The Fall of Myth Drannor & Dragons [multi]/2nd...Ruins of Myth Drannor, TSR #1084), so there are more than 600 years during which the PCs could adventure in and around Myth Drannor - [PDF Document] (2024)

The Fall of Myth Drannor & Dragons [multi]/2nd...Ruins of Myth Drannor, TSR #1084), so there are more than 600 years during which the PCs could adventure in and around Myth Drannor - [PDF Document] (1)

The Fall of Myth Drannor & Dragons [multi]/2nd...Ruins of Myth Drannor, TSR #1084), so there are more than 600 years during which the PCs could adventure in and around Myth Drannor - [PDF Document] (2)

Fall of Myth Drannorby Steven E. Schend

CreditsDesign: Steven E. Schend; Development/Design Aides: Eric L. Boyd, Elaine Cunningham, Ed GreenwoodResearch Assistance: Eric L. Boyd, Grant Christie, Bryon Wischtadt; Editing: Cindi Rice & Dale Donovan

Editorial Assistance: Karen Boomgarden & David Wise; Brand Management: David WiseCover Art: Zina Saunders; Interior Art: Carol Lyon; Cartography: Dennis Kauth

Graphics Coordination: Paul Hanchette, Dawn MurinGraphic Design & Production: Dee Barnett

Typography: Angelika Lokotz

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Organization & Operations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42LAST DAYS OF MYTH DRANNOR . . . . . . . . . . . . . . . . . . . . . . . . 3 N�Vaelahr Exploits and Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43

Apex of an Empire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 N�Vaelahr Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44Falling Chains. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 FALLEN ITEMS & CURIOS 46Life during Myth Drannor�s Fall. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

. . . . . . . . . . . . . . . . . . . . . . . . . . . . .The Arsenal of Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46

The Rise of the Factions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Gauntlets of Weaponry Arcane . . . . . . . . . . . . . . . . . . . . . . . .46Studies Gone Awry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 H e a r t c l e a v e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 6Return of Ancient Evils . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Mantle Stone of Vhyridaan . . . . . . . . . . . . . . . . . . . . . . . . . . . 47The Forces of the Fall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Pyxaanthal�s Orb. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 7The Defenders of Cormanthyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 The Defenders� Munitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47Timeline of the Fall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 6 Baneblades of Demron. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47

THE CRUCIAL CAMPAIGNS . . . . . . . . . . . . . . . . . . . . . . . ........ 20 The Highfire Crown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52Campaign #1: The Northern Massacres. . . . . . . . . . . . . . . . . . . . . . . .21 Kiira Vaelahr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53Campaign #2: The Satyrs� Scourging . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Ruehar�s Flute. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53Campaign #3: The First Sieges.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 Symrustar � s Choker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54Campaign #4: The Woodsheart Wars . . . . . . . . . . . . . . . . . . . . . . . . . . 26 MAGIC& MYSTERIES OF THE FALLEN REALM . . . . . . . . . . . . . . . . . . 55Campaign #5: The Dawn Fronts Campaign.. . . . . . . . . . . . . . . . . . . .29 Contrasts to �Modern� Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55Campaign #6: The Great Friends Crusade . . . . . . . . . . . . . . . . . . . . . . 30 Akh�faer & Armathors� Magic.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55Campaign #7: The Mezzoloth Marches . . . . . . . . . . . . . . . . . . . . . . .32 The Scrolls Ardentym . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55Campaign #8: The Darkwoods Conflict . . . . . . . . . . . . . . . . . . . . . ...33 Symkalr �s Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 7Campaign #9: The Third Court Crusade . . . . . . . . . . . . . . . . . . . . . . . 34 The Kery faer t e l. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 8Campaign #10: The Tanglewars. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 The Khidell Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60Campaign #11: The Waning Wars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 GLOSSARIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63Campaign #12: The Final Fall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Heroes and Villains. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63

THE CLANDESTINE CAMPAIGNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Elvish Terms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64Origins of the N�Vaelahr.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42


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The Fall of Myth Drannor & Dragons [multi]/2nd...Ruins of Myth Drannor, TSR #1084), so there are more than 600 years during which the PCs could adventure in and around Myth Drannor - [PDF Document] (3)

INTRODUCTIONelcome ye back to the so-called Arcane Age, youngling. This is the

closing tale of fabled Cormanthyr. Still brings a tear to this grizzled oldmage�s eye to remember the realm and look back upon those mistakes of

youth that might have been avoided. Hrmph. Well, know ye that time isever so short, even for those who believed their mythal afforded them all the

time on Toril; I pray that ye learn better from their mistakes than they didthemselves �for the dead know many things, but grasp truth and grow in knowledge theyare rarely able to do. . . .

� Elminster of Shadowdale, Year of the Gauntlet

What Came BeforeLooking for the city details of Myth Drannor in here? Well, thisproduct is, in that regard, incomplete. It is only a partial his-tory of a very troubled time, chronicling the end of a great civ-ilization. While this entire product (as the title proclaims)deals with the Fall of the great city of Myth Drannor and theempire around it, the city and its better times are detailed inthe ARCANE AGE� Cormanthyr: Empire of Elves supplement.Many notes herein refer to that product, and little is repeatedin this supplement. While this product provides the minutiaeon its end, that book shows the rise of the elves and the greatempire in Cormanthyr with its capital, the magical Myth Dran-nor. With all this history between both products and manymore references among established Realmslore, you�ve nowgot to decide how to use the ARCANE AGE products in yourcampaigns.

The Purpose ofArcane Age CampaignsIn short, the ARCANE AGE product line serves a unique two-foldpurpose for the Realms. Used as a new campaign, it opens thedoor for PC time travelers (with all the restrictions noted inpast ARCANE AGE products) or natives of that time and place.This simply grants the PCs another campaign setting in theRealms. The other purpose for the ARCANE AGE products is itshistories. Instead of looking back within �modern� Realmsproducts, these products give us a firsthand look at the pastand show the Realms when it was new. Now, when adventur-ing in the �modern� Realms, DMs no longer have to guess atwhat a ruined city and its treasures might look like: Simplyextract an ARCANE AGE site and age it a few centuries! Obvi-ously, placing these supplements at the most pivotal times onFaerûn allows a more thorough look at the cause and effect ofthe events. Cultural details and expanded histories allow forgreater depth of understanding about the people, places, andsituations of the modern Realms, and also expand the broaderunderstanding of Faerûn as a continent.

Atypical Adventuring,or What to ExpectThis supplement is less an adventure for PCs of X-level thana breakdown of the 60-year-downfall of Myth Drannor, pep-pered with a wide array of adventure hooks for DMs. In thisformat, DMs have the freedom to create and expand onevents, places, and battles that interest them and their play-ers. The sheer number of stories and incidents all crowded


into the relatively short period herein render it impossible tooffer more than basic hooks and ideas. This format, while abit more work for DMs, allows them to create a decades-longcampaign for the PCs during the twilight of Myth Drannor.

First and foremost, the history is a short but important spanof time. The 70 years from 651 to 720 DR link up and completethe major timeline begun in Cormanthyr, from Myth Dran-nor�s zenith through its despairing Fall to the hope in theHarpers� revival. Throughout the 70-year span, a number ofminor plots provide grist for the PCs� participation.

After the full history and timeline, the next chapters breakdown the battles and the major campaigns of the Weeping War(the elves� name for the years-long conflict known to humansas the Fall). Here are loads of opportunities, whether the PCsare freelance adventurers or spies or soldiers. Each campaignhas adventure hooks and possibilities for the PCs� involve-ment, and since not all the battles are detailed beyond a name,the PCs can easily be the heroes of one of the skirmishes dur-ing one of the battles of the Woodsheart War, carving a nichefor themselves in Myth Drannor�s history. Of course, merescouts always became embroiled in skirmishes; as a guess,beyond the 85 distinct, major battles of the whole period,armed conflicts between scouts of either side would totalover 300 across three years! In other words, if the PCs golooking for trouble, it will most certainly find them.

The last chapters detail magical items and spells indigenousto Myth Drannor. Only a precious few magical items (likeHeartcleaver and the Baneblades of Demron) are items ofsuch importance and power that they are assigned to NPC con-trol. Other items, while they have timeline ties, can easily beshifted into other hands or used as adventure hooks by theDM. Besides, wouldn�t you be disappointed without new magicfrom this last and most storied of magical cities?

Little detail is given on the time between the Fall (714 DR)and the modern (1358 DR) details on Myth Drannor (found inRuins of Myth Drannor, TSR #1084), so there are more than600 years during which the PCs could adventure in andaround Myth Drannor. Be warned, though. Try claiming themany lost treasures of Cormanthyr, and you�ll find the elves abit less friendly than they were in the Days of Brotherhood,and the other monsters (from baatezu to sharn) even less so.

Designer�s Notes & ThanksTo Thomas & Karen, for their patience and willingness to letme ramble;

To Eric & Bryon, whose comments helped keep me fromdestroying more of Myth Drannor than was necessary;

To Dale Donovan, for the strangest method of dragon slay-ing I�d ever heard of; and to Ed Greenwood, for his laughter,support, and for knocking this city over in the first place.

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yth Drannor�s death-rattle sounded in the Year of Doom (714 DR), fallento the Army of Darkness after a protracted three-year-long war againstCormanthyr�s mythal-cloaked capital and surrounding lands. The City

of Song grew to heights of wonder and accord such as never had beenseen before or since. Why was its fall so swift and tumultuous? As in

all great tragedies, many components conspired against the city from bothwithout and within. To determine how it fell from its lofty heights, we must look at its historyfrom that time until its dying days.

� Elénaril Nharimlur, Towers Fallen

The Sister CitiesAs the mythal-cloaked City of Song grew in prominence,

Apex of an EmpireNo city could compare to Myth Drannor at its height.Magic flowed within the surrounding air, water,and land, and peace and prosperity secondto none gave every citizen reason to behappy. For once in the history of Toril,elves, dwarves, humans, gnomes, andhalflings (as well as other racesmore sylvan) all learned to livetogether in harmony. The racesmerged and formed manyalliances amid the Akh�Faer andAkh�Velahr militaries, the guilds,and the armathors. At the Open-ing of the City and the rise of themythal, only Myth Drannor wasconsidered safe for the elves tolive in harmony with others. By theYear of the Bloody Tusk (661 DR),more than a score of smaller tree vil-lages and grounded settlements scat-tered all about Cormanthyr evidenced agrowing unanimity among the elves and theN�Tel�Quess races.

The city and realm prospered for centuries under itsprotective mythal. To become a native of Cormanthyr wasa matter of prestige, and a number of cooperative villagesand smaller settlements of elves and N�Tel�Quess nestledabout the trees around Myth Drannor. Even with theseexpansions and homesteading, the true mark of distinc-tion was to live within the hallowed streets of the City ofSong. Since the Year of the Empty Helm (462 DR), no newhomes were constructed above, on, or below groundwithin Myth Drannor, as the elves panicked when twomere centuries of settlement by N�Tel�Quess nearly dou-bled the population and size of Myth Drannor. Therefore,one could move to Myth Drannor only if accepted into aguild or school, or granted the property via an inheritance(an unlikely proposition until closer to the Fall).

many questioned how its wonders could be sharedwith others. As one eloquent young elf writer

penned in Silverymoon, �The Coronal�sdream is too great to be limited to one

city and one realm. We must takethis message of peace through

unity and magic and found other,sister cities, to show all theRealms that the dream is worthdreaming.� And so, beginningabout two centuries after theOpening, colonies and con-nections were made all acrossthe Realms.

In this 27-decade period ofcolonization, over 12 separate

settlements became new homesof magic and learning across theRealms. Thus, in the city�s golden

era, sister settlements in the High For-est, the Yuirwood, Shilmista, the Moon-

woods, and other forests farther southembraced the peace and magic of Myth Drannor�s

unity. Other previously established settlements such as Sil-verymoon also grabbed hold of the dream and linked theirfates and magic to that of the City of Song in Cormanthyr.Silverymoon, most of all, became a center of knowledge ofthings elven, though few elves of Myth Drannor and Cor-manthyr migrated here until the Fall (and fewer still wouldmention the relatively close ruins of Aryvandaar and itssatellite realms from the Crown Wars era).

Contact was even reestablished with long-isolatedEvereska, though only among the High Mages and Courthigher-ups; it was not deemed efficacious to allow eventhe most honorable of N�Tel�Quess to learn of this well-hidden and thriving elf-home, for fear it would fall afteruntold millennia.

