ber- the Guildmasters Hall. money for some transactions than the vil-
ries, etc. gathered from the forests (not Some centuries back, dwarves of Rock- lage elves, although they have not aban-
from farms or orchards). Since they have a home settled the southwestern slopes of doned barter. The sight of a gatherer elf
measure of control over the forest's the Rockhome Mountains. They found it hauling in a year's supply of nuts and
bounty, this presents no hardship to was easier to trade their metalwork to the other forest delicacies to a crafts-elf to
them. nearby Darokin humans than to risk the trade for a prized decoration is by no
They also hunt the creatures of the for- dangerous and costly journey back to means unheard of in even the largest of
est that they breed and conserve for that Rockhome's main tunnels. the purely elven settlements. For elves,
purpose. Elves breed animals by enhanc- It did not take long for the dwarves to money is used only when trading with
ing natural selection, culling out the realize that the humans were turning foreigners.
weak, the slow and the careless. The re- around and reselling their wares to the
mainder are fast, sly, and often dangerous Feadiel elves in Alfheim, at a considera- Coihtaqe
animals — just the way the elves like ble profit. Rather than support these
them. In Alfheim, elves barter, coins are super-
middlemen, the dwarves founded their
Elven craftsmen, either specialists or fluous. When dealing with outsiders,
own trading company (named for their
hunters and gatherers, frequently craft coins are a convenience and occasionally a
propensity for hiking long distances, not
the byproducts of their hunts and gath- necessity. The king and Council and some
the length of their individual paces) and
erers into objects of art and utility. Fur, larger clans use coins to pay debts with
the Longstriders began trading in
bone, and assorted woods become objects outside nations.
Alfheim.
d'art. Many of these art pieces are meant Elven coins are relatively rare, minted
Although initially suspicious of these more as novelties or art objects than as
for the adornment of the elf s own home, short, gnarly interlopers, the quality of
or trade with other craftsmen in the vil- money. They are also nonstandard and

Fabiano Guimarães (Order #39999713)


-X \ "^^ 11 I \{\})}lf/ ~7 j£

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.

Fabiano Guimarães (Order #39999713)


ECONOMY of

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.

Fabiano Guimarães (Order #39999713)


Tllje ECONOMY of

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).

Fabiano Guimarães (Order #39999713)


Politics of tlie ElveN Count
Any culture, even one as determinedly clan has its own traits, shaped by its his- ters, who must spend much of their time
homogenous as the elven one, has poli- tory and home. Their attitudes toward dealing with the problems of their indi-
tics. Certain matters have to be dealt the king are basically favorable, but their vidual clans, the king deals with matters
with, and certain people are going to be attitudes toward humans and other affecting the entire nation, including
willing to deal with them, or at least be demi-humans vary widely. calling out the army of Alfheim in times
persuaded to deal with them. The Council has no set meeting time. of great need.
This section deals with the government The king may call one together or the King Doriath, in particular, has acted
of Alfheim — who is in charge and their Clanmasters may assemble on their own independently many times in the interest
politics — what they do to maintain their to present troubling matters before the of Alfheim, answering to the Clanmas-
base of authority. Along with descriptions king. ters only after action is taken. In each
of the political system, is a look at the There is also no set place of meeting. case, the Council deferred to the deci-
main movers and shakers of each clan. Outsiders tend to think of Alfheim Town sions of the king, finding them well
These characters and their subordinates as the capital of Alfheim, but they are within the constraints of previously de-
are ideal contacts for adventures in and mistaken. Yet the Council rarely meets in cided policy.
around Alfheim. Alfheim Town, preferring instead, to In general, King Doriath promotes a
Note: This section is done with the as- meet in a favored glade in the middle of non-isolationist policy with increased
sumption that the elves of an Alfheim Long Runner territory, or at Doriath's trade agreements and firmer alliances.
campaign have not yet accomplished the own stronghold in the Erendyl lands. This is expected of a king. It is this
quest of The Tree of Life (CM 7). If that Traditionally, the Clanmaster, also outward-looking attitude of adventurers
adventure has been accomplished suc- called a chieftain, is the oldest member of that the Clanmasters look for when it be-
cessfully, there will be differences in the clan. In truth, this translates to one of comes time to choose a new king.
Alfheim. For one, the Sylvan Realm will the oldest active members of the clan.
be a viable (albeit distant) force again, Elves who have retired to bask in the sun ClaNS
and, two, the motivations of the Feadiel are not asked to be Clanmaster and nei-
clan will probably change. ther are elves who have spent their entire These descriptions list the general area of
lives hunting and gathering without tak- interest for each clan and some idea of
ing on a position of responsibility. how its representatives act on questions
rt7e COUNCU of ClaNS before the Council.
Each Clanmaster usually has several
Outsiders tend to accept King Doriath as Counselors who oversee various aspects of
the ultimate ruler of Alfheim, and for the the clan's activities. These Counselors C/aN CIJOSSUM
day-to-day running of the kingdom this vary from being simple advisers to actual The Chossum clan is firmly in favor of
observation is correct. However, it is not powers behind the throne, depending on outside contact and progress, as long as
the case. The king follows the policies set the individual Counselors and Clanmas- they can turn a profit.
by the Council of the Clans, which con- ters. Some more conservative elves call the
sists of the king and the Clanmasters of When a Clanmaster is close to death or Chossums the "dwarves of Alfheim";
the seven clans, all of whom have an retirement, he usually picks one of his their love of money and desire for a good
equal voice. eldest Counselors to replace him. In the business deal seem decidedly unelvish.
Of course, any time a new problem case of a sudden death, the king appoints Others think them a regression to the
arises, the Council must meet to decide the oldest Counselor to the post until the ways of the elves of the southern conti-
the new policy. Since elves have a con- clan can make its own feelings on the sub- nent, from whom Ilsundal led his immi-
stant do-it-tomorrow attitude, these pol- ject felt. There is never anything resem- gration.
icy decisions can be postponed for bling an election — the elves just keep Most of the wandering traders who go
months or even years, leaving the king to talking until an obvious candidate ap- from clan to clan with hard-to-get food-
make immediate decisions and hope it pears. stuffs, weapons, and wearing apparel are
will be in accord with the Council's final
members of the Chossum clan.
policy decision.
The leading families of the realm (the Role of tlie KINQ The Chossums are wheelers and deal-
ers. Clan leaders have proposed that ma-
seven clans) compose 90% of the elven If the Clanmasters are the true power in jor trade roads be built into Alfheim from
population. The remaining 10% consists Alfheim, then what function does the Corunglain and Selenica and even the
of the folk of Alfheim Town (2%), and king serve? Rockhome mountains, so as not to stifle
the scattered mini-clans who owe no alle- The King of Alfheim is the leader of trade by focussing it through the Darokin
giance to the seven great clans (8%). the country. His is just one vote in the road.
Unanimity of attitude and action is Clan Council, but he is the policy of
The Chossums resent the Erendyl posi-
highly prized among the elves, but each Alfheim in action. Unlike the Clanmas-
tion as ambassadors to Glantri; they feel

Fabiano Guimarães (Order #39999713)


Politics Of tlje EIVGN Count

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

Fabiano Guimarães (Order #39999713)


Politics of tlje EIVGN Count

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

Fabiano Guimarães (Order #39999713)


Politics of tl7e EIVGN Count

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 ERENDyL CLAN QRUNALF

CLAN CLAN
RED ARROW LONQRUNNERS

) *

k\ / £
CLAN CHOSSUM CLAN FEADIL

Fabiano Guimarães (Order #39999713)


P€RSONalities o f AlfI7GIM
Many of the following nonplayer charac- sent searching elven lands in the forest or
ters (NPCs) have been mentioned in the in Glantri or Karameikos to locate spe-
preceding text. Others appear in the Ad- cific treasures known to the merchant
ventures section. They are arranged here from strange sources. Humans will find
in alphabetical order with all their game employment as caravan personnel to loca-
statistics and some possible campaign in- tions far afield, in areas closed to elves, or
teractions. on special missions back to Ylaruam or to
To conserve space, none of the following Ylari outposts around the continent,
folk are given the full roster of spells they chasing down leads or abetting Abdul's
usually carry in mind or in their spell books, plots and counterplots.
just the most useful or probable. Use the Combat Notes: C8; AC 7/0; hp 30;
spells from the "Secrets of the Elves" sec- MV 12'; #AT 1; D 2-7 (scimitar +1, +2
tion to fill out the repertoire of elven char- vs spell users); Save C8; ML 10; AL L; S
acters as you need them during play. 12, I 13, W 16, D 13, Co 13, Ch 11.
Similarly, only the most important Abilities & Skills: Bargaining (Ch + 1),
magic items possessed by the characters Abdullah Hazarkan Knowledge of the Teachings of Al-Kalim
are given. Others may be added (includ- (I), Persuasion (Ch), Riding (D), Story-
ing special abilities of armor and weap- telling (Ch)
ons) as needed for your campaign. Languages: Ylari, Alignment (Law-
him of both money and reputation in one
ful), Thyatian.
disastrous evil plot, and leaving him run-
Note ning in fear of his life. Spells Usually Carried: Abdullah usu-
ally carries the clerical spells that do him
Many of the elves are shown to know Thy- Abdullah has resided in Alfheim for
and his small flock the most good.
atian as a language. This empire's lan- five years now, and finds it the perfect
hide-out from his countrymen, since Notes: Abdullah is faithful to the
guage is the equivalent of the Common
there are so few Ylari who would even teachings of Al-Kalim and ministers to
language usually known by humans.
consider journeying to Alfheim, that any his sadly diminished flock of family and
agents sent against him are easy to spot workers as best he can. He has recently re-
Abdullah Hazarkan ceived an offering of a potion of giant
Merchant of Ylaruam and counteract. Meanwhile, this honest
son of the desert has found it within him- strength, which he hoards towards his
History: Abdullah Hazarkan is a eventual return to Ylaruam.
strange contradiction — a caravan master self to become an upstanding citizen of
from Ylaruam doing a strong and profit- Alfheim Town. As he amasses his third
able business in the heart of elf country. fortune, he fondly considers the possibil- Arloen Treelife
Uncle Silk, as he is commonly known in ity of never leaving his adopted home Senior Clan Representative, and Repre-
town, came from a long-established trad- town. sentative of the GrunalfClan
ing family from Ylaruam City itself, who History: Arloen is a former adventurer
Personality: Abdullah Hazarkan is a
lost most of their money in a shameful who never quite made it back to the for-
typical merchant from the Emirates —
trading scandal engineered by scheming est. Indeed, he is enthusiastically making
crafty and subtle, but ultimately reliable
merchants of the Kin faction. These a name for himself in the service of the
and lawful. Abdullah is now driven by
schemers were seemingly abetted and or- Council. After a mere 120 years repre-
the desire to give back as good as he re-
ganized by a far-reaching plot never en- senting Grunalf interests in Alfheim
ceived from the evil cabal which twice
tirely unearthed. Abdullah was forced to Town, he is very pleased to finally be the
caused his downfall.
leave the Emirates, working his way clan's senior representative, a position
Appearance: Hazarkan is 45 years old, which allows him to better represent
around the various trade routes first as a 5' 11" tall and weighs 250 pounds. He is
lowly caravan guard, then more and more Grunalf and his own interests.
clean-shaven, has thin black hair worn in
as a merchant in his own right. As he in- naturally oily ringlets, and favors cos- Personality: Arloen is an elf in the he-
creased his wealth, he naturally planned tumes made from purple silk cut in the roic mode. As Representative and Senior
with glee his triumphant return to Yla- desert style. He rarely leaves his com- Representative, he is grand and lofty,
ruam, to re-purchase his old family es- pound without several of his trusted seemingly granting his petitioners a favor
tate, and establish himself in an early bodyguards. even when turning them down cold.
retirement. As it happened, when he re- Appearance: Arloen is tall (for an elf),
DMing Notes: Abdullah Hazarkan can
turned to his home town, the same cabal muscular, and golden-haired. He has no
be the source of many merchant-type ad-
which ruined his parents and beggared facial hair.
ventures — elves could find employment
his other relatives struck, robbing as agents or caravan guards, or could be DMing Notes: This is the formal con-
tact with the real government of

Fabiano Guimarães (Order #39999713)


PcusoNalities of

Combat Notes: E10 (Fighter Class E);


AC 0/3; hp 66; MV 120' (40'); #AT 2
(bastard sword); D 5-12 (ld8+4); Save
E10; ML 12; ALL; S 15,112, W 16, D 18,
Co 18, Ch 17.
Abilities & Skills: Due to his long ex-
perience, Beasthunter is + 2 on his Track-
ing ability, and + 2 on his Hiding ability.
Languages: elf, ore, gnoll, hobgoblin.
Spells Usually Carried: Level I —
locate, protection from evil. Level II—
detect evil. Level III — speak with ani-
mals. Level IV — polymorph self. Level V
— neutralize poison.
Notes: In battle, Beasthunter puts on
chainmail armor and carries a shield.
Usually he relies on his leather and Dex-
terity. He carries a bastard sword +2
Beasthunter * Coolhands * Starwatche which was given to him by his father.

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

Fabiano Guimarães (Order #39999713)


PeRSONalities of AlfljeiM

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

Fabiano Guimarães (Order #39999713)


PeusoNalities of

rather appalled at the attitudes of some of


his subordinates towards their duties of
monster-watching and border guarding.
He has very little regard for adventurers,
whom he considers the ultimate slackers
— thrill-seekers who abandon their duty
to their countries to go treasure-hunting
in foreign climes.
Appearance: Brightsword looks like a
living personification of his use-name,
honed razor sharp on a whetstone. He is
sharp, quick and very impressive. Like his
commander, he is dark-skinned and red
haired. He demands, and gets, absolute
loyalty from his troops, even if he doesn't
get discipline.
DMing Notes: Brightsword is ulti-
mately loyal to Alfheim, not his com-
manding officer. He will not jump at the
chance to discredit Gilfronden, but he Srendian Ersndy! * Smollhammer
believes his duty to Alfheim demands
that he look at any possible threat. Any- the one who picks out the actual traders their careers when dealing with the Chos-
one coming up with a way to prove for the caravans that Sharlikran staffs. To sum clan, and may run into his machina-
Gilfronden's perfidy can get Brightsword the best of anyone's knowledge, he has tions (see "Adventures" section). He is
as an ally — one he will sorely need. rarely budged from the clan seat at Des- always affable and ingratiating, but will
Combat Notes: E8; AC 1; hp 48; MV nae; he prefers getting his information use spells like command word and charm
90' (30'); #AT 1; D 4-10 elven longsword second-hand and evaluating it. person in situations that do not normally
and strength); Save E8; ML 11; AL L; S Personality: Carlisan seems very open call for them.
16,1 13, W 1 4 . D 17, Co 15, Ch 14. and above-board in all his dealings with Combat Notes: E6; AC 5; hp 30; MV
Abilities & Skills: Craft — Bowyer (I), everyone in and outside the clan. He 90' (30'); #AT 1; D 2-7; Save E6; ML 9;
Military Tactics (1 + 1), Persuasion (Ch), agrees with Sharlikran's staffing policies AL C; S 12,1 18, W 14, D 11, Co 16, Ch
Singing (Ch), Tracking (I), Treewalking and even suggests some non-elves who 18.
(D). might be good staff members. To every Abilities & Skills: Bargaining (Ch),
Languages: elf, ore, gnoll, hobgoblin, new acquaintance he is friendly and very Hiding (I), Knowledge of Shadowelf
Thyatian, Alignment (Lawful), Ierendi. interested in anything the person has to Plans (I), Persuasion (Ch + 2), Tracking
Spells Usually Carried: Level I — com- say. (I), Treewalking (D).
mand word. Level II — detect danger. Of course, he is actually something of a Languages: elf, ore, gnoll, hobgoblin,
Level III — protection from normal mis- sadist, who loves to butter up his poten- Alignment (C), Thyatian, Glantrian,
siles. Level IV — confusion. tial victims. See DMing Notes. Traladaran, gnome.
Notes: Brightsword carries an elven Appearance: Unlike most Chossum Spells Usually Carried: Level I —
longsword + 2 and wears chain mail + 2. elves, Carlisan is fair, with light-colored charm person, command word. Level II
hair and no facial hair. He is about aver- — ESP, mindmask. Level III — clairvoy-
Carlisan age elf height and weight. ance, hold person.
Counselor to the Clanmastet ofChossum DMing Notes: What no one knows of Notes: Carlisan has never shown any
History: Carlisan came to Chossum Carlisan is that he is a Shadowelf, planted magic items to his associates. He has, in
clan as a young (about 35) refugee, the young among the clan members of Chos- fact, stolen an elven longsword. He also
only survivor of a stronghold wiped out in sum with the purpose of gaining a posi- has a ring of Eying (acts just like the spell,
a natural disaster. He was adopted into tion of power. Right now, he seems to be but can be used three times a day).
the clan and ingratiated himself. He has working for the best interests of the clan,
not much experience for a counselor, and but he is actually building up a network Coolhands
has never been an adventurer. However, of contacts throughout the southern area Mate of the Clanmaster of the Long Run-
he is favored by both Lynnwyl and Sharli- of the continent to help facilitate the sha- ner Clan
kran and is their most trusted advisor in dowelves master plan. History: Coolhands is actually Dona II-
matters of policy and trade details. He is Player characters meet Carlisan early in ona de BelCadiz, a Glantrian elf who

Fabiano Guimarães (Order #39999713)


PeusoNalities of

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

Fabiano Guimarães (Order #39999713)


PeusoNalities of

rather envies the elven ability to let a pro-


ject ride for awhile — though he'd never
consider following the example. He takes
out his envy in making wisecracks about
the laziness of his elven associates, an atti-
tude which only amuses the elves.
Appearance: Dorran is a normal-sized
dwarf with pale skin and jet-black hair.
He habitually wears the chainmail he
wore as an adventurer.
DMing Notes: Dorran is the dwarf to
talk to about getting into Rockhome and
where to go for the least xenophobic
treatment.
Combat Notes: D8; AC 2 (chain mail
+ 2); hp 52; MV 9"; #AT 1; D 3-10 (bat-
tleaxe and +2 from strength); Save D8;
ML 9; AL N; S 16,1 13, W 12, D 12, Co
Gilfronden * Shurengyla * Doriath 17, Ch 13.
Abilities & Skills: Engineering (I),
Mining (I), Knowledge of Alfheim (I),
Doriath Erendyl strength); Save E10 (automatic 1/2 dam- Smithcraft (I +1), Gemcraft (I).
King ofAlfheim age from breath weapon); ML 10; AL L; S Languages: dwarf, Darokin, kobold,
History: Doriath has been King of 14, I 15, W 16, D 16, Co 16, Ch 15. Alignment (Neutral), gnome, goblin,
Alfheim for about two centuries. Before Abilities & Skills: Craft — Weapon- elf.
that, he was an adviser to King Celedryl smith (1 + 1), Hiding (I), Persuasion Notes: Dorran has chain mail +2, a.
for another century, and spent two hun- (Ch + 1), Singing (Ch), Tracking (I), dagger +1, a ring of fire resistance, and
dred years before that as an adventurer. Treewalking (D), Languages: elf, ore, elven boots (a gift he rarely wears).
Personality: The king is grave and sol- gnoll, hobgoblin, Thyatian, Makai,
emn on the throne. He never makes a Darokin. Draugin Smallhammer
snap judgement and seems to have no Spells Usually Carried: Level I: fellow- Ctaltmastet of the Erendyl Gemcutters
particular prejudice against any race ex- ship. Level II: detect danger ( x 2). Level History: Draugin was a child prodigy
cept goblins and trolls — and who can III: dispel magic. Level IV: dimension some centuries back, and is still consid-
blame him? Off the throne, he is infor- door. Level V: neutralize poison. ered the finest hand with a gemstone in
mal and relaxed with other adventurers, Notes: Doriath has a sword + 3 and al- Alfheim. Some years back the other
happy to trade stories and lend assistance. ways wears his girdle of giant strength. gemworkers in Alfheim (always a small
Appearance: Doriath is an average- On formal occasions and in battle he and select fraternity) made him their
sized elf, about 5'5" and 125 pounds. He wears his plate mail +2. craftmaster — the person they look to as
is fair-skinned and light haired and the examplar of their work.
speaks Thyatian with a decided Ierendian Dorran Finehammer Despite his mania for gems, Draugin
accent ("like, y'know really"), a legacy of Representative of Clan Wyrwarf of Rock- has been active in the militia and in trade
the years he spent there. home. missions outside of Alfheim, and has a
DMing Notes: King Doriath is far History: Dorran is an adventurer from fair knowledge of the outside world. He
more accessible to his people than most the Syrklist clan of Rockhome. He met Ba- has fought against a couple of the inva-
kings, another vestige of his adventuring lin Elf-Friend, the leader of the Wyrwarf sions of Alfheim, including the at-
career. PCs who have performed any serv- clan, while both were adventuring. As an tempted Shad owelf invasion.
ice for Alfheim can get his ear anytime. adventurer, he had discovered some re- Personality: Aside from his fascination
They might also get recruited for special deeming qualities in elf adventurers, and it with gemstones, there is little to differen-
missions which the king feels the Council was easy for him to fall in with Balin's tiate Draugin from other craftselves. He
will either disapprove of or take forever to scheme to set up commericial representa- is normally merry and bright, but the ap-
settle on. tion of Rockhome in Alfheim, despite the pearance of a particularly intricate piece
Combat Notes: E10; AC - 2 ; hp 56; objections of other dwarven clans. of jewelry or a strangely cut gemstone will
MV 90' (30'); #AT 2 (Attack Class I); D 5- Personality: Dorran is as much of a catch his attention immediately; he will
21 (sword + 3 and girdle of giant workaholic as any other dwarf, but he
(Continued on page 55)

Fabiano Guimarães (Order #39999713)


Wl?at EveuyoNG KNOWS About
Uaveiw RUMORS fnoM Ottjen FROM CONveRsatiONS witlj a embarrassed afore yer dead.
LaNOs Vefe/iaN "The best way is to do a favor for one of the
clans. They always got jobs they don't want to
The People: "The elves of Alfheim are The People: "Elves be a pretty close- get dirty doing. That's what "short-livers" are
stuck-up folk who don't have the time of day mouthed folk around when it comes to their for, so they say. Kill a couple big ugly critters
for anyone without no pointy ears. They live personal feelings, but they do love to talk for 'em and you 're a pal fer life."
in trees and just spend their whole time wan- about anything else though. Hot Tips: "Lessee ... uh ...always remem-
dering around the forest pickin' flowers 'n "Never get in a fight with an elf. They use ber that these folk all be a lot older than you
stuff. both weapons and magic can fry you before and a lot of them have never been outa the
"No oCreating and Playing an Elf Characterne whattohitinvade
you knowtries you. Alfheim 'cause forest ... but a bunch have, and they know
every elf is a lord 'n a wizard. They can't be "My main problem with elves is they have more about the world than you 'n me ever will
beat in a fight, and that's the truth." no drive. They seem to think they have all the have time to learn.
The Land: "Alfheim is all forest, dark and time in the world. "And, oh yeah ... never hurry an elf. Just
gloomy. There's no place to put a field of hon- The Land: "Alfheim is a magic place, with makes them sure that whatever you want is too
est wheat. It wouldn't ripen anyway, it's al- dark forest surrounding sunny glades. The uh, 'femeral... yeah that's the word, too 'fe-
ways rainin'." trees are gigantic and there are all kinds of meral to be worth worryin' about.
Alfheim Town: "There's this city smack dab them there — something will have fruit or "Yup, make a good reputation with the
in the center of the forest where the king lives. nuts every day of the year." elves and you '11 get lots to do."
It's all built up in trees where no one but elves Alfheim Town: "Alfheim Town sits in the
can go. The only folk who go there are traders only unforested area in Alfheim. It's not really As Co/O by as Elf AOveNtuneR —
who want to buy elf stuff." an elf town, but it ain 't a human one, either
Other Towns: "Other towns? The elves — there's even ores and dwarfs wanderin' The People: "The folk of Alfheim are gen-
don't live in no towns. They jus' keep around, if you believe it. erally set in their ways. You will never meet
Alfheim Town around for the traders." "Alfheim town is where you go if you're such great hunters and canny craftsmen, but
How to Get Rich and Famous: "Go hunt not an elf and you 're looking for work." they have no love of real adventure. \bu will
monsters or come back with the secret of the Other Towns: "What other towns? Desnae find that I am not very typical of my people."
elven swords and find out how they raise such and Shieldtree are worth visiting, but that's The Land: "The land of Alfheim is gorgeous
smart horses." about it." — full of dark mysterious shadows, deep-blue
Hot Tips: "Take a rain cape — it always rains How to Get Rich and Famous: "Never try lakes, brilliantly sun-lit glades, and majestic
at night. Never ever refuse an elven meal, but to get famous by swindling an elf. If they trees. Unfortunately, it tends to have a general
get ready to eat raw meat, bugs and roots." catch you, you 've got a couple minutes to be sameness about it. Someone unfamiliar with die
forest can become lost quite easily.

ScalG:ONG
*exeQuaIS 8 MiIes

CLOSE UP OF TOWN

Fabiano Guimarães (Order #39999713)


Wtyat EveuyoNe KNOWS About

"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-

S
1988TSR, Inc. All Rights Reserved.

Fabiano Guimarães (Order #39999713)


PlayiNQ aN Elf CTjauactGR
How t o Roll Up aN Elf ing elves for some aspect of their actions or ap-
pearance or previous history. The basic
First, let's go over what we already know from The basics of rolling up an elf character are the concept is that the elf has a true name that no
the D&D® rulebooks and see what is also same as for any character. Roll the dice. If the one knows, and a use name based on some as-
added in this book. character isn't smart enough to be an elf (an pect of his personality or personal history.
Physical Description: Elves are slender and elf must have a minimum Intelligence of 9) There is a magical reason for having a true
graceful. They stand between 5 and Vh feet roll again until you get a smarter one. name and a use name, which the DM can ex-
tall and weigh around 120 pounds. They have Once you have your elf rolled up, there are plain to you.
delicate features and pointed ears. The elves three more steps to creating a good elf character.
of Alfheim are generally fair-skinned and fair-
haired; they tan lightly and never sunburn. ClaNS
The Three Steps
Minimum Scores and Experience Bonuses: While picking a name, you should also have
An elf character must have a minimum Intel- 1. Select a name. an eye on which clan you wish your character
ligence score of 9. If both his Strength and In- 2. Select a clan. to be from. Five of the clans use the euphonius
telligence are 13 or more, he gains an 3. Select a personality quirk. style of name. However, the Long Runners
Experience bonus of 5 %. If his Intelligence is and Red Arrows have use-names for day-to-
16 or more, and his Strength is 13 or more, his day activity.
Experience Bonus is 10%. Chossum: This is the most mercantile of the
Hit Dice: Elf hit points are determined on elven clans. Characters who are likely to want
one six-sided dice for each level, with the nor- Research literature for elven names. They to work with buying and selling goods gener-
mal additions for high Constitution. Ninth come in two main traditions, and both are ally come from this clan. The clan is very pro-
level is the last one in which an elf gains a hit represented here. gressive and interested in contact with the
dice. From there on he gains 2 points per level One is the euphonius tradition of names other nations of the world.
with no Constitution bonus. that sound son of Celtic or Norse (the main Erendyl: This is the artisan clan — a piece of
sources for elven stories, after all). Many have clothing or ornamentation from the Erendyls
Normally, elves top out at 10th level. How-
been used in this book and others wherein is worth more than a similar piece from an-
ever, with special training under humans they
elves have appeared. The following are some other clan. Characters who are crafts oriented
can extend their fighting ability (though not
examples and where they appeared: Leadyl should come from this clan (the clan of the
their hit dice) to match that of high level hu-
Feadiel, Vanar Feadiel, Dylen Feadiel, Tula- current king).
mans.
din Feadiel, Feadris Feadiel, Fillindyl Feadiel,
Similarly, elves who study with the Feadiel: These are elven over-achievers.
Qantir Feadiel, Myris Feadiel (CM7, The Tree
Treekeepers of Alfheim can increase their They abandoned their previous homeland,
of Life); Prestele Callarii, Shalander, Thalaric,
command of magic, though the spells accessi- the Sylvan Realm, when it was being invaded,
Allandaros, Sythandria, and Stellara (The
ble to them are not the same as those of hu- and tend to over-react to prove their bravery.
Grand Duchy of Karameikos Gazetteer); Es-
man magic-users (See "Elven Secrets" A disproportionate number of elven wander-
meralda Erewan, Carlotina Erewan, Eleesa
section). In particular, killing spells (death, ers come from this clan whose Treekeepers arc
Erewan, Norelia Erewan, Bethys Erewan,
disintegrate, power words, etc.) are not availa- considered the best in Alfheim.
Qenildor Erewan, Thenedain Erewan, Unedy-
ble to elves. Grunalf: While all Alfheim elves are for-
rin Erewan, Galladin Erendyl (The Principali-
Special Abilities: Besides their ability to op- ties of Glantri Gazetteer); Quillan esters, this clan is the greatest of the forester
erate as both fighters and magic-users at the Elm-Grower (CM1, Test of the Warlords); clans — the finest trackers and hunters come
same time, elves have natural inftavision with Enoreth, Miridor (XI1, Saga of the Shadow from this clan.
a range of 60' in the dark. Also, they cannot Lord); Delsel Oaktree (M2, Vengeance of Al- Long Runner: This is one of the most isola-
be paralyzed by ghouls and naturally learn phaks); Goriidel Vyalia (BIO, Night's Dark tionist of the clans. It is also one of the best
three languages of their greatest enemies, Terror); and Kawa Lindenelm and Clanmas- nurturers of magic in the nation. The
gnolls, ores, and hobgoblins. It is said that ter Trueflower (M5, Talons of Night). Treekeepers of the Long Runners are the best
these races stole their language from the elves, wizards in Alfheim, irrespective of their profi-
and this is why the elves can speak with them There are also the Spanish names affected ciencies as Treekeepers.
so well. by the elves of the Belcadiz clan in Glantri, Mealidil: The clan of Mealidil is steeped in
but the Belcadiz are not Alfheim elves, and the past of Alfheim. Their progenitor brought
The final special ability of the elf is the keen
their naming traditions have other roots. the elves to Alfheim, and they want to keep
vision to spot hidden doors and other objects.
Whenever an elf is trying to find something, Many of the above characters forego clan the world just as it was in his day. They have
the DM will roll Id6 and allow the elf to find names in their adventures outside Alfheim or the finest library in Alfheim, and probably
the object (assuming the elf is looking in the Glantri. Either elves are rare enough that the finest on the continent although they are
right area) on a roll of 1 or 2. Note that this ap- there is no need for further identification disinclined to allow use by non-elves.
plies to any elf search for anything, not just a than, for instance, Durfendor the Elf; or there Red Arrow: The Red Arrows are the finest
hidden door. is only one clan present, such as the Calarii of warriors in Alfheim. Combat oriented elves
Karameikos, so any elf encountered is likely to are probably Red Arrows.
be of that clan. In areas like Glantri and Al-
fheim, where more than one clan is present,
clan names become important. Neanby NoN-AlftyeiM Clans
The other is the tradition that is mirrored in Belcadiz: These elves are not from Alfheim,
some of the above names as well, that of nam- but are very prominent in nearby Glantri.