Still, with all these colonies and allied settlements grow-ing slowly and steadily across the centuries, the dreamgrew. By the early sixth century, the Coronal and the HighMages secretly (and later publicly) established gates to link

The Last Days

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these many places with their spiritual and magical home in MythDrannor. Most were controlled gates, their use contingent on con-nections within both cities. Many others, including those to Sil-verymoon, the High Forest, Shilmista, and the Yuirwood, wererelatively public gates and required small fees of users who wouldtravel from one city of wonders to another. These gates served theCoronal�s dream well, drawing the tribes of lands even fartherafield together; unfortunately, they also helped bring down bothMyth Drannor and the growing mythal city in the Yuirwood. (Seethe later happenings during the First Sieges and the Final Fall.)

The Passing of EltargrimThe mythal�s ability to counteract aging allowed many to live farlonger and healthier lives than they ever had before. Still, thismagic could not overcome those without the will to continue orthose unfortunates whose ravaged bodies made life a chorerather than a blessing. Folk still died in Myth Drannor, such asarmathors, military personnel, or adventurers too grievouslywounded for magic to save in time. For other less-active nativesof the city, it was often the conscious choice of an elderly elf tosimply let go and pass on to Arvandor. As a result of the life-sus-taining magics, the end of an elf�s or other elder�s life rarelybrought much sorrow; elders made their own funerals into galasto celebrate their lives. These galas were preceded and followedby mourning periods for the families, but their grief was mitigated The Tragic Farewell of Aravaeby the fact that it was the will and conscious choice of thedeparted, and a solemn admission that their mortal lives wereover, without the shock of loss normally attributed to death.

None were prepared for the dawn of Midsummer in the Year ofthe Bloody Tusk, when the Coronal passed beyond. The city hadbeen in full festival mode, as Midsummer was always a time ofcelebration for all the races. The Coronal, his niece Aravae, andthe Srinshee had spent much of the past ten days walking through-out Myth Drannor. Wherever they went folk lived, loved, andworked in harmony and peace. With the streets crowded withsummer�s trade and festivalgoers, Myth Drannor was as delightedand alive as ever. The Coronal smiled, for his dream was finallyand fully achieved. He had no fears for his people, for the long-held aspirations set by the Coronal Oacenth at the founding ofCormanthyr were met at last: All the tribes of the forested landlived in peaceful unity.

Many folk in Myth Drannor talked later of speaking to the Coro-nal in his last days. Never once did he seem morose or distractedfrom things mundane; in fact, most remembered him as beingmore alive and vibrant than the ancient elf had been in centuries.While he bestowed a Coronal�s blessing upon all those he met,none thought more of it than a ruler content to see his realm insplendor. Even those who often disagreed openly with Eltargrimcould remark only that �the old man simply wished to pat his chil-dren on their heads for their goodness, nothing more.� With themythal supporting the life under its protection, the Coronal hadruled the City of Song for more than 800 years and had lived forfour centuries before then too. While his constant companion, theSrinshee, was far older than Eltargrim, he had not the benefit ofher mysterious rejuvenation at the hand of Mystra, and he lookedevery bit an ancient elf of most advanced years. The spring in hisstep and the light in his eyes, in retrospect, could have been antic-ipation at his coming rest in Arvandor, though most believed hewas merely happy to see his dream realized so perfectly.

As is still often the case, Midsummer festivals and revels con-tinued nonstop from one dawn through �til the next and beyond.Thus, many folk were still up and about as the first fingers of lightshone in the east. As was his ritual for more than a millennium,the Coronal Eltargrim arose and went to the top of the RuleTower to greet the dawn. However, even the most drunken revel-ers noticed a difference this morn. He was not clad in his usualrobes of state but in his ancient warrior�s armor all polished toblinding brilliance. The scabbarded Ruler�s Blade, the primeval

elfblade unseen since the time of Cormyr�s founding, slapped rest-lessly against his leg as he climbed the tower. To all those whomet him with questions, he simply smiled at them, laid a calmhand on their shoulder, and continued on his journey.

Wordlessly, he exited the tower at its top, the dawn yet to breakover the city. Cheers rose amid the revelry below to greet him, butthey were answered only with silence. With a telltale crackle ofelder magics, the drawing of the Ruler�s Blade silenced all con-vened below as they saw rare magic openly at play. Raising theblade high over his head with both hands, the Coronal lifted hisvoice in an ancient tune often sung when he was young by victorsof a great struggle. The crowd joined in, and the city sang with theCoronal in exultation of their mutual achievements in peace. Whenthe final refrain rose over Castle Cormanthor, the first blinding raysof dawn struck the Coronal and his elfblade. With a smile and astrong but final note of his song, the Coronal Eltargrim greeted thedawn by merging with it. His body dissolved into rosy light and hewalked like a phantom on the air into the sunbeams as he willedhimself beyond to Arvandor. The city gasped in wonder at thebeauty of the magic, and then in shock and disbelief. After a num-ber of moments, the reality began to set in, as the Coronal�s elfbladestill hung crackling in the air but magic, not the Coronal, held italoft. The Coronal had passed on, and Cormanthyr mourned.

Aravae, the Coronal�s maiden niece and now the sole survivingmember of House Irithyl, had been raised for centuries to be theCoronal�s heir. Since her second century began, her life had beennaught but training for her eventual succession of her many-times-great-uncle (and fending off the numerous romanticadvances of the sons of the noble Houses). Her training under theSrinshee and a select group of elder priests of elf and human gods(notably Corellon, Sehanine, Eldath, and Mystra) made a merryelfchild into a woman of obvious and formidable magical power,soft-spoken yet hard-edged diplomacy, and great beauty tem-pered by wisdom and humility. Aravae loathed the attentions lav-ished upon her by the noble houses and their sons, for theysought either to curry favor with the one they assumed to be thenext Coronal or to place their boorish and arrogant sons in placewhere (they foolishly believed) their House could become themost powerful in Myth Drannor.

A fact she admitted only to the Srinshee, Aravae (whose nametranslates to �Felicity� or �Great happiness�) secretly loved onlyone elf from her second century onward: Josidiah Starym, thebladesinger. While it began as a young maid�s crush on a dashingyoung warrior, it blossomed into true love as the two grew.Aravae, well aware of the bad blood and long centuries of mis-trust between House Starym and the Coronal, hoped a marriagewith the heir of House Starym would heal that rift between Cor-manthyr�s eldest House and its rulership. Unfortunately, Josidiahdisappeared for more than 15 decades while on a quest to recoverthe long-lost Ary�Velahr�Kerym elfblade. Still, Aravae never losthope of his return, and she held her vows to him as sacred.After the mysterious passing of the Coronal, all eyes (and politi-cal aspirations) turned to Aravae. Heartbroken, she insisted onthe ancient mourning rituals for the Coronal, which seemed morefitting for the city in shock. This afforded her five years duringwhich she could have agents seek out her lost Josidiah and alsotime for her to learn the responsibilities of the elfblade that hov-ered atop the Rule Tower from the Srinshee, her mentor and sis-ter-at-heart. Aravae and the Srinshee went into slight seclusion,as they planned how to maintain the Coronal�s dream, but onlythe Srinshee knew how tenuous the peace truly was. Of course,their time in mourning set ears buzzing with rumors that the Srin-shee had a secret hand in killing the Coronal (rumors set inmotion by the noble Houses, who wished to see the Srinsheeremoved from a position of influence she had held with the Coro-nal for more than six centuries).

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The Mourning Days also allowed Aravae insulation against meddling House politics. Many of the noble Houses immediatelyreacted to the Coronal�s death with a push for their House heir tomarry �the grieving niece.� By ancient elf traditions, no marriagesor binding contracts could be entered while a family, clan, orHouse was in mourning; by her rights as heir and supported bythe Srinshee, Aravae�s setting of Mourning encompassed all with-in Myth Drannor. Thus, she could not be forced to marry, eventhough she also saw the need for immediate heirs for the Coro-nalship, nor could she be forced to draw the elfblade and becomethe Coronal before she wished to do so.

Given the seclusion that Aravae kept after Eltargrim�s Passing,it is a great mystery as to what killed her only three years into theMourning Days. All that is truly known is that Aravae Irithyl, lastheir of House Irithyl and Coronal-to-be, died in her sleep on thenight of Cinnaelos�Cor (Shieldmeet) of the Year of the FallingPetals (664 DR). Deep black bruises in the elongated shape of elfhands surrounded her throat. Her personal guards, three armath-ors who had guarded her from her birth, were also found dead withthe same marks on them, one inside the chamber and two withoutand all in their usual posts. No amount of magic, High or otherwise,could discern the identity of the killer or killers, nor could anymagic revive them. The only clue, left behind at the scene, weresome splashes of black mud on her bed and on the wall oppositeher window, but not on the white carpets on the floor outside orinside the room. The mud never corresponded with any mud or dirtwithin 500 miles of Myth Drannor, despite broad investigations.

If ever there were any facts, they are long destroyed with thecity, and all that remains are rumors and conspiracies. SomeN�Tel�Quess hinted that the new heirs of House Starym secretlyslew Josidiah and his kin to inherit the House and hopefullymarry a grieving Aravae to bring them back to true power. Otherssuggested similar stories of different Houses. The Houses, ofcourse, trotted out the old rumors that the Srinshee was out toclaim the Coronal�s seat for her own, despite the fact that she hadsupported the Coronal since her arrival in the city more than amillennia ago. Wilder rumors grew by the season, and soon drowor maluagrym or sharn or phaerimm were responsible, or eventhe ghosts of the past Coronals of Cormanthyr (who allegedlystrangled her to keep Aravae from claiming their Throne).

The Claiming CeremonyDespite a surge of political furor to end the Mourning Days afterAravae�s death, the Srinshee and the High Court Mages deemed itnecessary to honor the fallen lady�s wishes. The noble Houses bri-dled under the wait, but took that nineteen-month span to pre-pare their Houses for the Claiming Ceremony to come. For thefirst time in millennia, the succession of Cormanthyr�s leadershipwas open, and it was possible for any House (or even commoner,though no noble would admit this) to inherit the Throne. For thepast few years, a few flying elves had attempted to touch the elf-blade as it hovered above the Rule Tower, and found it sealedbehind impenetrable magic. Now, with the official ceremony athand, the key to Cormanthyr lay within reach of more graspinghands than were seen at Midsummer�s Revels.

On Midsummer�s Morn of the Year of Stern Judgment (666 DR),the Claiming Ceremony for the Ruler�s Blade began. The Srin-shee, clad in her usual black, was as the officiator and Center ofthe High Magic that opens the ceremony, and her words spreadthroughout the forest of Cormanthor so all could hear: �TheCoronal is dead. Long live the Coronal. If ye wouldst take up thismantle, be ye elf noble or other, attend me. Where the rule began,the rule shall continue for one worthy. All are welcome who be-lieve themselves estimable enough to rule the City of Brother-hood and staid enough to accept the responsibilities of that rule.Six shall reach for the Ruler�s Blade each day, until Myth Drannorand Cormanthyr have a ruler once more.� After these words diedout, the Srinshee and four hooded and masked High Mages drew

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magic from the mythal itself and wove a translucent spherearound the top of the Rule Tower that would allow one to passfrom any side every four hours. These same five figures remainedatop the Tower, attending the Claiming Ceremony.

Over the next four days and nights, each of the noble Housessent at least one heir to the Tower to touch the blade and gain itspower. No feet touched the stairs of the Rule Tower�s interior, andit was not the barring by the armathors that kept the stairs clear.All the elves flew to the Tower in full regalia and honors, and oneby one the result was the same. The elves, no matter how peni-tent or honorable they seemed to themselves, reached for the elf-blade and were found wanting. The gold arc of light that crackledalong the blade flared into fiery life, crawled down the blade toengulf each elf, and consumed the body utterly in arcane fire,ending the elf�s life in a bolt of eldritch flame that blasted sky-ward to explode high above the Tower, signaling yet another fail-ure. By the dawn of the sixth day, a noble from each of the 24different gold elf Houses had been consumed by the ClaimingCeremony, and their Houses wept. Even in grief and in this timeof trial, conspiracies abounded.