C
1988TSR, Inc. All Rights Reserved.

Fabiano Guimarães (Order #39999713)


CueatiNG aNt> Play IN Q aN Elf CljaRacteR

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 FEAD1L CLAN CHOSSUM

CLAN QRUNALF

CLAN LONGRUNNERS CLAN MEALIDIL

CLAN RED ARROW

e
1988 TSR, Inc. All Rights Reserved.

Fabiano Guimarães (Order #39999713)


Extua Skills f OR ttj€ Elf
Due to their background, elves have a variety ten the skill choice for that experience level. staying aloft in trees, transferring from one
of skills that are neither shown in the rule He'll have to get to 1,850,000 XP in either closely-set tree to another, and working and
books, nor related directly to combat, thiev- fighting or magic to get another skill choice. fighting from a tree branch. Elves learn how to
ing, or magic. These are optional additions to Each new skill choice may be used to buy a negotiate tree branches at an early age.
your D&D® campaign. new skill or improve one old skill in the man- Elves with this skill usually succeed with it
ner described above. in normal situations. The skill roll is only nec-
BCQINNINQ Skills essary if the tree is storm-tossed, or the charac-

All beginning Alfheim elves know two skills:


Skills f on Otl7€u Races ter is fighting, or performing some other
complex task while trying to move on a tree-
Tracking, and Treewalking. They also know a This method of using general skills can also be limb.
special clan-based skill (each clan has a differ- used by other human or demi-human races
ent special skill), and may select one other with much the same rules. See The Grand This Dexterity-based skill has the following
skill. If an elf s Intelligence is 13-15, he knows Duchy of Karameikos, The Emirates of Yla- Bonuses and Penalties:
one extra skill, for a total of 5; for an Intelli- ruam, and The Dwarves of Rockhome Gazet-
gence of 16-17, he knows two extra skills for a teers. Bonuses and Penalties (Cumulative)
total of 6; and an Intelligence of 18 gives him
+1
3 extra skills for a total of 7. Basic Elf Skills Home or Sentinel Oak
Unfamiliar species of tree -1
Tracking Skill (I) Elves are superlative Dead tree (brittle branches)
How Skills aue Uset> hunters and trackers. When in a forest envi- Level 1-3
-3
-1
Each skill is based on one of the character's ronment, they can track (follow) animals, Level 7-10 +1
Abilities (Strength, Intelligence, Wisdom, elves and other intelligent beings. This 800,000+ XP +2
Dexterity, Constitution, and Charisma). Intelligence-based skill is modified by the fol- Raised in Alfheim +1
When a circumstance arises in which the DM lowing bonuses or penalties.
feels the use of a character's skill is needed, he
asks the player to roll a d20 against his current
score with the Ability. If the result of the d20 roll
Bonuses and Penalties (Cumulative) Special ClaN Skills
is less than or equal to the Ability, the skill use Recent track (within an hour) +1 Chossum Clan
succeeds. A roll of 20 always fails, no matter how Old track (more than 6 hours) - 1 Bargaining Skill (Ch).
high the chance for success. Very old track (more than A successful roll on the skill means that the
24 hours) - 3 character has gotten the best possible price for
Level 1-3 -1 his goods, information, or services. If two people
Skills Level 7-10 +1 with the skill bargain against one another, who-
A character's skill use chance can be higher Over 800,000 XP +2 ever makes the best roll wins. The DM may give
than the Ability on which it is based. For in- Raised in Alfheim +1 bonuses or penalties to either character to reflect
stance, you may want the character to be a su- An elf can also try to hide a track, using the difficulties in the bargain to be made.
perior Tracker, and have his Tracking roll to be same woodsman techniques. If an elf try- Example: Shermakan Chossum is trying to
superior to his normal Intelligence Ability. To ing to hide a track makes his Tracking persuadeJanarina Donov, a Karameikan mer-
do this, a beginning character can "trade in" check, subtract the amount by which he chant, to pay him the same price for a Eryndyl
one of his extra skill choices to improve an- made the check from the tracking roll of longbow as it would normally fetch in Specu-
other skill. Each skill choice traded in gives the the best pursuer. larum, a patently absurd price — the mer-
character a permanent + 1 to a chosen skill. chant could not make money on the deal.
Surebow of the Red Arrow clan is at-
tempting to evade trackers of the Erendyl. Shermakan has a Charisma of 10, but has in-
LeauNiNQ Moue Skills His intelligence is 14, and he is both raised creased his Bargaining skill to 12. He rolls a
in Alfheim and Level 8, so he has a Track- d20 and gets an 8, making the roll by 4. But
As time goes by, a character may purchase the DM says that this is a tough bargain to
ing roll of 16. His player rolls a 12, making
more skills or improve an existing skill. make, and penalizes the roll by 3. Thus, Sher-
the roll by four.
All characters get a new skill choice every makan only makes the roll by 1.
four experience levels. Thus, they get their Surebow is pursued by Celedryl Eren-
dyl, a 10th level elf with an Intelligence of Janarina Donov, has a Charisma of15 and a
first skills at level 1, a new skill at level 5, and Bargaining roll to match. The DM rolls a 13,
another at level 9. From there on, an elf gains 12. He has also reached a fighting level of
E. Surebow's trail is some eight hours cold, so she makes her roll by only 2, still enough to
a new skill choice at 1,100,000 XP and then beat Shermakan's roll. Janarina pays the going
for every 750,000 XP following, either in and Celedryl was raised in Glantri, so he
gets only a +2 bonus, giving him a track- price for longbows.
fighting or magic (but not both). This skill is primarily used for quick bar-
ing roll of 14. Since Surebow made his roll
by, 4, Celedryl must roll 10 or less to suc- gaining with NPCs when there is no time to
Anderswen the 10th level Mealidil elf ad- roleplay the encounter. Dealings between PCs
ceed (14-4 = 10). Celedryl's player rolls a
venturer has further attained 1,100,000 XP as should be role played, not roll played.
12, a failure. Celedryl misses Surebow's
a fighter. He now gets another skill choice. If
track and fails to find him and tell him Erendyl Clan
he then decides to study magic, and goes from
about the party back at Elleromyr. Craftsman (I) This is any one type of craft,
600,000 XP to 1,100,000 in magic, he does
not get another skill choice. He's already got- including leatherworker, smith, armorer, bo-
Tieewalking Skill (D) This is the skill of

e
1988TSR, Inc. All Rights Reserved.

Fabiano Guimarães (Order #39999713)


Extua Skills f OR tl)€ Elf

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.
+

class to have the skill. Literacy, normally given


Use the following table to determine the to anyone of appropriate Intelligence, is not
A Hiding Check can keep someone from be- battle's outcome. Remember to adjust each in the lists either, though it can be placed
ing spotted, even by the normal elven ability to commander's roll for any inferiority or super- there if the DM wishes. If it is placed on that
spot hidden doors, which can be used to find iority he might have his or her foe. list, anyone can learn it, but nobody gets it for
any hidden ambush, etc. A Hiding check made free, regardless of Intelligence.
by 5 more than is needed means that an elf can Knowledge: one field of study. Includes His-
only spot the hiding person with a roll of 1 on tory, Knowledge of Another Land, Military
Id6. If the check is made by 10 or more, even an Tactics, Songs, etc.)
elf cannot find the hidden person unless the con- Labor: one type of laborer profession. In-
cealed elf makes him or herself known. cludes Carpentry, Logging, etc.
Long Runner Profession: one type of non-labor profession.
Knowledge of Magic Lore (I) Includes Cooking, Medicine, Horse Breed-
The Long Runners have this skill because of ing, etc.
their affinity for magic. It is like any other Science: one branch of "pure science." In-
knowledge skill, as described below. In effect, cludes Astronomy/Astrology, Mathemat-
any ancient magical item is likely to be known to ics, etc.

C
1988 TSR, Inc. All Rights Reserved.

Fabiano Guimarães (Order #39999713)


Extua Skills fOR tljc Elf

Forest Survival this fashion: propriate use of skills.


Find a blank spot on the sheet. Write The DM always decides when a character
Animal empathy: forest animals.
"Number of Skill Choices: " there and may try a skill roll and what result the skill has
Animal Trainer: one animal of choice. in a situation.
leave room beneath that line.
Lore of Law and Justice
Record the number of starting skill choices Skill rolls should not be made every minute
Teaching
you receive in the blank. Below the line, re- the characters are involved in a task. Roll only
Song writing
cord the skills you buy, including the name of for the crucial points in the task. A hunting
Boat Handling the skill, purchased modifiers to the skill, and situation should only call for a Tracking roll
Dancing the current skill roll. every time the situation changes (the quarry
Instrument Playing crosses a stream, night falls, etc.). A Bowyer
Example: Delandra, a beginning elf of die
Riding roll should occur only once per bow built.
Grunalf clan, has an Intelligence of 16, so she is
Persuasion: (vs. NPCs, only)
allowed 6 skills, including die two mandatory elf How long a task takes is up to the DM.
Storytelling
skills and her dan skill of Hiding. She decides to Tracking takes little time per use, but a Bo-
follow the Grunalf way of die forest by taking wyer may have to sit out several adventures in
Appnopniate Skin Ctjoice Knowledge of Forest Animals as on extra skill, order to make a good longbow. There are two
The DM is within his rights to insist that some and adding 1 to hernonnaJ Hiding and Tracking things to remember when using skills.
of your extra skills be appropriate to your char- Skills. Her sheet now looks like diis: First, many of these skills are for use on NPCs
acter's clan of origin. only. A player cannot roll his character's Persua-
Number of Skill Choices: 6
For instance, an intelligent Feadiel elf would sion Ability to convince another player's charac-
probably have History of Trees of Life as a skill, Hiding ( + 1) 17 ter to do something; he may only use the skill on
just as a Mealidil elf would have Elven History ot Knowledge of Forest Animals 16 a character controlled by the DM.
a Red Arrow elf would have Military Tactics. Tracking (+1) 17 Second, the DM should always try to recog-
Adventurer elves should choose Riding. Treewalking 15 nize when a character is trying to abuse a skill
Without Riding, a character can sit on a horse roll and get some foolish result from the skill
to travel, but cannot fight on horseback or Skills aNO t?7e DM use. Ignore or penalize such behavior. Con-
control the horse any time there is trouble. versely, when the player is using his skill as a
It is the DM's responsibility see to it that the guide to role-playing the character or because
players do not abuse skill rolls, gaining inap- the skill is very appropriate to the scene at
Skills ttje Cljaiiacteii propriate results. hand. Reward such behavior by letting plans
The DM should also reward clever and ap- succeed with greater ease, letting the character
Record your skills on your character sheet in make new friends and allies, etc.

®1988 TSR, Inc. All Rights Reserved.

Fabiano Guimarães (Order #39999713)


Qlossauy
AC: After crowning (of first Emperor of kin are currently amiable. band of demi-humans and monsters
Thyatis). Doriath: Fourth and current king of Al- into the SYLVAN REALM and con-
Alevar: The second king of Alfheim, af- fheim. He succeeded CELEDRYL quered the land. (see CM7, The Tree of
ter MEALIDEN and before CELE- about two hundred years ago. Life).
DRYL. Erendyl Clan: The greatest artisans of Al- Red Arrow Clan: Militaristic clan respon-
Alfheim: The nation of the elves. fheim. sible for most of the defense of Al-
Alfheim Town: The only recognizable Erewan Clan: Elves of Glantri, originally fheim.
town of Alfheim. Most non-elves of part of the Erendyl Clan who migrated Rockhome: Mountainous home of the
the nation live here, along with the to Glantri 300 years ago. dwarves, to the northeast of Alfheim.
elves who keep the business of the Feadiel Clan: Refugees from the con- Sentinel Trees: Incredibly tall trees used
country going. Created as the result of quest of the SYLVAN REALM by by elves as sentinel posts. Primary tree
a magical battle about 450 years ago. MOORKROFT who came to Alfheim of Alfheim.
BC: Before crowning (of first Emperor of 400 years ago. Shadowelves: A nation of elves living un-
Thyatis). Forest Path: The way of life practiced by der the earth in the BROKEN LANDS.
Belcadiz Clan: Elves of Glantri, originally an elf who chooses to follow the stay- These are refugees from the Rain of
from the southern continent, who have at-home ways of his ancestors. Fire who now demand a sizeable hunk
little connection with Alfheim. Glantri: A magiocracy to the northwest of of Alfheim as reparations for not being
Broken Lands: A land to the northwest of Alfheim, beyond the Broken Lands. rescued from their dank tunnels centu-
Alfheim which was terribly ravaged Two of the 10 principalities are ruled ries before.
during the Rain of Fire. It is a home of by elves, one clan of which came from Sylvan Realm: Land to the far Northwest
multitudes of monsters and beasts, in- Alfheim. to which Ilsundal led the elves when
cluding the devious SHADOWELVES. Grunalf Clan: Forester clan of Alfheim. they first left the southern continent. It
Canolbarth: The name of the Alfheim The Guardian: The elfin charge of secur- was conquered by the sorcerer
forest — given to the area by the peo- ing elven interests in Alfheim Town. MOORKROFT 400 years ago.
ple of Darokin. The current, and only, holder of this Treekeeper: The elf in charge of nurtur-
Celedryl: The third king of Alfheim, af- post is Taragin Oakbranch. ing and protecting a Tree of Life. A
ter MEALIDEN and ALEVAR and be- Home Tree: Giant trees used as homes by very important position within an elf
fore DORIATH. the elves. clan.
Chevall: A race of lycanthrope centaurs Ilsundal: Great leader of the elves who Tree of Life: One of the 10 avatars of the
who change into full horse shape as fostered the Return to the Forests Immortal ILSUNDAL or one of the
their wereform. They are partially re- movement after the Rain of Fire and daughters of the original 10 avatars.
sponsible for the creation of the elven led the elves of the southern continent The Tree of Life is the center of all El-
warhorse. to their first refuge, the Sylvan Realm. ven clan activity.
Chossum Clan: The merchants of Al- When he became an Immortal, he cre- Vyalia Clan: Reclusive elven clan living in
fheim. ated the TREE OF LIFE. the remote wilderness of Karameikos.
Clan Council: The ruling council of Al- Ironwood: Extremely tough and resilient Wandering Path: The way of life chosen
fheim, consisting, in theory, of all the wood grown by the elves for fortifica- by the adventurer elf.
Clanmasters of Alfheim, and, in actu- tions and special art projects. The Way Of The Book: The choice of
ality, of the Clanmasters of the seven Long-Runner Clan: Isolationist clan that spells of an elf wizard who concentrates
most important clans. The entire inhabits much of central Alfheim. his learning on spells that do not pro-
Council must support any major deci- Mealiden: The elf who found the Rain- mote the health and welfare of the
sion made by the king. bow Path which led the elves of the six TREE OF LIFE.
Clan Holder: An elf who uses his re- clans (plus others who dropped out The Way of the Tree: The choice of spells
sources to create a new stronghold for a along the way) out of the Sylvan of an elf wizard who concentrates on
clan. He acts as leader for the strong- Realms and finally into Alfheim. being a TREEKEEPER.
hold and as a subordinate officer to the Mealidil Clan: Clan of Mealiden. Much Wendar: Elven Kingdom far to the north
CLANMASTER. concerned with history and past glor- of Alfheim. Very little is known of it,
Clanmaster: The chieftain of an elf clan, ies. but it may be the home of one of the
an appointed position. All final deci- Merchants' Brotherhood: A self- clans that left the SYLVAN REALM
sions regarding the welfare of a clan are governing body of the merchants of with Mealiden.
his or hers. Alfheim Town who handle most of its Wizard's Glen: A large treeless area
Darokin: A human republic whose bor- internal affairs and act as liaison with within the forest; the location of AL-
ders surround Alfheim everywhere. the GUARDIAN. FHEIM TOWN.
Relations between Alfheim and Daro- Moorkroft: A human sorcerer who led a

e
1988 TSR, Inc. All Rights Reserved.

Fabiano Guimarães (Order #39999713)


sm.
PeRSONalities of

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,

Fabiano Guimarães (Order #39999713)


PensoNalities of Alf l?eiM

however, an Alphatian spy extraordi-


naire. He is serving his time here in what
counts to Alphatians as the boondocks
because it is one more post on the long
ladder to the top of the government in
the Magical Empire. Alphatia is vaguely
interested in the elves because so many of
them are magic-users. Yet the main rea-
son for having an expensive spy network
in an out-of-the-way place like Alfheim
Town is the opportunity to keep in touch
with the latest gossip from all the other
outsiders in town — in the hope of glean-
ing important intelligence from careless
remarks.
This is Edrecort's first posting as chief
of a spy operation. He hopes to be pro-
moted in a decade or so to another, more
important post in a bigger country.
Meanwhile, he teaches magic at his little
Durifern * Taragin
academy, and in his spare time arranges
for plots and thefts of information all turers may confront the Spymaster him- ("a little of this, a little of that," as she
over Alfheim. self, usually in disguise. Edrecort has no says). Her life has had its share of adven-
Personality: Edrecort is charming, en- commercial contacts, but he can provide ture, although now she has obtained a
gaging, and totally unprincipled. His real instruction at the Magic School for player reputation of respectability.
job of spymaster suits him perfectly. magic-users who have earned his favor by Personality: Elisabeth is straightfor-
Edrecort is trustworthy exactly as long as performing tasks, innocent or otherwise, ward, even pushy. Elisabeth Hobnobby
he thinks it is in his interest to be so. His for him. wants to deal, and if you don't have a
treachery is often swift and fatal. So far he Combat Notes: M15; AC 0 (bracers of deal for her, she'll sell you on one of her
has an unblemished reputation for fair- shield and dexterity bonus; hp 35; MV own!
ness among the diplomatic corps. 120' (40'); #AT 1; D 4-7 (dagger +3); Appearance: Short, thin, brunette.
Appearance: Edrecort is tall and Save M15; ML 12; ALC; S 10,118, W 18, The infamous Hobnobby hat (she has a
skinny, with long, bushy, flaming-red D 17, Co 9, Ch 16. new one made to the same outre style
hair. He wears green robes of magically ir- Abilities & Skills: Persuasion (Ch + 1), every year) crowns a woman dressed for
idescent material which he obtains from Bargaining (Ch), Forest Survival (I), business.
Glantri (He obtained the robes here in Knowledge of Alfheim Town Politics (I). DMing Notes: Elisabeth will introduce
Alfheim. There is no normal trade be- Languages: Alphatian, Thyatian, characters to the town people, but usually
tween Glantri and Alphatia). When Alignment (C), elf, ore. for a price — either a sum of money or a
Edrecort decides to go out on some skul- Spells Usually Carried: Edrecort's fa- "little favor." She usually has her own
duggery of his own, he simply puts on vorite spells are charm person and disin- agents do her important chores, but she's
plain clothing and magically disguises his tegrate. Others are generally useful for always looking for new agents.
features. concealment or terror. Combat Notes: T6; AC 7; hp 18; MV
DMing Notes: Edrecort is the source of Notes: Edrecort has a full selection of 120' (40'); #AT 1; D 3-6 (dagger +2);
much spying and occasional evil plots in magic items, drawing both from his own SaveT6; ML 9; ALN; S 12,117, W 10, D
Alfheim Town. A normal adventuring arsenal and from the stores of the Em- 16, Co 9, Ch 15.
party will usually wind up defending bassy, as needed. He often carries a Staff Abilities & Skills: Bargaining (Ch +1),
against his plots, without realizing who is of Wizardry and one or two poisoned Hide (I), Knowledge of Alfheim Town
behind them. He will decide to advance daggers, and has access to a good supply (I), Persuasion (Ch + 2), Open Locks
either Alphatian interests or his own dark of potions of Wizardry. 60%, Find Traps 35%, Remove Traps
deeds and some person, group, or thing 34%, Pick Pockets 45%, Move Silently
cherished by the adventurers will be sacri- Elisabeth Hobnobby 44%, Climb Sheet Surfaces 92%, Hide
ficed. The adventurers will have to deal Broker, offices in The Crafter's Rest 32%, Hear 54%.
with his minions in several encounters as History: Elisabeth was born and bred Languages: Darokin, Alignment (N),
they go up in level. Higher level adven- in Alfheim Town of mixed nationalities elf, Thyatian.

Fabiano Guimarães (Order #39999713)


PensoNalities of

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-

Fabiano Guimarães (Order #39999713)


PeusoNalities of

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

Fabiano Guimarães (Order #39999713)


PeusoNalities of

slim even for an elf. He always wears


greens and browns and likes to keep the
innermost secrets to himself and his inner
circle.
DMing Notes: Jorodrin is here as an ex-
ample of one who follows the Path of the
Tiee. Characters involved with The Tree
of Life (CM7) adventure might come to
him for information, but he would be re-
luctant to give it out, for fear the charac-
ters would be caught in the Sylvan Realm
and give the information to Moorkroft.
Combat Notes: E10 (magic level 16);
AC 6; hp 30; MV 120' (40'); #AT 1; D 2-
7; Save E 10; ML 12; ALL; S 12,1 16, W
13, D 13, Co 11, Ch 13.
Abilities & Skills: History (I), Knowl-
edge of Tree of Life (I + 1), Knowledge of
Sylvan Realm (1 + 1), Forest Survival (I),
Teaching (W + 1), Tracking (I), Treewalk- Carlisan * Lynnwyl * Sharlikran
ing (D).
Languages: elf, Alignment (L), ore, Appearance: Lynnwyl is black-bearded elf of simple habits who is only happy
gnoll, hobgoblin, Thyatian, dwarf, pixie. and relatively short for an elf, about 5'2" . talking about the next grand trading
Spells Usually Carried: Level I: com- He is obviously strong and a bit portly for scheme.
mand word, read languages. Level II: en- an elf— about 145 lbs. Combat Notes: E5; AC 6 (leather and
tangle, predict weather. Level III: cure DMing Notes: Lynnwyl is unlikely to + 1 for Dexterity); hp 20; MV 120' (40');
disease, cure light wounds, speak with be seen by adventuring characters until #AT 1 (elven longsword); D 3-8 ( + 1 for
animals. Level IV: growth of plants, sum- they are high in level. When he wants Strength); Save E5; ML 9; AL L; S 15, I
mon animals. Level V: plant door. Level someone to scout out a new territory, he 16, W 13, D 14, Co 15, Ch 12.
VI: cure serious wounds, reincarnate. talks to them. Otherwise, he lets his sub- Abilities & Skills: Bargaining (Ch + 1),
Level VII: charm plant, truesight. Level ordinates handle all details of hiring trad- Knowledge of Alfheim (1 + 3), Knowl-
VIII: mass charm. ing caravan guards, etc. edge of Economics of Other Lands (I + 1),
Notes: Jorodrin has an elvish long- Play him as a mysterious presence Tracking (I), Treewalking (D).
sword. whose influence is felt throughout Languages: ore, gnoll, hobgoblin, elf,
Alfheim but is never seen. When they fi- Alignment (L), Darokin, Thyatian,
Lynnwyl Chossum nally meet this elusive figure, he is a gruff dwarf.
Clanmaster of Chossum Spells Usually Carried: Level I: anal-
History: Lynnwyl has lived all of his yse, light. Level II: invisibility, resist fire.
long life in Alfheim, but he knows every Level III: fly.
inch of it from the trading caravans he has Notes: As Clanmaster, Lynnwyl is enti-
led through the forest. He has rarely had tled to an elven longsword, so he carries
to fight, and displays a grudging accept- one. Given sufficient warning, he will
ance of the situation when he does. As a pull on a suit of chain mail and take up a
result, he is of relatively low level for a shield, making him AC 3. His spell books
Clanmaster, though everyone recognizes have far more spells than he can use,
his ability as a trader. which reflects his long career but lack of
Personality: Lynnwyl is the current progression in fighting and magic.
Master of the Chossum Clan because of
his age. He has never been a major trader Don Maximilian de Belcadiz
— he is much happier planning trading First Secretary to the Glantrian Ambassa-
campaigns and product displays than ac- dor
tually going out and selling the products. History: Don Maximilian is a second
He is gruff to everyone around him, even cousin to Princess Carnelia, and has this
close family members. diplomatic posting as much through her

Fabiano Guimarães (Order #39999713)


PensoNalities of

nouncing a finding which has been com-


mon gossip for weeks.
Don Maximilian is a good source for
transit into Glantri, jobs as ordinary cara-
van guards going to both Glantri and to
more exotic locations, and for occasional
forays into the strange, the unexpected,
and the downright weird. He hires ad-
venturing parties to check out or act on
his latest statistical findings. Once, he
sent a group of adventurers into the forest
to arrest a greybearded Elf who turned
out to be an innocent master flower ar-
ranger. Another time, a party dispatched
from the Embassy to a particular spot in
the forest waited only three hours for the
arrival of a gang of dwarven thieves with
the loot from a recent warehouse robbery;
an hour later, wagons arrived from out-
side the forest to pick up the stolen goods
and the surviving robbers for quick dis-
influence as because of his own abilities. Dwarf or peripatetic Human. Such is the patch to Glantri.
As First Secretary of the Glantrian Em- fate of the misunderstood Belcadiz. Don Combat Notes: E10; AC 9/2; hp 42;
bassy, Don Maximilian is in charge of all Maximilian is a competent magic-user, MV 120' (40'); #AT 1 (sword); D 2-9
the day-to-day business, including com- and he conducts his paperwork with the (sword + 1); Save E10; ML 9; AL L; S 9,1
mercial contacts, dealing with the needs same extensive precision and attention to 17, W 8 , D 16, Co 9, Ch 11.
of Glantrian citizens in search of assist- detail which he lavishes on his spellcast- Abilities & Skills: Bookkeeping (I),
ance or information, and also dealing ing. He does not seem to take the elven Bureaucratics (1 + 2), Dancing (D), Glan-
with miscellaneous non-Glantrian adven- view of time, but lives for the current mo- trian Politics (I), Riding (D).
turers in search of same. Don Maximilian ment, much as do humans. Languages: elf, Glantrian, Alignment
is not in charge of high policy, negotiat- Needless to say, Don Maximilian is (L), Thyatian, Alphatian, Darokin,
ing treaties, and general hobnobbing completely oblivious to the strange im- dwarf.
with the rulers of Alfheim; this is the job pression he makes on the elves of Spells Usually Carried: Don Maximi-
of Ethrilord Bilgrammus, an elf from Ere- Alfheim; he meets the world on his own lian generally uses spells of some help in
wan, who mystifies Maximilian by always terms and, so far, this has not proven to his information gathering, such as clair-
running off into the interior wilds of Al- be a fatal philosophy. voyance, and wizard eye, and his status as
fheim instead of staying in his embassy, Appearance: This Glantiran Grandee security chief, such as wizard lock. Notes:
in the obvious center of power. Maximi- is about 5'6" tall and weighs about 120 Don Maximilian has never been much of
lian is beginning to suspect the truth, lbs. His light skin is offset by black mous- an adventurer. However, over the years he
that the real rulers of Alfheim might not tachios and a long goatee. He keeps his has collected a sword +1 that can gener-
reside in the most glorious city he works hair and beard shiny with some sort of oil, ate one light spell a day, a shield +2
in, but, as he has never been invited out and his moustachios are waxed to long, (which hardly ever comes off his wall), a
of the city, he has no real conception of sharp points. potion of giant control, and a wand of
the ways of the forest, and so goes by his DMing Notes: Don Maximilian (you trap detection which now has 2 charges
prejudices from city life in Glantri. would never think of calling him by a left.
Personality: Don Maximilian is a punc- shorter name, so neither will we), is an
tual, scrupulous, meticulous, fastidious important source of contact between Al- Mealidan Mealidil
fusspot. The qualities which suit him for fheim and Glantri. While he (strange for Clanmaster and Chief Librarian of Clan
the job of First Secretary — attention to a Glantrian) is a bit obtuse at noticing Meatidil
detail, energy, and perseverance — are, plots, he is highly efficient at writing re- History: Mealidan is notable for hardly
of course, so non-elven that many newly- ports, culling statistics, and establishing ever being seen outside the Great Library
arrived elf clan emisarries find it difficult trends. Sometimes this gives amazing of Mealidil. In his youth he was much
to think of him as one of their own kin- and sagacious results; equally as often, more active, and most of his experience
dred; he acts more like some of emaciated Don Maximilian startles his staff by an- was gained at that time, but since he took

Fabiano Guimarães (Order #39999713)


PensoNalities of Alf Ijeiivi

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

Fabiano Guimarães (Order #39999713)