By early morn of the fifth day, the other noble Houses of moonand sylvan elf ancestry demanded the golds relinquish theirclaims of seniority to allow them the chance to ascend to theThrone. The fifth and sixth days of the Claiming Ceremony sawopen skirmishing and assassinations in the streets of Myth Dran-nor for the first time in ages. The clan heirs of Houses Aunglor,Hawksong, Iliathor, Maerdrym, Nightstar, and Omberdawn laydead in the streets, the moon elves poisoned or slain by fellmagic. Others made it to the Rule Tower only to die, along withthe golds that yet pressed their claims, as pillars of failing fireunder the touch of the Ar�Cor�Kerym elfblade.

With open warfare among the nobles disturbing the peace of thecity, the N�Tel�Quess began to see that the greater Houses werelacking true leaders. Despite the tradition that made this cere-mony for the elves alone, they saw their peaceful city and theCoronal�s dream in tatters around them, and sought to end thestrife. Thus, on the sixth day, a contingent of half-elves, dwarves,and humans approached the Rule Tower, with three honorablemen and two women among them steeled for their trial by fire.Unable to fly the span to reach the Ceremony, they approachedthe inner court where they could reach the stairs�and found theirway blocked by many elves who once called them comrades.

The peace of Myth Drannor perished as elf turned on dwarf andhuman equally. The armathors came to battle, and while someheld the Coronal�s wishes and tried to break up the skirmish, oth-ers broke into House ranks and laid into �the mob of despoilingN�Tel�Quess.� Despite their best efforts, good folk on both sideslay dead in the courtyard. Still, nine dwarves and twelve humansmounted the stairs, now fired by opposition to restore the peace,though none reached the top alive. To this day, none know whounleashed the killing magic within the Rule Tower, only that theTower exploded in arcane fury at dusk and none walked away.Under the thrall of their own hubris, the children of Cormanthyr,rather than risk the fate of rule by a non-elf, sundered the firstand purest symbol of their fair city. Though few were surprised,the explosion affected none of the High Mages or the elfbladewithin the Ceremony Sphere, which still floated serenely andsilently above the chaos. Despite the discord below, six moreelves had tried and failed to become Coronal that day, thoughthese elves were bold commoners, servants who sought to re-claim sense and peace while their masters warred. In all, 40 elveshad tried, and the People had failed on two fronts that day.

Departure of the SrinsheeAs the sun set and the stars winked into sight over a torn anddivided Myth Drannor, the Srinshee�s voice again rang out over allCormanthyr. This time, however, it sounded heavy with bothpower and weariness. None who heard her could tear themselves

6 � The Last Days

away or shake a chill from their bones upon the hearing ofprophecy.

�Peoples, attend me. Look ye upon your works and deign todespair.

�A great gift was given to ye, and it lies ashambles. A gift givenfreely is to be treasured, but one scorned and abused is a giftundeserved.

�Two score have lit the heavens and scored the Weave in theirarrogance. Two score have tried to uphold peace and unity butwere found wanting of peace and unity in their own hearts.

�The spurned gift might have allowed one to rise above to trulybecome Coronal and rule well. Instead, the Coronal�s Rule liesruined under my feet.

�In time, ye shall understand what has been lost. In time, yeshall either forget or learn a lesson of it.

�I reach for the responsibility, for my slight shoulders can morebear its weight. Carry not I the onus of yore.

�Should I prove less than worthy, the Claiming shall continue.The gift and ye earn their own fates thereafter.

�Should I prove worthy, I would make ye so. Should I proveworthy, I shall give ye hope.�

With the word �hope� lingering in everyone�s ears, the Srinsheefloated so the Ar�Cor�Kerym elfblade hovered before her, and agreat hue and cry rose up from all around. The assembled elveswho stood firm against N�Tel�Quess now blasted the CeremonySphere with their great magic, anxious to halt the usurper fromclaiming the sword and position they all coveted. Prominentamong the twelve attackers were the Archmage of House Maen-dellyn and her apprentice-son, made the last heir to his Houseafter the death of three brothers before him. While spells ofpower unseen in ages battered the Ceremony Sphere, the Srin-shee grasped the elfblade’s hilt with both hands. . . and lived. Theelfblade’s golden energy leapt from the blade and infused the Cer-emony Sphere with its own color, and still the rebel elves blastedon with their own magic. The Sphere now fought back, and anyspell that contacted it was met by fierce arcs of golden lightningwhich wrapped about its attackers and crushed their mantles inupon them, their lifeless bodies hanging pitifully amid empty air.Those who stood witness beneath this spectacle swore they sawtears awash on the Srinshee�s face, but a tense, silent peace nowtook hold of those assembled at scarred Castle Cormanthor.

A third and final time, the Srinshee cried out to the forest andits folk. The unmistakable magic of her words held all rapt andnot a little fearful in their power, volume, and conclusive tone.Only once did her tears choke her, and all began to weep with her.

�I have proven worthy, but . . . Coronal I will not be. I shall notrule from the Throne but from the Heart.

�Look not for me to rule the realm, people, or Court. Look forme to rule war and hate with peace and love.

�When the dream truly becomes your own, I shall return. Whenelf and N�Tel�Quess alike truly accept the gift, I shall return.

�When Oacenth�s Vow is fulfilled in the stars above and below,I shall return.

�When I am wanted truly, I shall return. When I am neededtruly, I shall return.

�Peoples, attend me. Look ye upon my work and dare to hope.�The golden Ceremony Sphere now pulsed with ancient magic

along with the crackling energy of the elfblade the Srinshee nowbore. Golden lightning arced between her hands and the blade asshe launched it downward into the rubble of the Rule Tower. Allassembled gasped as the blade rose as it did in ages past, and theRule Tower grew anew beneath it! The rubble seemed to leapback into place, mortared by golden energy. In a moment thatspanned lifetimes, the Rule Tower stood restored beneath thefeet of the Srinshee and the High Mages.

The golden energy now receded upward, leaching itself from thestones to collect in the Sphere, which slowly rose as well. Now,however, the Sphere was elongating into a diamond shape, whichstood near to dwarfing the Rule Tower, and the Srinshee placidly

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floated at its center, surrounded by the quartet of chanting HighMages. As the magic crystallized and became more a diamond withpassing moments, the glow grew brighter, and gold energy flashedabout Myth Drannor like no other. The mythal itself reflected theglow and sent its own arcane lightning into the crystal itself. Whenthe chanting of the High Mages reached a crescendo, lightning ofall hues, colors, and scents flashed along the outer edges of themythal and arced along and into the crystal. With a resounding roarof one hundred thunders, the golden Diamond Tower (as it becamelegend), the Srinshee, her High Mages, and the Ruler’s Blade ofCormanthyr disappeared from mortal realms.

Falling ChainsThe Three Losses of the Coronal Eltargrim, his niece, and theSrinshee are now seen as the earliest precursors to the DeathKnell of Myth Drannor. In a short span of six decades, what tookmillennia to build and nurture would fall to ruin due to pride,arrogance, and magic from a number of sources. While the Coro-nal lived, he sustained his creation; he had drawn together thedisparate tribes and peoples and given them peace and prosper-ity, whether they initially wished it or not. Without him, thatpeace became a hollow shell, for his life and his work were theonly true underpinnings of the great society. The Coronal Eltar-grim had dreamed a dream, made it reality, and handed it to hisPeople; while many shared the dream and believed in it, nonecould truly shoulder the burdens taken on by Eltargrim, and thedream truly began to die with his Passing.

In retrospect, many historians ape an elf scholar who lookedback on Myth Drannor�s fall while ruling in Silverymoon. Thegreat elf historian Elénaril Nharimlur of Silverymoon set forth thecoda that �the fragile chains that bound together Myth Drannorwere broken so softly and so slowly that none heard the clatter offallen links until far too late.� The chains of which the Lady andHigh Consort Eléraril spoke were those of benevolent and self-less rulership, the open exchanges of craft and magic and learn-ing, and the mutual love and respect among Myth Drannor�speople for themselves and others. While a bit contrived and over-simplified, all scholars of Myth Drannor�s Fall follow her suit inrespect for her losses and her work to keep some pieces of herlost home alive.

The First of Chains: The RulersThe loss of so many noble house heirs and elders due to theClaiming Ceremony and the chaos surrounding it put the succes-sion of leadership, both for the realm and the individual nobleHouses, on unsteady ground. Still, after the Srinshee and the Dia-mond Tower disappeared, the four highest ranking officials in thecity�the Arms-Major, the Spell-Major, and the two High CourtMages�convened an Elven Court with the Grand Mage Ualairthe Silent. The Tree Spirits seemed hardly surprised in the disap-pearance of the Coronal or the Srinshee, and in fact, hinted that�one is within Cormanthyr now and ever, until it is the time tosprout.� After two days of discussion and frustration over thespirits� seeming indifference over the realm and its leadership,they simply said, �If one star cannot guide you in your travel, lookto them all for guidance.�

After the Court�s judgment, High Court Mage Shyael Ildacerthen called a Nobles� Council. Despite the usual objections of thehaughty elves, known and worthy representatives of each of theraces of Myth Drannor were also brought to Council. The fivesenior statesmen of the realm argued for nearly half a year withthe nobles and the other representatives before deciding that theCourt�s message meant for a representative body to rule insteadof a new Coronal. By Midsummer, Myth Drannor�s Council ofTwelve convened within the Coronal�s Court.

The Council�s FolliesNow, the Council�s work maintained the same structures and ser-vices as normally overseen by the Coronal, and things seemed toreturn to normal within Myth Drannor and Cormanthyr. However,the flaws soon became evident in both this system and the repre-sentatives among the Council.

Unlike Eltargrim, many of the Councilors put their own agen-das and their own gains above the work of the Council and thegood of the city and realm; rather than rule for the betterment ofall, they worked for the betterment of themselves. From theirexalted positions, few could gainsay their manipulation of tradeto favor one House over another, and those who objected found�disfavor� from the powerful friends of the Council.

While they continued the colonization efforts among the sistercities of Myth Drannor, some members (especially Lord VenaliStarym) used their influence to gain favored status for theirHouses or clans among the sister cities. Thus, as the exodusesbegan in later decades, some entire Houses emigrated to othercities or realms without losing much, if any, social status orpower. This was only true among the haughtier elder Houses ofelves, since they were among those most likely to think of aban-doning Myth Drannor due to �N�Tel�Quess infestation.�

The Ruling Council, while many members were upright andhonorable, soon became merely a focal point for many politicalgambits, as the Coronal�s goal was soon forgotten. Half or moreof the Council�s time was occupied by squabbling over powerplays by its own members. The upkeep and unity among the peo-ple got less and less attention. When the Court Mages split overideological differences and the Eternal Srinnala formed, people

The Council of TwelveThe members that comprise the Council at its forming are asfollows:

N a m e Race Status/PositionUalair the Silent gold elf Grand MageKhyssoun Ammath moon elf High Court MageShyael Ildacer moon elf High Court MageKelvhan Olortynnal gold elf Arms-MajorPaeris Haladar gold elf Spell-MajorVenali Starym moon elf House LordKharis Maerdrym moon elf House LordPhraan Audark green elf House LordMentor Wintercloak human IncanistAilos Starlaughter gnome Armathor officerKovimal Honedaxe dwarf Clan ChiefHeumar Tankardtoes halfling Hill Voice (elect)

After 50 years, some members had been replaced, due to thereturn of the Spell-Major�s elfblade (and subsequent replace-ment of the Spell-Major) and various mishaps (resulting in thedeaths of two members). These are the Councilors who ledMyth Drannor at the start of the Weeping War:

N a m e Race Status/PositionUalair the Silent gold elf Grand MageKhyssoun Ammath moon elf High Court MageIrhaal Argentaamn moon elf High Court MageKelvhan Olortynnal gold elf Arms-MajorJosidiah Starym gold elf Spell-MajorVenali Staryrn moon elf House LordYrneha Maerdrym moon elf House ElderPhraan Audark green elf House LordTrasaal the Gold Mage human Senior ArmathorArtair Tromostar gnome Akh�Faer officerKovimal Honedaxe dwarf Clan ChiefJarrod Tallhill halfling Hill Voice (elect)

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began to see the cracks in the Council�s leadership. While themajors and the Court Mages still kept much of the city�s andrealm�s services going, the rest of the Council�s squabbles soonspilled over to public debates. While no outright battles grewfrom the dissension among the peoples, once-peaceful tavernswhere elves and halflings previously shared philosophy andmusic over drinks now became the sites of brawls and factional-ism. Racially motivated vandalism against businesses and homeswithin the eastern end of the city made its first impressions uponMyth Drannor.

In elf culture, the leader of a realm is the realm. Whatever thatleader does and says, the realm reflects the same. This certainlyheld true during the Coronal Eltargrim�s lifetime, as the Coronal�swishes and hopes held the fragile bonds of peace and brother-hood together. With the divided Ruling Council in charge of Cor-manthyr, the realm itself became divided. While most of thenon-elf cultures merely saw some long-buried biases rear theirugly heads, some wiser elves recognized the corruption of therulers manifesting in the realm. Within 40 years of the Coronal�sdeath, the other major settlements of Cormanthyr had little traf-fic with Myth Drannor, even though it was technically the realm�scapital. Even more unsettling, the Ruling Council was so em-broiled in bickering and shoring up their own positions that theyhardly noticed that Cormanthyr had nearly become individualcity-states and settlements rather than a unified country.

The Second of Chains:The Craft & Knowledge The CraftsmenDespite the foibles of the leaders of the city, Myth Drannor mightstill have survived. However, its lifeblood had ever been magicand craftsmanship, and these too suffered without the caringattentions of the Coronal and the Srinshee. While craftsmanshipand magical knowledge increased tremendously within the city,the colonization efforts of the sister cities sent many of MythDrannor�s best elsewhere. Indeed, sharing the knowledge seemedmuch easier when those with that knowledge went beyond Cor-manthor�s woods and spread the learning to those who neverwalked Myth Drannor�s streets.

The Mages & WizardsThe emigration of the mages or their extended sojourns to otherrealms and planes spread the learning of the city�s schools ofmagic to many who had only heard of such places. Early on, whilethe Coronal still lived, many left the city reluctantly and only whennecessary, as they enjoyed Myth Drannor�s wonders and wereloath to leave them behind. As the colonization ideas spread,many wizards who had studied in the City of Spells took the mis-sion to heart and went where their Coronal bid them, often withtheir apprentices and in two noted cases, the school itself. Themigrations to sister settlements in the other sylvan lands to thewest and south and east spread Myth Drannor�s magic and lessonsof peace far and wide to many people who would otherwise neverhear of it. Even already established places such as Silverymoonembraced the magic of the elves and raised themselves immea-surably in doing so. There is no argument that the raising of thesister cites was not without its downfalls, however.

These trends of training mages and sharing knowledge imper-ceptibly weakened Myth Drannor�s arcane defenses. As more wiz-ards trained in Myth Drannor and then left to show its wonders tothe world, little new blood was introduced into the Akh�Faer or The Third of Chains:the armathors for centuries. The trend of missionary magesestablishing libraries and mages� schools in the Coronal�s name The Allied Respectwas popular through much of the 5th and 6th centuries Dalereck-oning, and it accelerated significantly in the decades after theCoronal�s demise in the 7th century. Notable examples of wizardswho took the teachings of Myth Drannor abroad to other lands

and planes included (under their later, more famed monikers)Abarat the Alabaster, Ecamane Truesilver, Jlacathra Vorn of theCircle of Flame, Tulrun of the Tent, Archveult Tattercloak, Schi-mae Anuaer the Elflame, Llaerjôn �Eyestar� Extynyam, Saerangolthe Hooded One, and many more.

The migration of practitioners of the Art need not have beenso devastating to the city�s magical might, for the City of Songwas still the premier center of magical scholarship in the Realmsat the time, and it attracted numerous other wizards to its schoolsof magic. However, many of the newcomers were more motivatedby their lust for power than their love of Mystra�s gifts. Whilemost did not work against the city�s interests, neither did theywork toward them. After the Passing of Eltargrim, fewer than halfthe normal number of students of Myth Drannor�s wizard collegesbecame N�Tel�Quess armathors or Akh�Faer.

When the Army of Darkness engulfed the city during the FirstSieges, many of these newer, less-devoted wizards showed theirtrue colors and either deserted the city in its time of need or cow-ered in fear far from the battles in Myth Drannor�s streets andgroves. Some, falsely believing that appeasem*nt might dissuadethe nycaloths from their purpose or at least spare their own lives,even turned traitor on their own people and joined the Army ofDarkness. Notable examples of these craven mages includeAzimer, Druth Daern, Nezras �the Traitor,� and the mysterious,emaciated, and bitter half-elf known only as �the Nomad ofScars.�

No less dangerous to Myth Drannor�s viability, but far less obvi-ous, was the significant exodus of craftsmen from Myth Drannorin the years following the Coronal�s death. The withdrawal came,in part, from opportunities offered by new or expanding settle-ments to the north and south such as Hillsafar and Moondale. Thetrue, primary factor for skilled craftsmen to leave was the grad-ual calcification of Myth Drannor�s craft guilds. Thanks to themythal�s indefinite extension of lifetimes, there was very littleturnover in any of the city�s craft guild hierarchies. Diminishing ornonexistent opportunities for new immigrants or the apprenticesof the city�s established masters to advance in status or wealthprovided little incentive for the true artists to remain with theguild and the city. (On the other hand, the guilds of merchantsand traders experienced very high turnover and showed no signsof stagnation, merely due to the fluctuating nature of trade andmoney.) As a result, the youngest and most innovative artisansbegan leaving the city in large numbers just as a burst of innova-tion and inspiration was most needed to reinvigorate Myth Dran-nor in the wake of the Coronal�s death.

While the crafts of the City of Song were inarguably fabulous,there were few innovations or novelties brought to the forefrontafter the 5th century. Though their products exceeded the expec-tations of their trading public, the native artisans became stag-nant and complacent, and merely continued their work and craftrather than improving or expanding it. Like the wizards duringthis time, the new ideas and those most in tune with the dreamsought to spread beyond the limits imposed by the mythal itself.So, like the others, the true artists of the realm came to the sistercities and others nearby, improving the world beyond with theknowledge they brought while equally weakening the central cityof Cormanthyr.

Due to the vigilance of the Coronal�s followers (or the devious-ness of his detractors), true solidarity was the hallmark of MythDrannor and all its people, from the eldest gold elf to theyoungest halfling infant. For once, the races learned that their

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lives together were all far richer than had they been apart andalone. Each race had respect for the talents of the others, andthey all learned more of each other as friends rather than as rivalsor enemies. With the passing of the Coronal, much of that respectand love fell apart quite suddenly, as if the beating of the Coro-nal�s heart was what held the city together.

Swiftly, just as had happened before and immediately after therise of the mythal, a number of elf clans and families and individ-uals broke rank and rebelled against the order of Cormanthyr.The groups, tired of the constant insurgence of the N�Tel�Quessor for various other reasons, pulled up stakes and left the City ofSong. Most simply migrated out to form new communities in theeastern and southern forest of Cormanthor, while others movedfarther afield, spreading tales both true and false about MythDrannor to Evereska and elsewhere among the sister cities.

Take note that these migrations were gradual, like those of thewizards and craftsmen. While hardly noticed by the humans andothers of the City, the Coronal�s grand aspirations were a sourceof concern to the elves. The decades after his death saw an in-crease each year in elves moving away from Myth Drannor. Soon,rich decadent humans and dwarves occupied the hallowed hallsof lesser elf nobility, buying the vacant villas of elf noble Houseslong gone. The elder Houses maintained their distance and nevergave up any land to non-elves. Nevertheless, these movementsbrought back all the old fears of the elves about the ever-encroaching humans (rather than the reassurances that they livedtogether equally and as allies). As a result, the exodus increasedagain, as the paranoid elves saw the humans �grabbing groundwherever they could.� Either they could not see or they chose notto see that their own Peoples� departures were the main cause ofthis land-grabbing, not human greed. As always, a cycle of fearfuels itself, and this began to slowly erode (and later shatter) thetrust among the races built by the Coronal Eltargrim.

The Standing Stone�s Telling TaleTo the elves� constant surprise and the humans� defense, theStanding Stone still bears mute witness to the accords set be-tween elves and humans. Among the Dales, the folk adopted anumber of elf practices to provide them settling areas withoutclearing the land of living trees. In accordance with the elves,dead trees are chopped and harvested, while seedlings that mightgrow in that place are transplanted elsewhere to allow for a clear-ing to form. This is among the few human activities that pleasesthe elves, for so many believe humans take the shortest route andravage the land for what they need. Their surprise over thisshared practice and the begrudging respect earned by thehumans are among the few true bridges built between elf- andhumankind.

Life DuringMyth Drannor�s FallWith all the gloom and doom and portents of disaster notedabove, did folk realize Myth Drannor was nearing its end? Hardly.In fact, while immigration to the city by outsiders (sometimesother elves but mostly N�Tel�Quess) lessened after the ThreeLosses, it continued until the Final Fall. While we can look at itwith clear hindsight and see all the steps taken toward ruin, westill wonder what was it like during the city�s final 53 years.

The elves, as was and is their nature, refused to recognize thechanges in the air. Change is not something they accept lightly,and the elves of Myth Drannor either struggled to maintain thedream of Myth Drannor (the younger elves whose lives weremolded in this time) or worked to restore hegemony (the elders

whose biases never died). In general, no matter what their age ortemperament, the elves sought to �keep things the way they al-ways were meant to be,� no matter how they each defined that. Insome cases, this viewpoint led to utter denial of the facts aroundthem, while others cloaked themselves in righteous tones andclaimed that another group �perverted the true dreams of Cor-manthyr, not us.� Whether they accepted the non-elves or loathedthem, most of the elves simply wanted things to remain as theyhad been. Thus, the massive changes forced upon them duringthe Fall were even more jarring and disturbing, thus earning theconflicts the title of the Weeping War. While they truly loved theirCity of Song, many of the elves abandoned it as �a failed experi-ment� or �a once-holy place of the People, brought low by thetaint of the N�Tel�Quess.� Those few elves who remained to guardthe City were alternately lauded for bravery and jeered for futil-ity by their People.

As for the collective N�Tel�Quess races of Myth Drannor, the elfhistories paint a poor picture of them as the true insidious anddivisive elements that helped bring on the Fall. Most gold elf his-tories written within a century of the Fall are more filled by con-spiracy theories, seeing every dwarf and human allied with theArmy of Darkness in secret. In truth, those immigrant non-elvesfought longer and harder for Cormanthyr and Myth Drannor thanthree times their number of the People. In hindsight, their pas-sions to defend Myth Drannor and keep her alive are understand-able, since it was the best life most of their kind had ever had, andthey were not as willing to let it go quietly. In all, it is just as inter-esting to see other races� views of the whys and wherefores of theFall, and how they viewed the elves.

Only four dwarven battle-songs survived the Fall of Myth Dran-nor, and all sing of the valor and strength of the dwarves in battle;while normal dwarven songs compared the dwarves against theirancestors� deeds and accomplishments, these four songs alsocompared them against the elves. While not necessarily vindictiveor petty, comparisons are made between the immigrant dwarves�actions in battle and the seemingly weak actions of the elves. Infact, only one elf (�Khatar, the elf who proved he was so tall tocontain the mettle of Clangeddin�s kin�) gains any begrudgingrespect in the Song of Sacrifice at the Lost Trench. In the tragicballad, he dies valiantly fighting back to back with his dwarf com-rade Dumar Snowsbattle, both singing lustily and battling on asthey tragically succumb to an overwhelming ogre horde.

The gnomes and halflings, while rarely respected greatly by anyof the other races of Myth Drannor, proved the greatest of MythDrannor�s defenders. Cannily and strategically placed illusionsand savagely accurate hit-and-run missile sorties from halflingsunder cover cost the Army of Darkness more patrols and scoutsthan any other deterrent. After the first year of the Weeping War,the elves and dwarves and humans gained new respect for theirshorter allies, who were nonchalant about their accomplishmentsand the accolades that followed: �All we do is defend our homes. . . what�s so astounding about that?� The gnomes� matter-of-factnature and the halflings� willingness to share shamed some elvesand their condescending outlooks, though not on purpose.

Humans, to believe some elves, were and still are the root ofmost things evil on Faerûn. Yet, of all the races that stood theirground to defend Myth Drannor to its dying day, none foughtmore desperately or paid with more blood than the humans. Inall, nearly 60% as many humans died in the Weeping War as elves,though this fact is glossed over by the military histories as well.The innate prejudices of some commanders forced theN�Tel�Quess troops into the most savage battles under the worstconditions, and no amount of loss deterred the commanders untilthe People began taking more casualties, leading to withdrawal.This practice was evident in the first five campaigns against theArmy of Darkness, until halted by the Arms-Captain due to moraloutrage (among all but the gold elves). And yet, when the Armyof Darkness closed at last over the City of Song, humankind stoodfirm against overwhelming odds to provide a chance for a few

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more civilians to escape the slaughter (as evident in the bards�song �Charge of the Last Guard�). The humans� love for the Cityrivaled that of the elves, and their anger and hatred in seeing itfall even managed to impress such masters of hate as their nyca-loth enemies.