PeRSONalities of

other adventurers and loves to trade ad- Shurengyla


venturing stories. He has an attitude of Special Agent for the King of Alfheim
an earnest younger brother, trying to History: Shurengyla is a distant cousin
make good and find a place for everyone. of King Doriath who came to his atten-
Like any elf, he takes frequent breaks, at tion a few years into his reign. Realizing
which time he is usually off with some ad- that the young female elf had a real abil-
venturing friends. ity with intrigue, he recruited her to act as
Appearance: Despite his age of over his special agent.
400 years old, Sharlikran looks like a Personality: Shurengyla has a chame-
young man. Like most Chossum elves, he leon personality. Whatever the dominant
has dark hair, which he wears long. He mood of the group she is with, that's her
usually has a mustache, though this is mood, too. This is a conscious act, how-
subject to change. After all his years ad- ever. Her real attitude is a sort of perverse
venturing, he normally wears chain mail delight in fooling the perceptions of oth-
— a brightly gleaming set which never ers — particularly their perceptions of
seems to wear or tarnish. her.
DMingNotes: Sharlikran, much to the Appearance: Shurengyla has as many
disgust of other elves, makes a practice of faces as she has moods. In general she is a
hiring non-elves as part of each caravan slight-built elf woman with long, usually
Personality: Still young and brash,
crew, in case trade takes the caravan to blonde, hair.
Shelingar is the perpetual puppy, always
places, such as Ylaruam and Rockhome, DMing Notes: Shurengyla is Doriath's
happy to be of service and wanting the
where elves are not particularly welcome. eyes and ears and occasionally mouth.
good regard of adventurers. In short, he is
He is the person to see for employment She is the one who contacts characters for
the diametric opposite of his mentor,
outside of Alfheim. special missions and can also be the goal
Mealidan.
Combat Notes: E10; AC 0 (includes of a mission if she is caught at her spying
Appearance: A very young-looking elf
chain mail +2 and Dexterity bonus); hp and needs rescuing (see Adventures).
in student's green smock and usually with
40; MV90' (30'); /CAT 2 (bastard sword) a pile of books in his arms. Combat Notes: E 7; AC 5; hp 32; MV
(Attack Rank G); D 3-10 (ld8+2); Save 120' (40'); #AT 1; D 1-6; SaveE7; ML 10;
DMing Notes: This is the real
E10 (auto 1/2 damage from breath weap- ALN; S 12,115, W 13, D 17, Co 14, Ch
information-source at the library. She-
ons); ML 10; AL N; S 12, 114, W 15, D 16.
lingar hero-worships adventurers of any
17, Co 13, Ch 14. Abilities & Skills: Craft — Weaving
race and is ready to lend his not-
Abilities & Skills: Animal Trainer — inconsiderable knowledge of the library (I), Disguise (I), Hiding (I +1), Tracking
horse (W), Bargaining (Ch), Knowledge to any adventurer who asks. Of course, (I), Treewalking (D).
of Trade Routes (1 + 2), Singing (Ch), he's only been there a century, so some- Languages: elf, Alignment (N), Thy-
Tracking (I), Treewalking (D). times he gets things wrong... atian, Alphatian, gnoll, hobgoblin, ore.
Spells Usually Carried: Level I: com- Spells Usually Carried: Level I: charm
Combat Notes: E3; AC 5; hp 15; MV
mand word, charm person. Level II: de- person, read magic. Level II: invisibility.
120' (40'); #AT 1; D 1-4 (dagger); Save
tect danger. Level III: haste. Level IV: Level III: clairvoyance. Level IV: poly-
E3; ML 11; ALL; S 12,114, W 12, D 16,
enchanted weapon. Level V: neutralize morph self.
Co 14, Ch 13.
poison. Notes: Shurengyla carries two doses of
Abilities & Skills: Profession — Librar-
Languages: elf, Alignment (N), ore, potion of gaseous form, a scroll with two
ian (1 + 1), Singing (Ch), Tracking (I),
gnoll, hobgoblin, Thyatian, Glantrian. uses of dimension door, a ring of quick-
Treewalking (D) Languages: elf, Align-
Notes: Sharlikran has chain mail + 2, a ness and an amulet of protection from
ment (L), Thyatian, Glantrian ore, hob-
shield, a bastard sword +1, a ring of in- crystal balls and ESP. Most of these are
goblin, gnoll.
visibility, and an amulet of ESP. gifts from King Doriath.
Spells Usually Carried: Level I: light,
locate. Level II: locate object.
Shelingar Starwatcher
Notes: Shelingar is always sure he has
Student of Clan Mealidil Treekeeper of Clan Long Runner
the right material or information. If he
History: Shelingar is a bright young History: Starwatcher is Beasthunter's
fails a Librarian roll (be sure to add penal-
Mealidil student who wants to know eve- best friend, but where the chieftain took
ties for obscure information), he still
rything and be an adventurer, though af- the Way of Power to the chieftainship,
comes up with information. It's just not
ter a century at the library, he is Starwatcher went the Way of the Tree.
right, or perhaps it's simply out of date.
beginning to realize what an adventure a This has made him the premier wizard in
library can be. Alfheim. It is thought that he may be

Fabiano Guimarães (Order #39999713)


PcRSONalitics of

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

Fabiano Guimarães (Order #39999713)


PensoNalities of

Ch + l). called scratchy.


Languages: ore, elf, Alignment (N). DM'mg Notes: She will lend money at
Notes: Urgham has one treasure, a high interest rates with suitable collat-
map to treasure (the ore payroll) hidden eral. Somebody like Emmit Kelso might
years ago in the forest. He hasn't man- introduce adventurers to Violet with ref-
aged to get out of town long enough to erence to her "other contacts." If she
retrieve it. thinks the adventurers are suitable, she
will then introduce them to a middle
Violet Pismire level member of the Thieves Guild.
Moneyleader Combat Notes: T9; AC 5; hp 35; MV
History: Violet is another born-and- 120' (40'); #AT 1; D 2-5 (dagger +1);
bred town human and the best known SaveT9; ML 11; ALN; S 9,114, W 10, D
human money-lender in town. Located 16, Co 11, Ch 10.
in the Refuge section, she works out of Abilities & Skills: Accounting (1 + 1),
the very house she was born in. It is not Knowledge of Thieves of Alfheim Town
widely known that she is a member of the (I), Persuasion (CH + 3), Open Locks
Thieves Guild, a fact which explains why 54%, Find Traps 50%, Remove Traps
she is rarely robbed. Violet also accepts 46%, Pick Pockets 60%, Move Silently
money for safekeeping for a small fee, op- 55%, Climb 95%, Hide 4 1 % , Hear
erating as a medieval-style bank. 66%.
Appearance: Violet is short and Languages: Thyatian, Alignment (N),
scrawny, with thin, mouse-colored, hair elf.
and no smile at all. He voice is at best Notes: Violet has a potion of flying
that she is saving for a special occasion.

ELVEN TOWN
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Secuets of tl}€ Elves
EIVCN Magic Spells Second Level Elven Magic-User Spells
1. Detect Danger
Elves developed their first civilization The Elves have their own higher magical 2. Detect Evil
upon their skills with magic and combat. system which is similar to that of human 3. Detect Invisible
Elves learned magic easily and all elves wizards, but due to their connection with 4. Entangle
knew at least some magic. It is said in the the Immortal Ilsundal and the Trees of
5. ESP*
elven records that humans first learned Life, partakes quite a bit of druidic
6. Invisibility
the disciplines of magic from elves, magic. Unlike Druids, elf wizards must
7. Know Alignment* (T)
though this may be simply self-serving learn and remember the spells, just like
8. Levitate
legend-making. Even then, elves were any "normal" magical spell. For this rea-
limited to low orders of magic use only. son, many of the spells are a higher level 9. Locate Object
magically than they are clerically. 10. Mirror Image
However, when Ilsundal became an 11. Phantasmal Force
Immortal, he was able to grant clerical Also, certain normal magic spells are 12. Predict Weather
magic to elves who followed his way. Yet not available to elves training in Alfheim 13. Produce Fire
instead of creating a separate class, he at any level, even though some (those of 14. Purify Food and Water
used his power to expand upon the native 1st through 5th levels) can be learned 15. Resist Fire
elven magic skills of at least those who outside Alfheim at more liberal training 16. Silence
followed his way. His priests were both areas, such as those of Glantri. Spells
17. Warp Wood
clerics and magic-users. above 5 th level cannot be learned by elves
18. Web
His way is the way of the Tree of Life, outside of Alfheim unless they are in a
and Treekeepers have the ability to learn similar country, such as the Sylvan Realm. Third Level Elven Magic User Spells
an admixture of the spells available to the The use of numbered levels can be con- 1. Call Lightning
normal human magic-user and those spe- fusing here. A 20th level elf has three 9th 2. Clairvoyance
cific to druids. Furthermore, there are level spells, while human magic users do 3. Cure Disease
some spells that none but Treekeepers not gain 9th level spells until they reach 4. Cure Light Wounds
and their students can learn. 21st level. However, an examination of 5. Dispel Magic
Elves who learn their magic from the the Experience Points involved shows 6. Fly
Keepers of the Tree of Life can progress in that an elf of the 20th level has to have 7. Haste*
their magics beyond the 10th level of ex- earned almost as many XP as a human 8. Heat Metal
perience, just as fighting elves who learn wizard of the 28th level — a level which 9. Hold Animal*
their fighting from humans can progress has four 9th level spells and many more 10. Hold Person*
beyond the 10th level of fighting. lesser level spells. 11. Invisibility 10'Radius
The Experience point levels are the 12. Obscure
same as those for elves increasing their First Level Elven Magic-User Spells 13. Protection From Evil 10' Radius
fighting ability, but Experience must be 1. Analyze & 14. Protection From Normal Missiles
applied to either fighting or magic, not 2. Ceremony (T) 15. Protection From Poison
both. In effect, the elf becomes two char- 3. Command Word 16. Speak with Animals
acters progressing in two separate charac- 4. Charm Person 17. Water Breathing
ter classes, the Elf Lord and the Elf 5. Detect Magic Fourth Level Elven Magic-User Spells
Wizard. 6. Faerie Fire 1. Charm Monster
The reason for splitting the Experience 7. Faerie Lights 2. Confusion
Points between the two classes reflects the 8. Fellowship 3. Dimension Door
fact that the elf must learn his new magic 9. Light* 4. Enchanted Weapon
from the elves of Alfheim (or any other 10. Locate 5. Fear
major elf population area with 11. Longstride 6. Growth of Animals
Treekeepers — it cannot be learned in ar- 12. Magic Missile 7. Growth of Plants*
eas such as Glantri or Karameikos where 13. Precipitation 8. Hallucinatory Terrain
the majority of the population is non-elf) 14. Protection from Evil 9- Massmorph
while he must learn his new fighting from 15. Read Languages 10. Polymorph Others
humans. 16. Read Magic 11. Polymorph Self
17. Resist Cold 12. Remove Curse*
18. Ventriloquism 13. Summon Animals (T)
19. Watcher 14. Wall of Fire
15. Wizard Eye

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Fifth Level Elven Magic-User Spells Elf Magic Experience Table


1. Conjure Elemental Spells by spell level
2. Contact Outer Plane
3. Control Temperature 10' Radius (T)
Level XP
4. Control Winds (I)
5. Dissolve* 1 0 1
6. Feeblemind 2 4,000 2
7. Insect Plague (T) 3 8,000 2 1
8. Magic Jar 4 16,000 2 2
9. Neutralize Poison 5 32,000 2 2 1
10. Plant Door (T) 6 64,000 3 2 2
11. Protection from Lightning 7 120,000 3 3 2
12. Telekinesis 8 250,000 4 3 2
13. Teleport 9 400,000 4 4 3
14. Transmute Rock to Mud 10 600,000 5 4 3
15. Wall of Stone 11 850,000 6 5 3 2
12 1,100,000 6 5 4 2
Sixth Level Elven Magic-User Spells 13 1,350,000 7 6 4 3
1. Anti-Animal Shell 14 1,600,000 7 6 5 3
2. Anti-Magic Shell 15 1,850,000 8 7 5 4
3. Cure Serious Wounds (T) 16 2,100,000 8 7 6 4 1
4. Geas* 17 2,350,000 8 6 5 2 " • - •
5. Lower Water 18 2,600,000 8 7 5 2 1
6. Move Earth 19 2,850,000 7 6 3 2
7. Pass Plant (T) 20 3,100,000 8 6 4 3
8. Projected Image
9. Reincarnation
Ninth Level Elven Magic User Spells New Elf Spell DescuiptioNS
10. Stone to Flesh
1. Contingency
11. Weather Control Finst Level Spell
2. Gate*(T)
Seventh Level Elven Magic-User Spells
3. Heal(T) DescniptiONS
4. Immunity
1. Charm Plant Analyze
2. Create Normal Creatures 5. Maze
6. Shapechange Range: 0 (touch only)
3. Dispel Evil (T)
7. Summon Object Duration: 1 round
4. Lore
8. Sword Effect: Analyzes magic on one item
5. Magic Door*
9. Timestop An elf using this spell can handle one
6. Mass Invisibility*
10. Wish(T) item and learn the enchantment on it.
7. Rock
Helms must be put on, swords held in
8. Teleport Object
* Spells marked with an asterisk (*) may hand, bracelets put on wrists, etc.
9. Transport Through Plants (T)
be reversed. Any consequences of this action fall
10. Truesight(T)
(T) These spells are only available to upon the elf, as usual, though he or she
11. Turn Wood
elves embarking on the Way of The Tree. gets the usual saving throws. The elf has a
No spell listed here that is not commonly chance of 15% plus 5% per magic-user
Eighth Level Elven Magic-User Spells
available to human magic-users can be level of determining one characteristic of
1. Creeping Doom (T)
taught to non-elf magic-users. the item, or of whether the item has no
2. Dance magic at all. The determination is not ex-
3. Force Field act. Pluses on weapons can be character-
4. Mass Charm* ized as many or few, charges can be
5. Metal to Wood (T) estimated within 2 5 % of the actual num-
6. Mind Barrier* ber, etc.
7. Permanence (T)
8. Polymorph Natural Object (T)
9. Symbol
10. Travel

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Ceremony Command Word Fellowship


Range: Touch Range: 10' Range: 0 (elf only)
Duration: Permanent Duration: 1 round ... Duration: 1 round per level
Effect: Consecration of one creature, Effect: One creature Effect: Increases charisma
item or area.
This spell allows the elf to utter a com- This spell causes the elf to either gain a
This is an all-purpose spell that an elf mand of one word. The word must be in a temporary increase of 2-8 points in cha-
must perform as part of a process to take language that the recipient is able to un- risma in the eyes of the target or a loss of
another elf through some part of his life. derstand. The recipient obeys to the best 1-4 points if the target makes a saving
These ceremonies include: of his or her ability as long as the com- throw versus magic. All those failing the
Adopt: a ceremony which transfers an mand is clear and unequivocal. A com- saving throw are very impressed by the
elf (and, on rare occasions, a human or mand to "Die!" would make the caster and desire greatly to be his friend
other demi-human) from one clan to an- recipient faint for a round, but there and assist him in any way they can. Those
other. The elf performing the ceremony would be no other harmful effect (unless, who do not fail the saving throw are un-
must be of at least equal level to the of course, he was walking a high wire at easy in the caster's presence and tend to
adoptee, or the Clanmaster of the receiv- the time). Typical command words in- find him or her irritating. This spell has
ing clan. clude hah, back, run, go, surrender, etc. no effect on creatures of animal intelli-
Anathematize: a ceremony that is per- Undead are not affected by command gence or lower. It also has no effect on
formed when an elf has acted totally word. Creatures with an Intelligence of Charisma-based skills.
against all precepts of the elven way of 13 or more and creatures with 6 or more The use of this spell has probably saved
life, and must now be banished. This cer- hit dice or experience levels are entitled to more elf lives that the accuracy of their ar-
emony can only be performed by the elf s a saving throw vs. Spells. Creatures who rows.
Clanmaster and Treekeeper working to- meet both qualifications do not get two
gether. The elf gains a "mark" that can saving throws. Locate
only be seen by elven eyes and can only be
removed by atoning for transgressions Range: 0 (elf only)
Faerie Fire
and being accepted back into the Clan Duration 6 turns (1 hour)
through an adoption ceremony. Range: 60' Effect: Detects one animal or plant
Duration: 1 round per level of character within 120'
Consecrate: a ceremony that allows the
Effect: Illuminates creatures or objects
elf to dedicate an area of ground to the This spell is identical to the druid spell of
growing of a Tree of Life, and dedicates This spell is identical to the Druid spell of the same name.
certain implements for the purpose of the same name.
caring for that tree. This ceremony can Longstride
only be performed by a Treekeeper. Fairie Lights ,.„_.. Range: 0 (touch)
Induct: a ceremony which brings a Range: 40' plus 10' per level Duration: 5-8 hours
young elf into full standing within a clan Duration: 2 rounds per level Effect: Doubles normal movement speed
as an adult. This ceremony must be per- Effect: illuminates an area
formed by an elf of higher level than the The longstride spell enables the elf or the
inductee. This spell creates from 1 to 4 lights which other recipient of the spell to move at
Invest: a ceremony that is performed resemble either torches or lanterns and twice normal ground speed (walking) for
when an elf becomes a Treekeeper. This cast up to the same amount of light. The l d 4 + 4 hours without tiring or running
ceremony can either be performed by an- actual intensity of the light can be varied normally for the same amount of time
other Treekeeper or (in the absence of any by the caster at any time he spends a without tiring. However, after this the re-
Treekeepers) the Clanmaster and Clan round concentrating. The caster must cipient must spend the same amount of
Holder of the clan for whom the investee create the lights where he can see them; time resting, as well as drinking plenty of
is about to become Treekeeper. he can then move the lights anywhere liquids and eating heartily. If he does not
There are few outward signs of the ef- within his range, even if they pass out of rest, he loses 2-8 Constitution points (re-
fect of one of these spells. The recipients his vision (such as around a corner). He covered by rest at the rate of ld4 days per
do not react to a detect magic spell, unless cannot move them through solid objects. point, and only recovers them after he has
they have other attributes that so react. This spell is frequently used by elves to spent the time above resting and drink-
mislead parties of humans who travel the ing and eating. Only bipedal humans
elf forests at night. and demi-humans are affected by this
spell.