The Rise of the FactionsAs noted above, it only took mere decades to polarize the once-peaceful people of Cormanthyr into various camps. The fellowshipeveryone found under Coronal Eltargrim had fallen away, and nowonly the familiar served to unite people. The forms and motions ofMyth Drannor�s city continued, but now it mattered less that a per-son was of Myth Drannor and more that he was a particular Guildmember or she was an Akh�Velahrn. Mentioned in general above,here are some of the factions that cropped up in the years after theThree Losses, and their effects upon Cormanthyr.

The Akh�Velahr (Soldiers' Army)Among the few good deeds of the Ruling Council were the im-provements in the military�s efficiency. The years after the Coro-nal�s passing saw increases in recruitment in the Akh�Velahr, asthe non-elves saw that any group without their input or partici-pation could possibly become an enemy (as happened during theClaiming Ceremony). In fact, at the start of the Weeping War,more than half of the junior officers (and even a few senior offi-cers) were half-elves, dwarves, and humans. While some creditedhim with great prescience, Arms-Major Kelvhan Olortynnaldrilled his army into a tightly controlled and organized fightingmachine far more prepared for war than it had been in centuries.His detractors noted that, while an honorable elf in all ways, hisnear-brutality with the discipline of his troops caused concernamong some venues. Indeed, any non-elf soldiers among theAkh�Velahr learned to expect far more severe penalties and disci-plinary actions for mistakes than those suffered by the People.Still, despite the major�s prejudices, the Akh�Velahr fused into ahighly organized and efficient force, with the cavalry, the scouts,and the main troops all working together with only a fraction ofthe divisiveness seen among other groups in Myth Drannor.

Arms-Major Kelvhan Olortynnal, as a Ruling Councilor, wasimpatient with politics and deal making and compromise, and fre-quently lost his explosive temper while in Council due to themachinations of the House lords. As a military strategist, he wassecond to none and he never lost a battle in which he had directcommand. As a politician and Councilor, his temper continuallysaw him on the losing end of political battles, whether right orwrong (as his temper often cost him allies as much as it gainedhim enemies). Thus, as the Council began fracturing, MajorKelvhan focused more on his troops and preparing for a war that(he was certain) was to explode from the elder Houses against thenon-elves. While he was not exactly a great fan of non-elves him-self, he took his oaths seriously: He had vowed to serve Corman-thyr, the Coronal, and to maintain the peace, and if that meantpreparing to war against the hatred-filled elder Houses, so be it.(This war, of course, never arrived, but Kelvhan�s paranoia servedthe realm well in preparing them for the Army of Darkness. If notfor this, Myth Drannor�s Fall would have been far more swift.)

The Eternal SrinnalaWhile the Srinshee was the senior High Court Mage, she brookedlittle conflict among her lower Court Mages or the armathors.Upon the disappearance of the Srinshee, division soon emergedamong the Court Mages high and low, the commanders of thearmathors. Within 20 years of the tragic Claiming Ceremony,Myth Drannor�s elite spellguards� upper echelons were in chaosover the directions they should take. With the two senior HighCourt Mages on the Ruling Council, their political battles spilled

over into the armathors� hierarchy. While the majority of theCourt Mages and armathors wished to remain the elite defendersof Castle Cormanthor, Myth Drannor, and its leadership, otherssaw a different path that had been ignored for 20 years.

In the Year of the Wraithwinds (685 DR), two among the sixsenior officers and one junior officer split off from the otherarmathors to join the former High Court Mage and Councilor ShyaelIldacer and pursue a new course as the �followers of the Srinshee�sdream,� the Eternal Srinnala. As an independent group whose mem-bers each had tremendous political pull, they were no longer tied tothe present government, and they could pursue the directives of theprevious administration. The Eternal Srinnala sought to live up toand defend the ideals and objectives of the Coronal Eltargrim. How-ever, they more fully embraced the teachings and practices of theSrinshee, whose interpretations (and enforcements of the same)were often broader than those of Eltargrim.

Shyael Ildacer became the Telessrin, the leader of the EternalSrinnala. She sought to rally folk to her side in search of thehopes, gifts, and peace promised by the Srinshee�s final prophe-cies. She believed that, with fervent faith, those of the Srinnalawould safeguard at least some of the peace and love of Eltar-grim�s and the Srinshee�s lifetimes.

Over time, the order grew from the founding quartet to 18 with-in a year, and eventually to over 100 wizards, bladesingers, fight-ers, rangers, and priests of all creeds and races throughout MythDrannor. About a dozen members even remained among theAkh�Faer while working amidst this group of idealistic crusaders.More than half of the group was of half-elf heritage, and elves andhumans combined made up only 35% of the Srinnala. While theydid not originally intend to make it so, this faction developed arestricted female membership. After the initial two years, manymen assumed it was exclusively for women and never attemptedto enter the group, though many whose lovers and mates weremembers acted unofficially as allies and aides.

The order�s headquarters was the small estate of Riirose, aground-and-tree villa holding of the Ildacer clan given over fullyto the order. Within and above its rose-covered walls were themain assembly hall and offices, a separate training hall for thewarriors, a laboratory, subterranean spell-dueling chambers, anda private bathhouse and pool. Within the offices of the centralpetrified tree dwelling lay the order�s armory, treasury, and magi-cal items cache. This remained the central base until the Year ofthe Emerald Citadel, when the Ildacer clan inexplicably fell intoruin and Riirose was claimed as property of the City. While finan-cially and socially ruined, the family (including Srinnala membersShyael and her cousin Aolis) and its personal codes of honor sur-vived intact despite all attempts at further slander by varioussources. With this loss of center, the Srinnala collectively movedtheir belongings and their treasury (which remained intact,despite attempts by the Starym to drain this money along with theresources of the Ildacers) into the groves north of the city. There,a member gave the order three long abandoned mages� towersfrom before the Time of Opening as their new home.

The Eternal Srinnala spent its entire existence attempting toduplicate many of the Srinshee�s feats and accomplishments.While they unofficially helped the armathors keep the peace inMyth Drannor, they sought out historians to collate a well-rounded history of Myth Drannor from all the races� perspectives.They managed to acquire a healthy number of magical items,even creating a few whose secrets never were revealed, except tothose who wielded them. Sages of the modern world would givetheir lives for the secrets of such items of legend as the DiamondBand of the Blind Archer, the animal figurines called the Con-stant Companions of Reocet the Hunter, or the most-fabled Ban-dolier of Power, allegedly worn by Telessrin Shyael at the time ofher death and disappearance at the Honorsgate Battle.

If any ill could be said of the motives and actions of the Srin-nala, they thought too much and acted too little to truly be repre-sentatives of the Srinshee. Even when the Weeping War was well

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into its second campaign, they held their forces in reserve. TheTelessrin believed that the Srinshee would return as promised inMyth Drannor�s time of need, and she kept the Srinnala fromentering the fray, leaving them for the Srinshee to command.They fervently believed that Cormanthyr was the center of civi-lization (believing Evermeet merely a stepping stone to Arvan-dor) and that the Srinshee must return when such dangersthreatened Myth Drannor.

The War YearsWith the First Sieges seeing the mythal�s first corruptions andnycaloths walking the streets of the City, some lost hope; if theSrinshee did not return to save the city now, what other disasterslay ahead? A brief visit by the human armathor and Chosen ofMystra, Elminster Aumar, helped restore the troops� faith. He hadknown the Srinshee well, and reminded them that, even withouther physical presence, they had to keep her heart in them and usetheir knowledge for the City�s good, �for as careful and crafty asshe was, the Srinshee would not have ye sit upon your handswithout raising a finger to save Myth Drannor.� Shyael rallied herSrinnala and helped the allies win the Battle at Silversgate afterthe Nameless Chosen drove more than a third of the Army�s mainforce through a gate into Silverymoon. Hereafter, while otherspuzzled over their seemingly failed interpretation of the Srin-shee�s prophecies, Shyael led small groups of Srinnala on mis-sions for both the N�Vaelahr and the Akh�Faer. After thecatastrophic Mezzoloth Marches, though, more than half of theSrinnala (those more suited as scholars and oracles) recoveredwhat hidden magic they could and joined the emitters heading outof Cormanthyr to safety. While the last remnants of the Srinnala Studies Gone Awryfought until the bitter end, the Srinnala lived on in the Moonwood(though their secrets never left the woods to enter Silverymoon).

The GuildsNot unlike the situations in some human cities, the guilds soonbecame controlling parties among the city trades. While no guild-sponsored vandalism ever cropped up, guildmasters engineeredmany a tavern brawl to disable or merely warn other guilds aboutinterfering with their business. Soon, some guilds even dictatedto their members that certain businesses were to be favored andothers shunned. Taverns and inns throughout Myth Drannor be-came known for their factionalized patrons. For example, �Onlythe furriers and bookbinders guilds are welcome in that one.� Theguild factions rarely interfered with trade, though prices forgoods and services wildly fluctuated (depending on one�s race,guild affiliation, and social status).

The PriesthoodsMany assume that the inherent nature of priests is to believe onlyin the truth and teachings of their temple and god. Thus, it cameas a great surprise that many temples of all the races came to-gether during the Weeping War with almost divine zeal to fight offthe threat to them all. Battling seven different sieges about thecity, the elves and their allies fought losing battles until they sawtheir oldest temples under attack.

Formed under fire during the First Sieges, the churches ofMoradin, Garl Glittergold, Labelas Enoreth, Selûne, and Mielikkiall banded together to fight off the Army of Darkness and pre-serve the temples of Sheshyrinnam, the Temple Ward of MythDrannor. The Templestars, as their unified army later becameknown, survived and brought in other creeds and grew strongerstill. Aside from the Akh�Velahr, there was no larger unified forcewithin Cormanthyr that stood against the Army of Darkness.Priests and clerics and acolytes all, the Templestars followed themost senior clergy of each of their founding temples, and thequartet of dwarf, elf, gnome, and human priests kept them all uni-fied. While individual squads followed their particular faiths (as

the squads remained the battling priests and crusaders of eachtemple), the entire army of the Templestars followed a simpledoctrine adopted by the battle cry of Artox Frayhammer that hadparallels in all their faiths: �All creeds are of one truth when westand together. No matter the voice you follow, its truth standsstrong and brave in alliance and unity with the voices of othergods. Stand apart, believe your creed stands alone, and you diealone. All are the truth and all survive together, or none are trueand all die alone.�

The War YearsThe Templestars were instrumental in both turning the tide andstopping the advance of the Mezzoloth Marches, and assuring vic-tory in the Third Court Crusade. While the bulk of the elf forceswithdrew from the Templestars after that campaign to tend to therebuilding of the temple city of Elven Court, the Templestars bat-tled on through the last campaigns of the Weeping War, winningmore victories for the allies even at their reduced strength. TheBattle of Templestars� Fall was the second disastrous loss in theFinal Fall for the allies, but one final act accomplished two minorvictories. The senior dwarf and gnome clergies of Moradin andGarl Glittergold both managed to collapse their temples ratherthan see them desecrated by the Army of Darkness. The templesboth crushed large numbers of yugoloths and orcs and fell (as thepriests and engineers knew) such that the besieged forces in theCity gained a defensive wall of rubble that deterred and broke themain charge of the horde.

Sometimes entitled the �Beast-Tamers� Folly� in various texts, theevents and actions of the Guild of Naturalists both embracedwhat Myth Drannor represented (the quest for and sharing ofknowledge) and reviled (the segregation and secrecy of a groupof peoples causing problems for others outside their own circle).Had the guild known what results their works would bring, nodoubt they would be remembered much today beyond sometransformer�s arcane texts on biology.

The self-styled Guild of Naturalists was founded in the Year ofThree Setting Suns (561 DR) by Myth Drannans who were inter-ested in learning more of the natural habits and pursuits of wildcreatures. While they did not discriminate in their membershipand many members of all races joined, no dwarves ever evenconsidered becoming a �Beast-Tamer.� The guild�s studies re-sulted in much of what is now considered crucial ranger lore. TheNaturalists traveled far and wide in the Realms to observe crea-tures of all lands, their early studies granting many creatures theirnow-standard names.

When the majority of known flora and fauna had been studiedwithin Cormanthyr and the surrounding Heartlands, the Natural-ists turned to more fearsome beasts: the monsters of the Realms.While their previous duties stressed observation without interfer-ence or action to better understand the animal�s natural tenden-cies, their researches with monsters also involved capture anddissection in order to discover whether creatures were naturally,artificially, or magically created and how. Already known disparag-ingly as the Beast-Tamers by those opponents of their work, theguild decided to conceal the extent of their researches by enlarg-ing the cellars beneath their guildhall offices and working under-ground. They moved creatures in and out of their laboratories andstudies by means of magical gates and other spells. In their zeal,the Naturalists unwittingly weakened Cormanthyr in two ways.

Due north of Myth Drannor and due west of the site that wouldlater become Hillsfar, the guild established a colony of deep-spawn in a series of caves they named the Breeding Caverns.When members of the guild brought back rare monsters from dis-tant lands, the beasts were immediately sent to the Breeding Cav-erns by means of a two-way gate and fed to a deepspawn. Thispractice ensured that the guild would effectively have a limitless

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supply of subjects for their investigative experiments. When thecaptive deepspawn eventually escaped into the surroundingUnderdark, the guild quickly abandoned the site and covered uptheir involvement. The results of their folly, however, lasted forcenturies. The Beast Marches, as the region came to be known,occupied the attention of Cormanthyr�s armed forces and outly-ing colonies, such as Hillsafar, until several decades after the Fallof Myth Drannor.

One of the sites the guild commonly plundered for new speciesto study was the abandoned dwarven delvings of Clan Melairkynon the western coast of Faerûn. Later known as Undermountain,this extensive labyrinth had been carefully stocked by the arch-mage Halaster Blackcloak (previously known as Hilather) withcreatures either as guardians of his magical knowledge or as amonster-riddled gauntlet through which heroes were either madeor eaten. Discovering the dungeon and its monstrous inhabitantsby accident, the Guild of Naturalists believed it to be an aban-doned area with wandering creatures and saw opportunities forstudy. They opened a two-way gate into the Underhalls and spentseveral decades stealing Halaster�s most prized acquisitions.Within 30 years, Halaster began to notice the theft of his �pets�and cast about for which enemies had dared tempt the fates bycrossing him. His response to the Naturalists� expeditions was anicily calm decision of quid pro quo. For every dozen beasts re-moved from his demesne, the Master of the Underhalls in turnselected (magically abducted) one wizard of equal value fromMyth Drannor to serve him, and smaller creatures or verminmerely cost an apprentice, each of whom soon became a newstudent of Halaster. (It is suspected that Halaster either used hisacquisitions to lay down many of the spells that now enmeshUndermountain or to test the defenses and the monsters therein.)

Leaders of the Guild of Naturalists did not connect the disap-pearances of wizards throughout Cormanthyr with their raids fornearly fifteen years, as Halaster neglected to inform them of thedeal and their single-minded focus on their work kept them igno-rant of the dangers until some of their own began disappearing.In addition to contributing to the severe depletion of the city�smagical might, the Beast-Tamers� folly also contributed to MythDrannor�s collapse. In fall of the Year of the Firedrake, nearly twodozen wizards of the guild fled from the fighting into Halaster�sdomain. Pleased with these new �gifts,� Halaster apparently hon-ored his bargain in reverse and sent a torrent of nearly 300 bes-tial acquisitions that appeared throughout Myth Drannor withinthe following tenday. The Bestial Dawn (or Halaster�s Payback,as it became known to those who studied the Beast-Tamers andthe Mad Mage�s link with them) saw the sudden appearance ofhundreds of monsters amidst the ranks of two closing armies atthe Grove of Seven Shadowtops. Monsters from gorgimera todarktentacles engaged both the Army of Darkness and the Alliedforces equally, decimating any semblance of order. The battle-lines broken, the elves and allies fled with minimal casualties asthe barely organized orcs and hobgoblins fell to fighting a youngblack dragon and seven ettins. The battle was considered a vic-tory for the allies, although over 150 monsters (not including theArmy of Darkness) still roamed the central forests of Cormanthyrfor years after that.

Return of Ancient EvilsAn old elf adage warned us, �An enemy forgotten is an enemyreturned.� Would that Cormanthyr�s elves had remembered this,despite all their other conflicts. An evil long imprisoned and for-gotten to all but the High Mages, the Khov�Anilessa were reducedto horror stories to cow misbehaving children. Eighteen cen-turies after they last trod in Cormanthor, whatever the Trio Nefar-ious once was had become formless horrors waiting under thedead, shadowed branch of an elf�s tree for naughty children to

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sleep. Little did folk know they were real, and they would bringabout their undoing.

The Nycaloths of NetherilMore than 1,800 years before the Three Losses, numerous settle-ments and many more elf patrols fell before a trio of nycaloths ram-paging through the forest. Rumors said jealous Netheresearchwizards summoned and sent the yugoloths into the ElvenWoods merely to test what magic they had to array againstNetheril. In truth, the archwizard Aldlas Sodhese sought the long-missing Nether Scrolls (the source of Netherese magic). He hadtracked the artifacts to somewhere within the Elven Woods, and hesummoned the greater nycaloths Aulmpiter, Gaulguth, and Mal-imshaer to wreak havoc and uncover his ancestors� greatest magic.

The nycaloths, while normally competitive and argumentative,worked well together in their roles as strategist, stealthy warrior,and terrible berserker. Under Aulmpiter�s direction, the triodestroyed many villages of elves, whole tribes of satyrs and cen-taurs, and at least two green dragons under Cormanthyr�s boughs.With Aldlas believing himself in charge of them (since he too fellvictim to Aulmpiter�s able manipulations), the evil quartet spentthree months harassing the Akh�Velahr and the Akh�Faer with agreat degree of success. Finally, by early summer, the four ap-proached within a few hundred yards of the city of Cormanthyr, The Spreading Shadowwhere the elves stood firm.

Despite his not-inconsiderable power, Aldlas Sodhese wassorely outmatched against elven High Magic and bladesingersarmed with magic enough to give the Khov�Anilessa (the elf namefor the three nycaloths, the �Trio Nefarious�) pause. While elvencasualties were still high over the daylong battle, they managed tonearly slay Gaulguth and Malimshaer and subdue Aulmpiter. Ald-las died when, in a spellbattle against the Grand Mage, an arcanehand reached out to wring and twist his mantle around him,crushing him under the power of his own shattering magic.

Coronal Miirphys, the High Mages, and a number of priests thenused the N�Quor�Khaor High Magic ritual to bind and imprisonthe Khov�Anilessa. The nycaloths� invisible undetectable subdi-mensional prison floated high above the city of elves, unnoticedby all. It could be permeated by all sorts of energy and matter, yetit held the nycaloths as if its walls were adamantine. The nyca-loths kept all their items and weapons, since their prison ren-dered both them and their equipment powerless and unable evento return to their home planes. They floated more than a mileabove the capital, where they looked down upon the growingsplendor of the city they failed to destroy. The elves set the bind-ing ritual so that the only key to freeing the infernal trio was whena �red dragon that never knew malice or greed in its heart fliesover the Coronal�s throne.�

The Escape and SummoningEarly in the days of Myth Drannor, the mage Saeval Ammath pro-cured a dragon�s egg and through various arcane rituals alteredits physiognomy and innate nature. He hatched a red dragon withthe physical characteristics of a blue dragon and the mixed mag-ical natures of both; the strangest change he worked on thedragon hatchling was its lawful and good nature, making it afriend of Cormanthyr. Over the years, Garnet the dragon and Sae-val were inseparable, though they were more friends than servantand master.

As was their habit, Saeval Ammath and his adopted dragon-mount Garnet often flew over Cormanthor, keeping in touch withvarious and sundry settlements and developments throughout theforest. As they flew high above Myth Drannor at night, they un-wittingly weakened the dimensional prison enough for the threenycaloths to shatter the magical binding and escape. TheKhov�Anilessa also were aided by the summoning rituals beingperformed (poorly) by a flind shaman far to the north, above the

Dragon Sea, and they teleported to it immediately upon breakingtheir prison, so none knew of their breakout. After nearly twomillennia, the nycaloths Aulmpiter, Gaulguth, and Malimshaerflew free, and despite the beliefs of the flind shaman, they werefree of anyone�s control.

The Trio Nefarious slew the flind shaman that �summoned�them within eight months, pretending all along that they were histo control. Soon after, they initiated a plan of Aulmpiter�s, whichhad formed over 18 centuries of captivity. Over the next years, thenycaloths began consolidating the leadership of numerous orc,gnoll, flind, bugbear, troll, and hobgoblin tribes into one massiveand militarily organized horde. Their reputations grew as theythemselves took personal hands in assembling the armies, includ-ing Malimshaer�s slaying of one black wyrm and subsequentascension to the leadership of the orc tribes the dragon hadenslaved. To help them maintain control of this host, they sum-moned many lesser yugoloths to their side as officers among theirgrowing Army of Darkness. But with the army growing into moremassive numbers than any horde in history, Aulmpiter waited forthe timing and strategy to favor his forces. Soon his forces wouldbe unstoppable, and then the elves would pay for daring toimprison Aulmpiter the nycaloth and his allies.

Like goblins, trouble always travels in threes. Atop the internalsocial problems of Myth Drannor and the impending doom of theArmy of Darkness, Myth Drannor�s ancient enemies, the drow,began resurfacing during the city�s time of relative instability.From their redoubt in the Twisted Tower and other dark tunnelsbetween it and ruined Sarphil, the dark elves had harried thewestern and northern reaches of Cormanthor time and again.Although the drow did not begin to operate on the surface in theDalelands and western Cormanthor until later in the coming con-flict, the decades leading up to the assault by the Army of Dark-ness were busy for them. The dark elves and their proxiesworked to destabilize minor elven outposts and holdings, andthey sowed discord among the neighboring areas, attacking andenslaving humans around Cormyr, the Moonsea, and the Dale-lands. In fact, from the Year of the Earnest Oaths to the Year ofthe Lost Lance, drow attacks within Cormyr doubled each yearand then suddenly dropped off (as they saw enough weakenedforces all around to reclaim and refortify the Twisted Tower tothe north). Of course, all these forays against the surface helpedestablish the basic slaving runs the drow used for centuries.

While it is unclear whether the dark elves were aware of or hadpredicted the impending war between the Army of Darkness andCormanthyr, they were certainly well positioned to exploit theconflict when it erupted and their efforts ensured that no outsideforce was able or willing to come to Myth Drannor�s assistance.Some greedier drow joined as officers and advisors for the Armyof Darkness, but most saw any interaction with the nycaloths astraitorous (since �those Lower Planar beasts are ours to com-mand by Lolth�s will and our magic, not to join as allies!�). In fact,the Spiders� Truce later in the Weeping War was considered trea-son while it was merely a change in target priorities for the drow.The participating drow (and some elves of the N�Vaelahr) who setup the truce were forever branded traitors, though they actuallydid the best possible deeds for their respective peoples. Still, asthe battles raged on, both armies ran across drow interferenceand sabotage. Whether they fought the forces of Cormanthyr orDarkness, the drow never held any interests at heart beyond theirown survival. With the return to the Twisted Tower in the secondyear of the Weeping War, drow activities subsided as they con-solidated their power base once again and solidified the slavetrades that would support their activities.

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The Forces of the FallNow, with all the internal strife threatening to shatter the tenuouspeace held by the Council (more aptly by the common folk ofMyth Drannor), there came a great evil that had not stalked thelands since Eltargrim was a child. The portents told of comingdarkness throughout the portentously named Year of DespairingElves, though until the danger struck, the portents seemed tohave been ignored by the powers of Cormanthyr.

The Army of DarknessThe primary enemies of the realm and the force that broughtabout the Fall of Myth Drannor, the Army of Darkness, was thefirst time the Realms had seen so many disparate evil races con-solidated toward one goal. True, there had been orc hordes torival its size, but such hordes never had the organization and mil-itary savvy that drove the Army of Darkness. The orc hordes alsolacked the drive behind this force: three nycaloth leaders with Organizationstrength, power, savagery, and a taste for revenge.