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Secuets of ttje Elves

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.

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VljinO Level Spell Protection from Poison Summon Animals


DescniptioNS Range: Touch Range: 360'
Call Lightning Duration: One turn per level of caster Duration: 3 turns
Effect: Gives one creature immunity to Effect: Calls and befriends normal ani-
Range: 360'
all poison mals
Duration: 1 turn per level of caster
Effect: Calls lighting bolts from storm This spell is identical to the third level This spell is identical to the fourth level
Druid spell of the same name. druid spell of the same name. Elves never
This spell is identical to the third Level
use it while hunting normal food ani-
Druid spell of the same name.
Speak with Animals mals, though they do use it to get infor-
mation about monsters that crawl out of
Cure Disease Range: 0 (Elf only)
the bad magic sites. Most elves don't even
Duration: 6 turns
Range: 0 (touch) know that abuse of this spell (such as slay-
Effect: Allows conversation within 60' ing the summoned animals) gains them
Duration: Permanent
Effect: One living creature This spell is identical to the second level the Curse of Ilsundal: no druid-derived
cleric spell of the same name. spell will work for them again.
Except for the shortened range, this spell
is identical to the third level Clerical spell
of the same name.
Founttj Level Spell Fifttj Level Spell
Descriptions DescniptioNS
Cure Light Wounds Enchanted Weapon Control Temperature 10' Radius
Range: Touch Range: Touch Range: 0 (Elf only)
Duration: Permanent Duration: 5 rounds per level Duration: 1 turn per level of caster
Effect: Any one living creature Effect: Makes a weapon temporarily mag- Effect: cools or warms air within 10'
ical
This spell is identical to the 1st level This spell is identical to the fourth level
Cleric spell of the same name, except that A weapon of any kind that this spell is druid spell of the same name
it does not cure paralysis (which elves cast on becomes magical for the duration
don't need). of the spell. It has no bonuses to hit or for Control Winds
damage, but it can be used against lycan-
thropes, various undead, gargoyles, some Range: 10' radius per level of caster
Heat Metal
non-corporeal creatures, and other crea- Duration: 1 turn per level of caster
Range: 30' tures who are invulnerable to normal Effect: Calms or increases winds
Duration: 7 rounds weapons. This spell is identical to the fifth level
Effect: Warms one metal object
This is a very popular spell among druid spell of the same name.
This spell is identical to the second level fighting elves.
druid spell of the same name. Insect Plague
Fear
Range: 480'
Hold Animal*
Range: 0 Duration: 1 day
Range: 180' Duration: Instantaneous Effect: Creates a swarm of 30' radius
Duration: 1 turn per level of caster Effect: Causes targets to run away in fear This spell is almost identical to the fifth
Effect: Paralyzes several animals
This spell is identical to the effects of the level cleric spell of the same name except
This spell is identical to the third level Wand of Fear magic item, but the saving that it only works in Alfheim or a similarly
druid spell of the same name. throw is versus Magic, not Wands. elf-intensive and elf-made environment.

Obscure Growth of Animals Neutralize Poison


Range: 0 (Druid only) Range: 120' Range: Touch
Duration: 1 level per turn of caster Duration: 12 turns Duration: Permanent
Effect: Creates huge misty cloud Effect: Doubles the size of one animal Effect: A creature is depoisoned
This spell is identical to the second level This spell is identical to the third level This spell is almost identical to the fourth
druid spell of the same name. cleric spell of the same name. level cleric spell, but it only works on
creatures or plants with poison and on
victims of animal or vegetable poisoning.

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Plant Door Effect: Short-range teleportation Turn Wood


Range: 0 (Elf only) This spell is identical to the fifth level Range: 30'
Duration: 1 turn per level of caster druid spell of the same name. Duration: 1 turn per level of caster
Effect: Opens a path through growth. Effect: Pushes all wooden items away
Stone to Flesh This spell is identical to the sixth level
This spell is identical to the fourth level
Druid spell of the same name. Range: 120' druid spell of the same name.
Duration: Permanent
Protection from Lightning Effect: One creature Level Spell
DescniptiONS
Range: Touch This spell is identical to the sixth level
Duration: 1 turn per level of caster magic-user spell, but it is not reversible. Creeping Doom
Effect: Protects against electrical attack Range: 120'
This spell is identical to the fourth level SeveNtij Level Spell Duration: 1 round per level of caster
druid spell of the same name.
DescniptiONS Effect: Creates a 20' by 20' insect horde
Dispel Evil This spell is identical to the seventh level
Transmute Rock to Mud druid spell of the same name.
Range: 30'
Range: 160' Duration 1 turn
Duration: Permanent ' Effect: enchanted or undead monsters or Metal to Wood
Effect: Turns hard rock to soft mud one curse or charm Range: 120'
This spell turns natural rock of any kind This spell is identical to the fifth level Duration: Permanent
to into an equal volume of mud. The cleric spell of the same name, but it only Effect: Changes metal into dead wood
most that can be transmuted is a cube of works against enchanted or undead elves. This spell is identical to the seventh level
20' on a side per level. The depth of the druid spell of the same name.
mud can never exceed one-half its length Rock
and breadth. Polymorph Natural Object
Range: 0 (elf only)
Once the spell is cast, the resulting Duration: 2 turns per level of caster Range: 240'
mud acts like normal mud in all situa- Effect: Allows caster to turn to stone Duration: Permanent
tions. Effect: Changes form of one natural ob-
This spell is almost identical to the magic-
ject or creature
Sixtlj Level Spell user spell statue, but the caster turns into
a rock similar to those in the area, not a This spell is like the eighth Level magic-
DescniptiONS
statue of himself. user spell except the object must be made
Anti-Animal Shell of wood or flesh or natural minerals.
Range: 0 (elf only) Transport Through Plants ' Metal alloys (bronze, brass, steel, etc.)
Duration: 1 turn per level of caster !
will not be affected. Also, objects cannot
Range: Infinite be polymorphed from one "kingdom"
Effect: Personal barrier which blocks ani-
Duration: Instantaneous (see original spell description) to another.
mals Effect: Long-range teleport
This spell is identical to the sixth level This spell is identical to the sixth level Weather Control
Druid spell of the same name. druid spell of the same name. Range: 0 (elf only)
Cure Serious Wounds Duration: Concentration
Truesight Effect: All weather within 720'
Range: Touch Range: 0 (elf only) This spell is identical to the seventh level
Duration: Permanent Duration: 1 turn + 1 round per level of druid spell of the same name.
Effect: Any one living creature caster
This spell is identical to the fourth level Effect: Reveals all things NiNti? Level Spell
cleric spell of the same name. This spell is identical to the fifth level DescniptiONS
clerical spell of the same name.
Pass Plant Sword
Range: 0 (elf only) Range: 30'
Duration: 1 turn per level of caster Duration: 6 rounds + 1 per level of caster
Effect: Creates sword of force

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Secuets of tfte Elves

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-

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Secnets of tlie Elves

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.

Fabiano Guimarães (Order #39999713)


Secuets of tl?e Elves

The result of this policy is that after


1,500 years of elven hunting and a slowly-
growing elven population, Alfheim has
more game animals now than when it be-
gan as a forest. Moreover, the strongest
and craftiest of the animals are the ones
who have survived the longest and bred TAVERN
the most progeny, making the hunting in Scale: ONe SQuaue eguals 5 feet.
Alfheim far more rewarding in thrills for
the hunter than that in other forests.
Another result of the policy is that
elves have learned to savor the tough and
stringy meet of old animals — a taste the
veal-loving outer world cannot under-
stand.
CCMMON llO3N>

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

Fabiano Guimarães (Order #39999713)


CaivipaiQNiNQ IN
In this section we talk about running a inform the player that his father is not the where they must rely on one another. If
campaign involving Alfheim, both for Clanmaster, but a secondary leader. they don't, they die and the players can
characters created there and for those who With final player input in hand, it's roll up some less fractious elves for their
wander into the elven forests. time to round out the background. new characters.

OiauacteR C/aN Rivalries FnieNOs


BackqnouNfcs It is possible, especially if all the charac- Once the elf s clan is decided, you need to
The effort that you and your players put ters are elves, that two players have cho- make notes on his immediate family
into developing character backgrounds sen incompatible clans, such as the (which can be all the residents of an entire
will pay off in the form of rich and in- isolationist Long Runners and the pro- holding) and friends. If the player has not
volved roleplay. After a player has deter- gressive Chossums. This can lead to done this for you, name some relatives
mined the character's rolled statistics, his player characters being at each other's and friends and detail their relationship
name, clan and personality quirks, your throats at all times, especially if the party with the character, their interests and
job is to work with the player to fit the as a whole is involved with political ad- skills.
new PC elf in with the rest of the charac- ventures that can turn all of Alfheim in These friends and relations are useful
ters and with the general plot line of your either direction. in many ways.
campaign. If this just results in trading insults be- Friendly Aid. Sometimes an old friend
Why do this? Because it develops solid tween the characters, there's no real prob- has a skill that no one in the party does, or
ground work for roleplay. The more the lem. If the conflict looks like it will boil an uncle might be high in the govern-
player knows about what the character over into outright warfare between the ment, or a cousin have a ready ear and the
knows and has experienced before the two characters, it's time to take the play- ability to catch conversations in circles the
player started running his or her life, the ers aside and discuss the situation. Re- player elves cannot enter.
more the player will be able to get into mind them that it is just a game, and Such people can be used to provide
the character — think of what the charac- everyone will be happier they work to- clues frequently, and help the characters
ter would do or say in a given situation, gether. out of scrapes infrequently. Characters
rather than what the game rules define as There is no reason that an elf has to fol- should get out of their own messes when-
the best action. Even campaigns that are low the attitudes of his clan in all things. ever possible, but DMs should utilize any
mostly combat and dungeon crawling (or Being exceptional elves already, surely the means possible to give clues to help move
"Slash for Cash") change as motivated PCs can each see the justice of the other characters in the direction needed for the
characters replace mere statistics with elf s viewpoint and work toward party adventure.
names. unity. Towards this end, make sure that the
In such a situation, it is also a good idea friends and relations are much better at
to have an acknowledged leader who is gathering information than general ad-
(Jet Playen iNput not allied to one of the extremist groups. venturing.
First, ask the player to devise a back- If the dominant players of the party (who A Friend in Need. Friends and rela-
ground for his character based on what he always end up being the leaders, no mat- tions can also be the source for adventure,
or she knows about Alfheim, warning ter what characters have the high Cha- as they get caught up in plots and mis-
that you may have to change things to fit rismas or social position) are the deeds and need to be pulled out of what-
the storyline you are working on. Let the antagonistic elves, then your group ever mess they (or, actually, the DM) have
player work up the names of parents and leader may need to be an NPC under your gotten themselves into. Players will re-
clan mates and his relationships with control who can stomp on the hotheads spond to these situations quickly, if not
them. when necessary to keep the campaign used too often.
Check the final product for abuses. A flowing smoothly. Particularly useful is the ploy of having
player who says that "My father is the the friend or relative provide information
Clanmaster of the Red Arrow clan and Smoothing the Rivalries to the character elves, then get into trou-
has taught me all he knows about Military The afore-mentioned conflicts within a ble because of it and need to be bailed
Tactics," is none-too-subtle way of asking party probably surface early in a cam- out.
for extra ability in that skill. Inform the paign, and the remedies suggested can Avenge a Friend. And sometimes, the
character that his father has taught him as tone them down until you get the chance help for the friend comes too late. The
much as his strenuous load of duties will to unify the party directly. nefarious shadowelf conspirators have
allow. Therefore, he has the equivalent of The best way to accomplish this goal is poisoned his bark tea and poor Galindel
a basic Military Tactics skill. Depending to make them need one another. Throw is dead. This shouldn't be done more
on the campaign, you might also want to the antagonistic elves into situations than once or twice a campaign, particu-

Fabiano Guimarães (Order #39999713)


Alfi?eiM

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

Fabiano Guimarães (Order #39999713)


IN

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

Fabiano Guimarães (Order #39999713)


FOUGSt D€N12€NS
Any series of adventures in Alfheim is go- vegetative matter for the daily meals.
ing to result in characters wandering Hunters are looking for fun, (and meat
through the forest. The elves purpose- for dinner). Metamorphs are a strange
fully keep Alfheim as wild as possible. breed of shapeshifters (see the D&D®
Game animals, a category including Master rule books) who have several small
many monsters, abound because they are settlements in Alfheim. They are friendly
carefully managed by the foresters. Trav- to elves, but avoid humans. In Alfheim
elers in the forests of Alfheim can run they are treated like unaffiliated clans.
into many different sorts of monsters. An NPC Party is another adventurer
Monsters are considered game animals group. They may have a similar purpose
by the elves. To the hunt-loving elves, the to the PCs, or they may not. The Shado-
creatures that come from the Broken welves, on the other hand, are definitely
Lands or Bad Magic points are fair game enemies. Even if the party has set up a
— so long as the death of game animals special deal with one of the Conspirators
will not imperil the total population. (see "The Plot"), these shadowelves
don't know about that and don't care.
RaNfcOM ENcoiiNtens They are to stay hidden until the day of
revenge, attempting to pass themselves
If you wish to determine random en- off as elves, but often have a hard time
counters in Alfheim forest, use the doing so. A Treekeeper is either on his or
appropriate-to-the-party-level Forest En- her way to a meeting of the Keepers or on
counter Table out of either the D&D® Ex- a research expedition, perhaps to one of
pert or Companion game rules. Anything the Good Magic Points. All honor should
on those tables can be found somewhere be paid to a Treekeeper or the party of
in Alfheim. elves with the Treekeeper (similar to that
Certain creatures on these tables need with a Clanmaster) will be very upset
further discussion in the context of Al- and, at the least, report boorish behavior
fheim. The main consideration is that to other authorities. An Unaffiliated
everywhere you find men, read elf, and Clan is a small clan of elves not affiliated
vice versa. with the Seven Clans. Usually they are
grudgingly hospitable to other elves, but
MONSten Notes: do not want any real contact. They are as
likely as not to shoot at humans and other
Animals. Herd Animals are usually non-humans.
deer (from small mule deer to elk), elf
horses, or even a solitary moose. One or two of these clans are actually
Dragons. Most dragons are passing quite friendly, but good luck finding
through, having come from the moun- them.
tains to hunt. Others come from the Dra- Flyers. Pixies and Sprites can be found
gontree Bad Magic Point. The dragons everywhere in Alfheim. They frequently
can be any size, small to huge. serve as mascots at holdings. The elves
Elves (Men). There are a number of have a great deal of affection for their
possible elf encounters. Among them "little brothers," and tolerate no aggrava-
are: A Clanmaster is on his way to a meet- tion of them.
ing with other clan leaders. He'll have 2- Unusual. The basilisk, the gorgon and
20 other elves with him of level 3-6. See most of the lycanthropes and most of the
Clanmaster descriptions in "Personali- other creatures on this list do not belong
ties." The Forestguard is the official pa- in the forest. Most of them have escaped
trol of the forest. Be prepared to have all from a Bad Magic Point. They are fair
necessary licenses ready for examination. game for any party.
Foresters, check on the state of the forest,
and usually report to Durifern Widefarer.
They have little interest in others in the
forest unless they are harming trees.
Gatherers are out picking nuts and other