Amassing the ArmyThrough sheer happenstance, the Khov�Anilessa escaped theirprison and temporarily played �servant beings� to a flindshaman whose ego far exceeded his power and ability. His sum-moning allowed the nycaloths to avoid the elves for a time,granting their revenge the proper amount of plotting. Soon, thenycaloths abandoned the pretense that the shaman controlledthem, and slew him and all his allies. In a massive show of forceover a few months, the nycaloths conquered one, then threetribes of flinds. After six months, the trio controlled the fivelargest and most powerful flind tribes north of the Dragon Sea;with that control, over a dozen gnoll tribes fell in line behindtheir new leadership.

With this initial force assembled, the nycaloths spread outacross the northlands and Thar, recruiting more and more fellcreatures into their army. Some joined for the promise of trea-sure, others merely for revenge. Others they gained as alliesthrough the sheer intimidation of their personal and amassed mil-itary power, thus increasing both ally�s and the Army�s power.Within a span of two years, the nycaloths had forged a massivearmy of nearly 3,000-score creatures, all poised and ready tobegin the destruction of Cormanthyr.

Roles of the Khov AnilessaAulmpiter, without any doubt among the nycaloths or the Armyitself, was the primary leader of the Army of Darkness. A strate-gist and a thinker, Aulmpiter engineered both the amassing of theArmy and the planning of its attacks. Later on, as the hordesbecame more spread out, the controls and discipline began slip-ping, but Aulmpiter�s tactics made the increasing chaos anddescent into horde (rather than army) status work for them. Untilthe third year of the Weeping War, Aulmpiter was never seenabout the battlefields, as he preferred to direct his troops fromhis command post in the northern forest. By the time his twobrethren were eliminated, even a cold and calculating being likehimself was angered to action.

Despite a missing right eye, the nycaloth Malimshaer still notedminute details and had a knack for collecting information, andthus acted as the Army�s commander of spies and intelligencegathering. Malimshaer routinely wandered the forest in variousmagical disguises, uncovering information and enemy locations.If situations presented ambush possibilities, he would reconnoi-ter with parts of the Army and command the troops into well-planned sites for ambushes. Later in the war, Malimshaer�ssummoned mezzoloth troops formed the core of his semi-suc-cessful campaign in the north to uncover more magic to use

against the elves. Unfortunately, his grand plan would later back-fire, as the discovery of ancient magic led to his own end.

Gaulguth, the nigh-berserker warrior of the trio, took on thepost of field commander for the heart of the Army of Darkness.The most active and feared of the trio, Gaulguth had as manyscars as scales covering his form, due to his overwhelmingeagerness both for and in battle. Even his troops learned to granttheir leader a wide berth due to his berserker rages and wild flur-ries of action. Outside of battle, Gaulguth was crafty (but not asmuch as he believed), though he followed the directions of Khi-tax, a mezzoloth general that communicated Aulmpiter�s plans tothe Army. With quite a temper, Gaulguth earned his fearful repu-tation by personally slaying any lesser officers who failed him;General Khitax or one of the other Khov�Anilessa could some-times get him to spare the life of an underling, though he rarelydid so.

In all, while the trio of leaders acted as tactician, saboteur/spy,and field commander, the actual Army of Darkness was brokendown racially. The senior, secondary officers (general, colonel,and major ranks) were summoned mezzoloths personally loyal tothe trio and the chiefs of the Army�s many legions. Their juniorofficers (captains and commanders) were again either mezzo-loths or the sons (or daughters) of the chiefs. The Army of Dark-ness also followed the loose standards of normal collectivehordes of this size in their power structure (i.e., the social orderof size, strength, and aggressiveness). The ogres and hobgoblinscommanded the orcs and goblins, and the flinds commanded thegnolls; the mezzoloths overruled them all, as did the few giantsthat joined the Army (though most were hill giants who com-manded by allowing their mezzoloth seconds-in-command to sug-gest tactics). Thus, the lowest standing (in status, not rank) werethe goblins and orcs, followed by the gnolls, hobgoblins, flinds,ogres, giants, and mezzoloths and other lesser yugoloths.

Unofficial scout bands or foraging and hunting bands wouldoften comprise one lowly sergeant leading four soldiers or com-panions (5 total); these bands were not recognized officially byeither army at large, and encounters between such bands werenever recorded, despite their frequency. Skirmishes could beband or party encounters, while battles required at least the pres-ence of a squadron on at least one side to be mentioned andremembered. Thus, even with the organization of the forces andthe high number of major conflicts, the lesser conflicts amongsmaller bands along the fringes more than triples the total num-ber of conflicts between Cormanthyr�s allies and the Army ofDarkness, despite their barely remembered status among histo-ries of the Fall.

The smallest official units of the army were parties (for scout-ing duty or perimeter patrols on encampments), consisting of one

Army of Darkness Rank & FileThese groups graduate up and become part of the next highestgroup as the high command shifts up (captain in charge untilmajor steps in, etc.).

Group Led ByBand SergeantParty CommanderSquadron CaptainMarch MajorRegiment ColonelBattalion General1st Legion Gaulguth2nd Legion Aulmpiter3rd Legion MalimshaerArmy of Dk. Aulmpiter

Components4 soldiers & Sgt5 bands5 parties5 squadrons5 marches5 regiments5 battalions (direct)6 battalions (direct)5 battalions (direct)16 battalions

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commander and 24 soldiers of either singular or mixed races. Thestandard configuration was one ogre commander leading 24 orcs,ogres, hobgoblins, or the like. The next largest groups weresquadrons (five standard parties) under the command of a cap-tain, then marches (five squadrons) under a major, and a legion(five marches) was the largest official mobile group, commandedby a single soul, the colonel. In terms of massive troop move-ments, a general oversaw a regiment, which was five legionsoften spread out across miles of the forest. In turn, the generalswere under the command of the Trio Nefarious.

As the previous breakdown clearly reveals, each upper rankwas always followed by five lessers; in other words, five com-manders follow each captain, five captains to each major, fivemajors to each colonel, five colonels to each general, and fivegenerals to each nycaloth commander (plus one additional gen-eral as an aide to the Supreme Commander Aulmpiter). Thus, if amajor led a scouting march, there were never less than five cap-tains followed by 25 commanders and 25 parties (total of 631 min-imum forces). Bear in mind that these are minimums, and Roles of the Leadersindividual groups can increase in size, depending on the situationamong the command staff; in other words, a group that has losttwo officers either promotes someone on the battlefield ordivvies up the troops into others� commands. More competentand more powerful leaders gained more troops as well (i.e.,giants and ogres led larger troop amounts than gnolls or orcs, justas more mezzoloths led them). In all, there were at least 16 gen-erals at all times operating under the direct orders of either Gaul-guth, Malimshaer, or Aulmpiter. However, the mezzoloth GeneralNyzhink permanently acted as Aulmpiter�s exclusive attache,granting him direct command of six generals as well as overallcommand of all 16 generals and forces.

Equipment among the Army of Darkness was whatever thetroops could scavenge or what they previously held. The North-ern Massacres and Mezzoloth Marches gave many of the mezzo-10th forces access to many magical weapons and equipment,which was either stolen from fallen elves or uncovered caches ofolder artifacts. Use the standard weaponry attributed to the mon-sters as noted in the MONSTROUS MANUAL® tome, unless the Armycan lay claim to spoils of war (i.e., any group which won the pre-vious battle may have members with special equipment lootedfrom dead foes, like elven chain mail on mezzoloths or belluth ofmagic missiles).

The Defenders of CormanthyrGiven the social unrest and factionalism among the races of Cor-manthyr leading up to the Weeping War, the response against thefirst campaigns was less than effective. Most believed theAkh�Velahr should easily handle the matter and thought it nottheir problem. Soon enough, the defense of the realm would beeveryone�s concern and problem.

Assembling the AlliesThe early stages of the Weeping War saw many losses among theelves and humans of the Akh�Velahr. Not until the First Sieges lit-erally brought the dangers to Myth Drannor�s doorstep did theraces truly pull together to defend the city and Cormanthyr. Oncefaced with the enormity of the forces amassed against them, theraces of Myth Drannor and Cormanthyr set aside most of theirprejudices and petty concerns to defend their realm against theseinfernal invaders.

Obviously, the military remained the first line of defense, andconscription of all able-bodied elves and N�Tel�Quess began.Elders, children, expectant mothers, and pacifists were given theoption of traveling to Semberholme to relative safety, a choicefew made this early in the war. So the ranks of the Akh�Velahr andAkh�Faer swelled with new recruits, nearly quintupling the num-bers of both forces. However, from early estimates, the Army of

Darkness still outnumbered Cormanthyr�s Defenders by nearlyfive to one.

With these odds, the Arms-Major (as the realm�s Defender byArm and a senior Councilor) resolved that the war could only bewon with carefully planned and executed spellcraft to winnowdown their foes� numerical advantages. Whether a wizard be-longed to the Akh�Faer or not, nearly every spellslinger withinCormanthor was conscripted into service, establishing hundredsof spells and effects throughout the forest that served to confuse,misdirect, or sabotage the Army of Darkness. For the first time inover two millennia, the High Mages of Cormanthyr acted openlyand in conjunction with the military, creating major amounts ofmagical weaponry and establishing escape gates in Myth Drannorthrough which civilians could flee if necessary. So many magicalplans were in motion in the Year of the Lost Lance that manybelieved Mystra herself took notice of the war.

All the races of Myth Drannor and Cormanthyr united under theArms-Major as the senior Defender and commander of all therealm�s forces. While Major Kelvhan Olortynnal left the com-mands of the High Mages and the Akh�Faer (and the covertN�Vaelahr) relatively independent, all troops and leaders under-stood that the Defender by Arms stood as the primary comman-der without a Coronal to guide them. A calm, patient commanderwho weighed all his knowledge and that of his underlings equallybefore making a decision, Kelvhan�s thoughtful nature allowedthe elves and their allies to hold out for nearly three years againstthe overwhelming odds. If not for Major Kelvhan�s intellect andcontrol, far fewer folk would have lived to tell the tales of thetragic Fall of Myth Drannor. Though he never left the areas underthe mythal throughout the war, the Major stayed apprised ofevery movement of all the forces and entered the battles onlywhen enemies of the realm invaded the mythal.

The Arms-Captain Hachaam Selorn was the primary field com-mander for the military forces out among the many fronts of thewar. Noted for his temper and his never-say-die attitude, CaptainSelorn often led his men personally, and his mad charges werewell known and often effective, as the elves and Akh�Velahr oftenwon by sheer attitude and will rather than strength. Considered amilitary genius at times, the captain managed to pull victory fromthe jaws of most probable defeat time and again; whether bymagic or stern training and discipline, his officers and troopsseemed able to read his mind and his smaller-than-normal forcescould change tactics and maneuvers often difficult to executeamong groups one-third the size. Of all the leaders, the Arms-Cap-tain was the first and often sole voice among them to suggestabandoning Myth Drannor, �for its gate - riddled grounds cannotbe held with even the most ardent guardians! Better to fall backand lose a piece of ground than to lose things far more precious,such as our People!� Not until after the First Sieges did any evendare consider such proposals, though they grudgingly admitted tothe truth of his proposals. Starting late in the Year of the LostLance, he was given the task of clearing the spider-infested ruinsof Old Elven Court and managing the migration of Cormanthyr�sbest and brightest there. Some believe that, had this task fallen toanother, the allies would have won the Weeping War, and MythDrannor would never have fallen. By the time Elven Court be-came habitable again, the Yielding Wars campaign had begun, andall Captain Selorn could do was slow the Army of Darkness anddelay the destruction of the City.

Other leaders of the war effort included, of course, the re-turned Spell-Major Josidiah Starym and Spell-Captains PaerisHaladar and Ithosra Morningdove. Their efforts are sung in tragicballads about heroism and bravery beyond the pale. Strangelyenough, few stories and legends account for the activities of theHigh Mages; while they acted in the open unlike their normalmethods, only their works surrounding Elven Court seem remem-

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bered, and none have any explanation for this omission. TheCouncil, while some of its members tried to greedily hold ontopower while their world crumbled about them, effectively dis-solved soon after the First Sieges, and the military mobilized andled Cormanthyr until the rebirth of order under Elven Court latein the war.

Cormanthyr's Allied Rank & FileThese are the ranks of officers among the two militaries ofCormanthyr, compared and ranked in comparison with oneanother since the Akh�Faer�s titles differ from the Akh�Velahr.Also on the table are the groups under the command of notedranks and their minimum troop sizes per group. Bear in mindthat each higher group contains the full groups noted beneaththem (troops + lesser officer).