Fabiano Guimarães (Order #39999713)


MoNSteus
THE CHEVA1L Morale: 10 (range 30/60/90), or use one as a melee
Chevalls were first described in BIO, Treasure Type: Nil weapon and one as a missile.
Night's Dark Terror. Alignment: Neutral If a sphere hits its target (normal roll to hit),
XP Value: 50 it explodes, inflicting Id6 against most oppo-
Horse Centaur nents, but ld6 + 3 against elves. As each
The creation of Elven War Horses is described
Form Form sphere explodes, a replacement instantly ap-
in the "Elven Secrets" section. They are not
pears in the wyrd's hand, but it can only make
Armor Class: 2 4 really intelligent in the way that people are,
two attacks per round. Clerics can Turn wyrds
Hit Dice: but their intelligence far exceeds normal
7* 7* as if they were wraiths.
Move: horses and mules (comparable to a dolphin).
270' (90') 180' (60') Greater Wyrd. This more hideous variety of
Attacks: They can talk to any horse or mule and share
2 hooves/ 2 hooves/ the normal wyrd is the result of a powerful un-
an empathic link with the elves, particularly
1 bite 1 weapon dead spirit entering the body of a high level
those who ride them often.
Damage: Id6/ld6/ld8 Id6/ld6/ elf. This undead being is greatly feared, for its
by weapon appearance causes all who view it to make a
No. SHADOWEWES Saving Throw vs. Spells or attack with a —3
Appearing: 0(1-3) 0(1-3) Armor Class: penalty to both Hit and Damage Rolls. A
Save As: Fighter 7 Fighter7 Hit Dice: 1 + (varies)* minimum of 1 point of damage, however, is
Morale: 11 9 Move: 120' (40') always scored by anyone hitting the wyrd.
Treasure Attacks: 1 A greater wyrd creates two glowing green
Type:C C Damage: by weapon spheres each round, using them either in me-
Alignment: Neutral Neutral No. Appearing: 1-8 (2-40) lee or as missiles. Anyone struck by a globe
XP Value: 850 850 Save As: Elf of same level suffers Id 10 points of damage and must make
Morale: 6-8 a successful Saving Throw vs. Paralysis or be
A chevall is a creature which can change at will
Treasure Type: (V)H paralyzed for 2d4 turns. Elves, however, suffer
between two forms: an intelligent horse and a
Alignment: Chaos ldl0 + 5 points of damage, but are immune
powerful centaur. In either form, a chevall
XP Value: 13 and up to the globes' paralyzing effects. Clerics Turn
may only be hit with silver or magical weap-
greater wyrds as if they were phantoms.
ons. Shadowelves appear much like elves, have the
Chevalls concern themselves with striving Both normal and greater wyrds can be hit
same progression as magic-user and fighter
for the good of all horses. They often go about only by magical or silver weapons. They are
and most of the same limitations as normal
in horse form, checking on the welfare of immune to s7eep, charm, and hold spells.
elves. They differ in their infravision. Because
horses in the service of humans, demi- of their long.experience underground, Shado-
humans, and humanoids. If a chevall finds a welf infravision has a range of 90'.
horse which is unhappy with its lot because of
maltreatment or neglect, it will not rest until WYRD
it has freed the animal. Chevalls hate wolves, The Wyrd originally appeared in AC9,
and are the blood foes of were-wolves. Creature Catalogue.
Dogs are wary of the scent of chevalls, but
horses have no fear of them. In either form, Normal Greater
chevalls can communicate with horses in a Armor Class: 4 0
whinneying language and can command all Hit Dice: 4* 8***
horses to do their bidding. Once per day, a Move: 12O'(4O') 12O'(4O')
chevall can magically summon Id3 war horses Attacks: 2 glowing 2 spheres
which appear in Id4 rounds. spheres + special
In centaur form, chevalls usually arm them- Damage: 1-6/1-6 1-10/1-10
selves with wooden clubs or short bows and + paralysis
can speak the local language of humans, elves, No.
and centaurs. Appearing: 1-6(1-6) 1-2 (1-2)
Chevalls helped create the unique elven war Save As: E4 E8
horses of Alfheim. Morale: 12 12
Treasure Type: B B
EEVEN WAR HORSE Alignment: Chaotic Chaotic
XP Value: 125 2300
Armor Class: 7
Hit Dice: Normal Wyrd. A wyrd (pronounced "weerd")
3
Move: 150' (50') is an undead spirit inhabiting the body of an
elf. It usually appears as a dark, robed figure
Attacks: 2 hooves/1 bite
holding a small, diffuse, red glowing sphere
Damage: Id6/ld6/ld6
in each hand. In combat, the wyrd can either
No. Appearing: 0(5-60)
strike with two hands using spheres as melee
Save As: Fighter 4
weapons, or throw the two spheres as missiles

Fabiano Guimarães (Order #39999713)


AOveNtunes
The following adventures are set in
Alfheim and can be played by almost any someone starts singing a song about
level of character, whether generated for the hunt of 823, when seven great "CHE PLOtT
Alfheim or a veteran character brought in worms came out of Thornbush and 10
There is one plot thread that runs
for the campaign. Details and statistics elves died before all worms were de-
throughout about half the adventures,
are purposefully kept brief. stroyed. It is a happy song, as most elf
referred to as "The Plot," it involves
hunting songs are, full of praise of
the schemes of Shadowelf infiltrators
hunter and hunted; other elves join
CJneat HuNt in. Excitedly, you realize you must see
to take over Alfheim for themselves.
Here is a short description.
This adventure can be run any time dur- to your hunting gear. This is your
chance to be a part of a song! The Main conspirators. General
ing a campaign and can be used more
Gilfronden and Chossum Counselor
than once, though the assassination at-
Carlisan are the main elves behind the
tempt on King Doriath should only be These hunts happen every few months. plot. They have agents everywhere.
done once, unless you come up with Usually, they are fairly routine, but this
other ways to accomplish the same result. The Big Picture. Gilfronden is
one is big — they don't usually use po-
As characters become more accus- smuggling out vital war materials
nies for message carrying.
tomed to the peculiarities of the elven through Carlisan and his agents. The
When the characters are ready, they supply of elven longswords has been
hunting system, feel free to change ele- can enter the forest for the hunt immedi-
ments, bring in different objectives for halved through sales to faraway na-
ately. Every band is on its own. The usual tions such as Ethengar and the
the hunt (such as recently discovered Sha- procedure is to report your success at Ain-
dowelf infiltration — hunt the fugitives), Atruaghin Clans, and the money is be-
sun after a week or so. Scouts search for ing used to hire mercenaries for a ta-
and let the characters assume bigger roles anyone reported missing.
in the organization. If they are responsi- keover attempt. Many of the
Run the characters through about mercenaries are currently in Alfheim
ble for destroying the main monster in three days of hunting, using D&D® game
the first hunt, then call upon them to Town, biding their time and waiting
Encounter Tables. If an encounter seems for the day to come.
plan the next one. If nothing else, vet- particularly difficult, assume it is one of
eran characters can assume the Emmit The master plan calls for the Shado-
the escaped monsters and encourage the
Kelso position of explaining the seeming welves to end the Darokin/ Alfheim
players to avoid confronting it directly.
lack of organization to newcomers. alliance, destroy Alfheim Town in fire
There are other, better equipped, bands
(blaming it on Darokin), and assassi-
in the forest.
nate the king. When the country is in
Joining the Hunt After three days, blend in the storyline turmoil, the conspirators can move.
There are two different ways to start with the one below.
As part of the plan, several hundred
the hunt, depending on the characters'
Shadowelves have infiltrated the for-
previous experience. Read the boxed text Starting in Alfheim Town
est. They pretend to be independent
to the players whose characters have Read this for any adventurers currently clans (whom nobody ever keeps track
grown up in Alfheim and have not yet staying in Alfheim Town. of), but are revealed by their pale skin,
gone adventuring. For more experienced
pale hair, strange dialect, and intoler-
characters go ahead to the next descrip- The rumors have been running ance for direct sunlight.
tion. throughout Alfheim Town for days. Player characters can actually come
Now, the word has officially come in on either side of this conspiracy,
are in your clan holding. A look- down. \bu can read it, or have it read though most characters may be in-
out yells, "There's a rider coming up to you, from the newsposter on the clined to support the elves, not the
the trail!" %u gather to find out who Guildmaster wall. Shadowelves. Nevetheless, the Shad-
would ride an elf pony in a time of rel- owelves do have some small justice to
There is to be a Great Hunt.
ative peace. As you gather around, their side of the story, and non-
Monsters have escaped
Duarlinga Quickfoot, a messenger Alfheim-born adventurers might con-
from Thornbush.
from Ainsun, clan center of the sider their side to be the right one. If
Hunters who wish to participate must
Grunalf Clan, reins in her pony and you want to run an "Against the King
obtain a license from Arloen Treelife at
announces, "Monsters have escaped of Elfland" campaign, good luck to
the guards at Thornbush! There's to the Offices of the Seven Clans.
you.
be a Great Hunt!" Then, she swings A Monster Hunt! This hasn't happened
her pony around and is gone again. for months. What a great chance to take
Whispers go through the crowd, and a break and get out in the forest!

Fabiano Guimarães (Order #39999713)


A Great Hunt is a massive expedition of they force-march and walk from dawn to
elves and anyone else who wants to parti- sters who have escaped Thornbush have dusk (in which case they are exhausted by
cipate and who Arloen Treelife (see "Per- slain three of its warders. There are nightfall).
sonalities" section) will let into the many of them, and they have scattered
forest. One called every month or two — in many directions. Please hearken to
Possible PlotJiNes
whenever the Forestguard either misses Master Durifem, who will tell you all."
Besides bushwhacking through the forest
an incursion into the forest from either
Durifern is the unknown elf in forester's and fighting monsters, there are some
Thornbush or Dragontree or the mon-
clothes. He explains that there are too possible incidents that can provide role
sters) is too much for the Thornbush
many people here for one hunting party, playing and even advance the general
guard (usually only a half dozen 2nd to
so he divides the crowd into five under campaign storyline.
5th level elves) to handle.
various leaders. The PCs are all placed in
Those who pass Arloen's less-than- Assassination Attempt
the group led by the king and General
exacting scrutiny are told to assemble
Gilfronden. Hunts are dangerous events. People
outside the walls of Alfheim Town tomor-
As the other groups leave, the king in- are shooting arrows and crossbow bolts in
row to join the rest of the hunting party.
formally addresses his group. all directions and accidents can happen.
History records several human kings who
Tomorrow Morning died in hunting "accidents."
With typical elven efficiency, no one I don't think Durifern has much hope
that we can find any monsters, but I This is an ideal time for General
specified just where outside the walls the Gilfronden to advance the Shadowelf
hunters were supposed to meet. think we can fool him. Split up into
smaller teams and form a line of teams plot and assassinate the King.
Read the following to the players from Of course, he can't do it himself, but
Alfheim Town: going into the forest. We can cover
more area and each team can support he can arrange for the King to be isolated
the others if they need help. while confederates attempt to kill him
As you leave the Trade Gate, you are with poisoned arrows. Poisoned arrows
Now, form into ten groups..."
met by at least 50 other elves and hu- are allowed on monster hunts, and a shaft
mans, all looking for some direction. from out of the forest can be attributed to
There is no sign of Arloen, the Guard- Needless to say, one of the groups includes
all the player characters (don't worry about bad luck or a hunter who didn't make
ian, the King, or anyone else in au- sure of his target.
thority. \bu can see some elves already having too large a group). If none of the
PCs are elves or have forestry skills, add an Characters could come upon a masked
trampling over the vegetable fields to- and cloaked Gilfronden conspiring with
ward the far forest. None seem to NPC elf (or perhaps Emmit Kelso) to pro-
vide hunting and tracking skills. his confederates (probably Shadowelves
know where they are going, either, but described below, but perhaps some other,
being elves, they are here for fun and evil elves or even Chaotic halflings) by
there must be something to hunt out Hunting the Monsters
Run the PCs through the forest, using making a successful Tracking roll to see
there, somewhere. suspicious signs and a successful Hiding
In the crowd, you see the furrier D&D® game forest encounter tables, for
two days. If you have two groups of char- roll to come up unseen and see the am-
Emmit Kelso, sitting above most of bush being laid or they can come upon a
the crowd in the seat of his wagon. As acters (holding elves and town charac-
ters), run them into each other at some wounded king (who obviously made his
you press closer, you can hear him say Saving Throw versus poison) surrounded
to a crowd of other newcomers, "Aye, point in these proceedings and arrange
for them to join forces. by arrows — the PCs came upon the scene
it's always the same. Just bide your before the assassins could gather the evi-
time and someone'!! come lookin' for Note: This makes a good meeting sce-
nario for adding new characters to the dence that it was not a hunting accident.
us. Ah, speak of the demon..." Shadowelf assassins (6): E7; AC 4; hp
campaign. Again, assume that particu-
One of the Guardian's patrollers rides larly fearsome monsters are objectives of 20, 21, 23, 22, 19, 24; MV 120'; #AT 1
up on his elf pony and shouts, "You're the hunt. If the PCs are overmatched, (bow or shortsword); D 1-6 (plus poison);
all at the wrong gate! Follow me!" As bring in other hunting parties to help. Save as E7; ML 8; AL C; XP 850 each.
you follow, you pick up other parties at Perhaps the group can be saved by the Skills: Hiding 12, Poison Brewing 12,
other gates until you find yourselves in a king himself! Treewalking 13.
group of about 250, facing King Do- Spells Usually Carried: Level I: charm
riath, General Gilfronden, Arloen, and person, protection from evil, sleep. Level
another elf in forester garb. Traveling in the Forest
A party on foot can travel about 25 II: invisibility, mirror image, web. Level
King Doriath says, "Thank you, my III: haste, protection from normal mis-
friends, for coming to join us. The mon- miles (three of the hexes on the color
fold-up map) in a day, or even 50 miles if siles. Level IV: polymorph self.

Fabiano Guimarães (Order #39999713)


^iv v VAU^tfTiTfy/;' 7 ^

Fabiano Guimarães (Order #39999713)


^^ Vy\\\\\\\U}lHJ/ ~7 f

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-

Fabiano Guimarães (Order #39999713)


AbveNtuues

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

Fabiano Guimarães (Order #39999713)


AOveNtuues

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

Fabiano Guimarães (Order #39999713)


is run according to the rules of the ore they were not hidden. over the ladder. If they do so, they wait
drinking game. If the rolls are failed, they see Ugbruk until the middle of the night when Ug-
doing something suspicious, but he sees bruk shows up again and whistles. If Ug-
Ore Drinking Game them, too. If the rolls are successful, they bruk is unaware of the PCs, the whistle is
see him and he only sees them if he rolls a answered and two (or more, if there are
1. Each contestant rolls 2 dice. The 1 on Id6. more than four characters) forms come
low roller takes a drink. If a tie, both over the wall. If anyone waited outside,
take a drink. Wtjat is UQtmuk boihtq? they see two (or more) ore-like figures run
2. Each character who took a drink to the ladder and start to climb.
Either the characters see Ugbruk sneaking
must make a roll of Constitution or If Ugbruk is aware of the watchers, he
through an alleyway to the palisade wall
less on ld20 (the ore has a Constitu- has set up a trap. The whistle is a signal
or the ores in the Gut Bucket say that he's
tion of 13). If successful, nothing hap- for his hidden friends to attack the PCs.
been lurking around the area.
pens. If unsuccessful, temporarily There is no one on the ladder.
IF the PCs follow Ugbruk, they find a
reduce both Constitution and Dexter- cleverly concealed rope ladder which has 3. The characters can just continue to follow
ity by 1. If the result is a 20, roll a d6. been thrown over the wall. Ugbruk has Ugbruk and ignore the ladder. If so they
On a d6 result of 1-4, the character re- already left. will eventually find him trying to start a
gurgitates the potent drink. On a re- fire. Either he knows they are there and he
This is treason in itself. The PCs have
sult of 5-6, the character passes out. sets up an ambush (as above) or he has his
several options.
3. Each participant (whether he just friends with him to set thefireand the char-
1. They can run down Ugbruk and try to
drank or not) must do a dextrous feat acters can catch them all together.
capture him for the Guardian.
(done in game terms by making a roll 4. The characters can, of course, just go
If Ugrbruk knows the PCs are follow-
of current Dexterity or less on ld20); and tell the Guardian about the culprits.
ing him, the rope is a ruse. He summons
the ores are Dexterity 12 to start with. The Guardian and his patrols pick up Ug-
allies and leads the PCs into an ambush.
Feats include standing on one foot, bruk and pay the characters a 100 gp. per
Otherwise he defends himself as best he
balancing a stool on your palm, bal- character reward (which they get no mat-
can and tries to get away.
ancing a knife on your finger, etc. ter what happens, as long as Ugbruk is
2. The PCs can wait and see who comes caught). However, the XP reward is only
4. If one participant fails the Dexter-
ity check, record the failure and start
over again until one has failed three
checks, vomited or passed out.
5. The first contestant to miss three
Dexterity rolls, vomit or pass out loses,
and pays for the drinks.
6. Optional Rule: very wealthy and/or
foolhardy drinkers can make this a
group game, with several participants.
However, the first one to fail pays for
ALL the drinks.

It doesn't matter who wins or loses the


game, the characters are no longer stran-
gers and the ores will tell them all about
Ugbruk. Reliable
Heavy HauliNQ
Watching the Ores. COMPOUND

If the characters don't care for the Gut


Bucket, they lurk around the ore en-
clave's alley ways and try to watch ores
without being seen.
For every watcher, have the PCs make a
Hiding roll (Hide in Shadows for
thieves). If they don't have the skill, they
can try both a Dexterity roll at — 3 and an
Intelligence roll at - 3 . If either fails,

Fabiano Guimarães (Order #39999713)


AOV€NtUK€S

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.

Fabiano Guimarães (Order #39999713)


ADveNtuues

MISSINQ Autifact "Cnee aNt) S p a i u i o w "CaveuN Back


This is an adventure for Expert level char-
acters. A vital artifact has been stolen and
the PCs must get it back. The player char-
acters first realize something is wrong
when they hear that the Guardian's pa-
trols have been stopping and searching
every wagon and traveler leaving Alfheim
Town. They can make their own inquiries
with the Guardian, if they already know
him, or when they are called into his of-
fice. There is no subterfuge here, a pa-
troller calls them over and instructs them
to go to the Guardian's office.

Zlje StoleN EGG OpeN to COMMON ROOM Ctt


A very valuable artifact has been stolen Below Wizauo's ROOM
from the Mealidil clan representative in
Alfheim Town. The Guardian asks the
PCs to find it before the scoundrels es-
cape from Alfheim with it.
The Guardian explains just what the
artifact is (read "commonly known facts"
from artifact description). f 1
Within hours of the theft, the Guard- =L
Scale: ONC sguaiie = i o feet
ian has been searching for the egg. He is
sure the item is still in Alfheim Town. If a furtive sort of man open the main door der charm person spell and got from her
the characters find the egg, they get and walk in when they thought no one the code phrases to contact the real
1,000 gp. and keep any loot taken from was looking. He may have been carrying thieves' guild. She has just now recovered
those responsible for its theft (other than packages of food. from the charm.
the egg itself). Rather than let the characters have the
DOWN tlje EGG code phrases, she has already found out
Wtjat's GOING ON Hene? Checking around, the characters will not
who the mage hired, a man who used the
name Infernus when talking to her. The
The theft is part of "The Plot." A phoe- find much in the way of clues until a fur-
thieves are Boris Gerov and Durnhelm
nix will be summoned to destroy Alfheim tive figure comes up to one of them in an
Rotgere, a couple of long-time Alfheim
Town when the time is right. out-of-the-way place and tells them to go
Town residents. They are not aware that
to the moneylender. The informant
The missing egg is cAssassinsurrently guarded they participate in The Plot. All the PCs
by a group of mercenaries who have taken knows only that, it is the message he was
have to do is track them down. She tells
over an abandoned building in the directed to give. In the Refuge, "the
them that they usually hang out in The
town's Refuge section. The door is moneylender" means Violet Pismire and
Human's Right tavern.
locked, all the windows are boarded up. no other. If the PCs can make contact
Anyone inquiring in the area, however, with Violet Pismire, she asks for oaths of This tavern only allows humans into it.
will be told that there is usually a light secrecy, promising that what she has to If any demi-humans who aren't the city
behind one of the boarded second story say is nothing treasonous to Alfheim patrol go in, a fight usually ensues. How-
windows. Smoke has been seen coming Town and is only for their benefit. ever, if the party consists entirely of demi-
from the chimney, too. humans, the tavern's clientele go in and
If the characters don't go along, she
out all the time, and they can probably be
No one thinks this is particularly says she is sorry to have wasted their time
intercepted without any trouble.
strange; destitute folk often hole-up in and shows them out the door. If they go
closed buildings for shelter, especially in along, she reveals that she is a member of Intercepting patrons elicits the infor-
always-damp Alfheim Town. the Thieves' Guild. Last week, she was mation that Boris and Durnhelm haven't
contacted by a mage whom she did not been seen lately, but one interceptee says
There is also a 5 % chance that a charac-
trust at all. Unfortunately, he put her un- he saw them at the back door of the tav-
ter will find a local resident who has seen
ern, picking up supplies. He followed

Fabiano Guimarães (Order #39999713)


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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.

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ADvcNtunes

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.

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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

Fabiano Guimarães (Order #39999713)


AOveNtimes

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');

Fabiano Guimarães (Order #39999713)


ADvcNtimes
Sa&ie's ROOMINQ House
#AT 1 or spell; D 1-4 + poison or spell; the Blue Hoods, and their employers as Blue Maqes'
ML 10, AL C. XP 1200 each. the Blue Haloes who work for someone Einpty
-ApantiueNt -
Spells Carried: Level I: magic missile called Barimoor, Uncle Silk congratulates ApantiueNt
(x2), sleep. Level II: invisibility, web(\2). the adventurers and says, "I knew it in H ! 1—
Level III: lightning bolt, protection from my soul. Barimoor is the man behind that .DJ

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

^ ALGORN'S LASt: SCAND

Fabiano Guimarães (Order #39999713)


AOvGNtuues

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

Fabiano Guimarães (Order #39999713)


AOveNtuues

minal, a noted wizard with necromantic MeetiNQ We ClaNiuasten ttje Village


leanings. Coming into Feador, the characters are The first problem the characters have is
His expedition was caught in the back- conducted into the presence of Dyradyl that the village cannot be seen. The lich
wash of the magic and was literally bur- Feadiel, the Clanmaster. They are told put several massmorph spells on it, cover-
ied. Hasaburminal used his magic to that a Feadiel elf came into Feador from ing the living areas and floor of the forest.
barely preserve his life, as a lich, but he the stronghold of Shadowtree three days The area looks just as it probably did be-
could not free himself or his followers ago and told of an attack "as if from no- fore Shadowtree was established, three
from their entrapment. where" of an army of skeletons and spec- hundred years before.
Recently, a Shadowelf infiltration force tres and some other strange creatures that Endoric (the elf who discovered the un-
took refuge in a cave in the hills near the threw glowing globes. The fleeing elf ran dead), of course, knows exactly where the
Lakes of Selinar and found the entryway when his arrows would not harm the spec- stronghold should be, and is willing to
into a strange burial chamber. Entering, tres and all of his friends were dying. walk right into it, probably breaking the
they found the mummy-like body of illusion. If the characters follow him in,
Hashaburminal and the strangely pre- Dyradyl thanks the characters for re-
sponding so quickly. Unfortunately, his they are walking right into the trap.
served bodies of 16 followers, all in the
strange garb of the Nithian Empire (simi- own most powerful clan people are scat- Once the illusion has been dispelled,
lar to ancient Egyptian or Mesopotamian tered throughout the forest. It took less the characters can see that the ground is
clothing). time to summon help from King Doriath still littered with the corpses of the elves
than it would have assembling a group who lived in the stronghold and many of
The explorers contacted their superiors from the Feadiel elves. their belongings. The place looks as if a
and the invasion council realized what raider has looted it and moved on. There
He will, of course, continue to assem-
they had. With any luck they could revive is no immediate sign of any invaders. A
ble Feadiel elves to back up the charac-
this ancient body, perhaps turn it into a detect magic shows that several of the
ters, yet would prefer to have a
mummy, and use it to wreak havoc upon corpses are magical — they are elf zom-
substantial force of Feadiel elves before
the Alfheimers! bies meant to ambush the characters who
he puts them into the problem.
A Shadowelf wizard attempted to re- try to examine the bodies.
However, if the characters are few in
vive Hashaburminal, and discovered the
number (five or less), he offers to let some Once the characters are under the trees
hard way that the body was already
of the early responders go with the party. of the stronghold, Hashburminal signals
awake, and had been since the Shadowelf
Use the writeups on various characters de- the attack. The skeletons arise from
explorers had entered his resting place.
scribed in the "Personalities" section for among the piled elven belongings, and
The Shadowelves thought to use the these warriors — just change the names. the wyrds and spectres drop or fly out of
Nithian against the elves. The prince, At the very least, the elf who fled the the trees.
however, has his own agenda, the de- village will go back with the characters. The spectres concentrate their forces,
struction of all elves, including the Sha- with a group of three attacking each party
dowelves. member. The most obviously powerful
His first act was to rid the wizard Shado- characters are the first targets. The wyrds
welf of his body and use it to house the SljaOowtnee
concentrate on non-elves first, trying to
spirit of one of his followers, creating a If asked about the stronghold, Dyradyl
paralyse them and knock them out of the
Greater Wyrd (see "New Monsters"). He says that it was colonized shortly after the
fight.
then did the same for the wizard's fol- Feadiels arrived in Alfheim, three hun-
dred years before. Hashburminal himself will stay out of
lowers, turning them into Normal Wyrds.
the fight until he sees the measure of the
Using the energy of the displaced Sha- It got its name from the aura that
attacking forces. When he enters the
dowelf spirits, he managed to recreate the seemed to hang about the place, as if
struggle, he concentrates on the elves, ex-
bodies of his followers and turn them into some unquiet spirit was haunting the
horting non-elves to join him, as shown
skeletons. The spirits of the followers that area. However, no Treekeeper or even vis-
in the character description.
hadn't been turned into wyrds became iting human clerics could find any sign of
spectres. such a thing, and no one reported any
hauntings. If tlje Cljanactens DONI
He found that his old refuge was too
small for such a company, so he moved In fact, this was a side effect of the Rust) IN
into the forest, finding the nearby strong- magic which kept Hashaburminal in his Making a reconnaisance of the village site
hold of Shadowtree. His attack was over- *lich state and his followers in a state of before breaking the massmorph spell is a
whelming, and now he is turning the some preservation. good idea. If the characters seem defin-
bodies of the slain elves into zombies. itely outgunned, be sure to suggest this.
Many of their spirits are already spectres Even Endoric may think of it if the char-
under the control of his followers. acters don't.

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AbveNtunes

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-

Fabiano Guimarães (Order #39999713)


"Clje AdveNtuues

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-

Fabiano Guimarães (Order #39999713)


ADV€NtUR€S

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-

Fabiano Guimarães (Order #39999713)


At>V€NtUR€S

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

Fabiano Guimarães (Order #39999713)


Fabiano Guimarães (Order #39999713)
Fabiano Guimarães (Order #39999713)
si<y city

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.

Fabiano Guimarães (Order #39999713)


* „ • . : • • • • - • : • ' • ; •
,.: P A R S A .,;",,}•'/:':••[•-, >. :'--•
TIHE EMIRATES
OF yLARUAM.
. . . - • VLARU/

Fabiano Guimarães (Order #39999713)


1988 TSR, Inc. All Rights Reserved KERENDAS
Fabiano Guimarães (Order #39999713)
OFFICIAL QAME ACCESSORY

/Ctye Elves of AJftyeiM


by Steve PCKRJN

"This is the f inst Qazetteen to outliNe a


NON-huMaN cultune: that Of the Elves. HeneiN
DMs aNO playens alike will f iNO iNf oniviatioN
ON elveN society, politics, CCONOMJCS, aNt)
cultune. FasciNatiNQ, f inst-haNO Details ON the
fabulous tnee-cities ane at last available to
aOveNtunens. tlhe paqeaNt of elveN life hiNteO
at iN such pnevious XTSR pnoDucts as CM7, t h e
t n e e of Life, is NOW nevealeO iN its eNtinety.
Fon playens of elveN chanactens, this is aN
iNvaluable nesounce. PontiONS of the elveN
way of life that wene clouDy UNtil neceNtly ane
outliNeD hene iN cnystal clanity. The saivie
Matenial will be of aiD to the DM who uses
Alf heiM IN his on hen caivipaiQN.
Ztje Elves Of AlfljeiM is sune to becoivie a
staple of aNy DQD® qaivie caMpaiQN.

I, INC. AH Riqms ReseRveO. PniNteO IN U.S.A.


T:SR UK Lto.
POB 756 tfje Mill, Ratl7Mone Roao
Lake QeNeva,
WI 5? 147 USA

ISBN O-88O38-5 58-?

$8.95 U.S.

Fabiano Guimarães (Order #39999713)

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