Rank GroupNilaa DetachmentIolaa SectionNikym PlatoonShaalth UnitNikerym CompanyKerym BattalionPenaal BrigadeArykerym RegimentArkerym LegionArms-Captain All troops (2)Arms-Major All armies



# Troops(w/o officer)Three troopsTwo detachmentsThree sectionsTwo platoonsThree unitsTwo companiesThree battalionsTwo brigadesThree regimentsFour legionsAll armies





Min. Troops(no officer)Four troopsTwo ringsFour ringsTwo circlesFour circlesTwo spheresFour spheresTwo wingsFour flights

Equivalent Ranks (Low to High):





OrganizationAnother of the problems plaguing Cormanthyr�s defenders wasthe difficulty in merging the various groups of defenders into onecohesive whole. After millennia of relative autonomy, many folkbridled under the unified military structure (at least, until theynoted its effectiveness against their enemies). The Arms-Majoroversaw the broad command of the four major divisions amongthe defenders: the main armed forces of the Akh�Velahr; the mag-ical firepower and military backup of the Akh�Faer; the secretintelligence gatherers and counter-saboteurs in the N�Vaelahr.The numerous independent groups all conscripted into alliancesfor scouts and perimeter guards of the armies, from the Moon-shadows defending Semberholme to the Eternal Srinnala, theTemplestars, and untold numbers of elf and N�Tel�Quess adven-turing companies.

After setting up agreements and alliances among all the dis-parate groups, the Arms-Major needed a way to communicatewith his varied forces and troops that was uncompromising yetswift, and one could eavesdrop on magical communications (asthe N'Vaelahr proved early on). He recruited Sevoll Streamshim-mer, a sylvan half-elf from the Tangled Vale as his liaison; theSyolkiir, as his title was known, was many more times faster thana dragon in flight or a sprinting deer, and he loyally kept theArms-Major in touch with his many agents and armies in the fieldsimply by running between them (despite the rapid aging that hisspeed cost him). In fact, with no intended slight to the indepen-dent factions, Syolkiir was the primary contact and �commander�many groups had during the war, though some gained a contactwithin the command structures (often an Akh�Faern lieutenant,or faernaa).

In all, the various ranks and command structures for each ofthe armies or allied groups worked as normal, orders simply flow-ing through their normal protocols and channels of command.However, when it came to coordinating a battle amongAkh�Velahr and Akh�Faer or other forces, there were often someconflicts merely due to the usual rivalries among the armies andtheir preferences for their customary methods. After the confu-sion and turmoil of the first three campaigns, Major Kelvhandecreed that the senior officer or military member (years ofactive duty as an officer) among allied forces of different organi-zations be accountable for all concerned.

Equipment among Cormanthyr�s armies and its allies variesaccording to the group and the missions before them. Use thestandard weaponry attributed to the elves as noted in theMONSTROUS MANUAL� tome, unless noted otherwise (e.g., thegeneric NPC statistics for soldiers). As for individual agents orgroups, the DM is encouraged to supply them with equipment asneeded. Given the heavy focus given to magic within the realm ofCormanthyr, it is unlikely anyone does not have at least one +1magical weapon or piece of armor (shield, ring, etc.). By the endof the Year of the Firedrake, the High Mages and other practi-tioners have fortified the Akh'Velahr armories with +1 and +2weapons for use against the yugoloths of the Army of Darkness(though a few might be available for individuals of note andachievement).

Timeline of The Fall

of Myth DrannorAll of the following dates are in Dalereckoning, despite the notedlack of its use within Myth Drannor itself. The notes on the actualWeeping War (a.k.a. the Fall) are merely place notes; the nextchapter expands the details on the war and provides a militarytimeline.

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Year(DR) Year Name & Events652 Year of the Viper

Zaor Moonflower becomes one of the youngest officers ofthe Akh�Velahr in Cormanthyr.

654 Year of the Coveted BriarsMany druids� enclaves, both human and elf, are estab-lished this year throughout Cormanthyr and the Realms atlarge.

655 Year of the Volanth656 Year of Peaceful Seas

The Circle of Flames completes the Scrolls Ardentym thisyear. Akh�Faer scholars and strategists receive six incom-plete fragments of the Scrolls, but only the Circle and theSrinshee have complete copies of them.

658 Year of the Dangerous GameRathdaen, a Cormyrean mage and Realms-wide explorerof note, arrives in Myth Drannor after a decades-long ab-sence. While never a native, he is close friends with manypractitioners of the Art in the City of Song, and remains asa guest for years at a time.

A gate is secretly established between the Hall of theNaturalists and the Underhalls of Mount Melairbode.

659 Year of the Hunting GhostsKnown as the Year of Mage�s Dawning in Silverymoon, 30wizards from Myth Drannor and 20 wizards from else-where in the Realms migrate to the Gem of the North, andbegin establishing its role as a sister city to Myth Drannorand a center of magical and mundane learning.

Tulrun, born Tallrunner Tigris of the Red Tiger tribe andlater known as Tulrun of the Tent, is sent to Myth Drannorby Ecamane Truesilver to study magic under the tutelageof the Seven Wizards.

660 Year of the Morning Horn661 Year of the Bloody Tusk

Height of Myth Drannor�s peace and prosperity.Eltargrim�s Passing: The Coronal Eltargrim, at dawn

on the last day of Midsummer festivals, passes on to Ar-vandor, leaving only the Ar�Cor�Kerym, his Ruler�s Elf-blade, hovering in mid-air atop the Rule Tower. AravaeIrithyl, his niece and heir, proclaims a city-wide period ofmourning for the next five years. Thus ends the SixthRysar of Cormanthyr after 866 years.

662 Year of the Peoples’ MourningRathdaen dies peacefully in his sleep, to the sorrow ofmany of Myth Drannor�s wizardly inhabitants. He leavesthe Tome of Rathdaen to his apprentice, a foolish braggartby the name of Narsel, who fears attacks by jealous rivalstrying to steal his master�s legacy and immediately leavesfor parts west.

663 Year of the Baleful SongPyraan the Grim and Peridar Snowbrows secede from thefaculty of the Incanistaeum, reducing the �Seven Wizardsof Myth Drannor� to five.

664 Year of the Falling PetalsThe Heir�s Passing: Aravae Irithyl, the heir of the Coronal,and all of her personal guard are found dead under myste-rious circ*mstances the morning after Cinnaelos�Cor. TheSrinshee and the High Court Mages insist on maintainingthe Mourning Days and add the funeral of Aravae to thesolemn times while staving off a succession war amongthe noble Houses.

665 Year of the Ashen TearsDue to political pressure amid his family, Taeral Olortynaaldiscontinues his long association with the Incanistaeum.

666 Year of Stern JudgmentThe Claiming Chaos: The end of the Mourning Days de-mands an immediate decision on the succession of theCoronal. A Claiming Ceremony is convened to determine

the next Coronal of Myth Drannor and Corrnanthyr. After40 elves and the Rule Tower itself are destroyed, the Srin-shee steps in, easily swinging the elfblade free of its perch.As it is brandished before her, the golden light of the bladecrystallizes around her in a massive diamond-shapedenergy field that engulfs and restores the Rule Tower. Fi-nally, with a whirl of magic, she, the magical field, and theweapon disappear.

667 Year of Austere CeremoniesBy early summer, the Council of Twelve now rules overMyth Drannor, crafting a new form of representative gov-ernment. The city is without a Coronal for the first time inits existence.

668 Year of the Telling TomeWizards begin mysteriously disappearing this year fromMyth Drannor and all of Cormanthyr; the only clue is thatall the visible gates throughout the city crackle ominouslyand flash blue lightning within their boundaries. (In truth,Halaster Blackcloak of Undermountain is abducting wiz-ards at random and banishing them to the Underhalls.)

669 Year of the Brutal BeastAbarat the Alabaster, an elf archmage with a reputation forplane-walking, resigns as the head of the Six Tyryl Towerswizards� school and announces plans to build a towernorth of the city and Cormanthor in the western reaches ofthe Beast Marches.

670 Year of the Many FloodsEntering the Vault of Ages for the first time in years due toan outbreak of drow within the northwestern forest, theSpell-Major Paeris Haladar finds it empty, the greatest andoldest treasures of Cormanthyr all gone!Drow infest the northern forests, seeking to build a strong-hold over the ruins of Moander�s temple. The Akh�Velahrclears all drow out within 20 months.

671 Year of the Shrouded SlayerTwenty months after building an ivory tower north of Cor-manthor, the moon elf wizard Abarat contacts former as-sociates for aid against a besieging army of monsters.Though some arrive within hours of receiving the magicalmessage, they discover that both Abarat and the monstersare all missing, as are any external signs of anything amiss.Abarat was never found or heard from again, but his unfin-ished tower of pure ivory, thereafter known as Abarat�sFolly, still stands as a monument of elf wizardry and as abeacon to adventurers seeking gates to the planes thatmany claim to have seen inside.

672 Year of the Angry CavernsMany dwarf settlers of Myth Drannor, most of themrefugee clans from the fallen Realm of Glittering Swords,leave the city and move north to the southern shore of theDragon Sea (Moonsea). They reopen the westernmost minesof Sarphil, known as the Lost Ways, which honeycomb alengthy escarpment (known as the Scarp) that looms overthe eastern reaches of the Tailings Bay.

673 Year of the CovenantThe fledgling town of Hillsafar, named in honor of thedwarf clan of the same name, is founded by elves, half-elves, and humans on the western shore of Tailings Bay totrade with the dwarves of the Scarp. Some found this set-tlement to both keep drow out of the area and maintainsome vigilance over Moander�s Crypt. Within a few decades,the town�s name is corrupted and shortened to Hillsfar.Many of Myth Drannor�s less-established craftsmen mi-grate to this new city in search of new opportunities.

674 Year of the NomadJosidiah Starym returns to Myth Drannor to a hero�s wel-come as he brings not the expected Soldier�s Blade but theAkh�Faer�s Artblade, retrieved from a deep dragon�s lairfar beneath the Storm Horn Mountains. Unfortunately, his

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reward is personal heartbreak as he realizes all he workedfor is gone with the passings of both the Coronal and Ar-avae. Josidiah does not take up his rightful place as Lord-Speaker of House Starym, but he does (by right of the elf-blade he restores to Myth Drannor) take over the leader-ship of the Akh�Faer and thus rise to a seat on the Councilof Twelve. Josidiah refuses to discuss it, but many noticethat he no longer walks with his magnificent cat Guen-hwyvar, and some whisper he had to trade the cat�s fig-urine of power for the blade. Of his 12 original comrades,only one survived: Onas Ulondarr, an elf bladesinger ofHouse Ulondarr. Returning to the city married to MairaShieldark, a human wizardess from Arabel, they bring withthem four adult half-elf children (three women, one man;all rangers): Alupiira, Vaeala, Shaeia, and Rahsil.

675 Year of the BloodfeudThe scandalous House Ulondarr, by openly accepting half-elves among the direct succession, suffers censure andmuch grief (and not a few attacks by mercenaries and as-sassins) from the other Houses. The attacks and social in-trigues last for the next 50 years.

676 Year of Gruesome GrimoiresTaeral Olortynaal returns to the Incanistaeum and to the�Seven Wizards,� though they are still only five in number.Later that year, in a politically motivated spell battleamong some noble elves and humans, gold elf students ac-cidentally kill Taeral and two human students. These elvesare never charged with the crimes, as they frame the onlynon-elf left, and the innocent Arlesn of Arabel is foreverbanished from Myth Drannor for a crime he didn�t commit.

677 Year of Resonant SilenceHym Kraaven, senior among the �Seven Wizards,� uncov-ers the truth about Taeral�s death, and is swiftly killed in�an out-of-control tavern brawl� by agents and friends ofthe now-rogue and obviously power-mad magelings ofHouse Faerondarl.

678 Year of the Poignant PoniardLord Councilor Kharis Maerdrym and his hunting party,which included several humans of note, mysteriously dis-appear off the coast of Delthuntle during a Grand Hunt ofa near-legendary greater quelzarn. Agents of Unther aresuspected in the attack (as are some of Lord Maerdrym�susual political foes).

679 Year of the Scarlet SashHillsafar is nearly destroyed by an army of deepspawn-bred monsters emerging from the tangled, treacherousBeast Marches to the west. The Akh�Velahr reinforce-ments of Cormanthyr succeed in dispersing the beasts bythe first snowfall of winter. A small garrison of troops re-mains stationed in Hillsafar for the protection of the north-ern forests and villages until Myth Drannor�s Fall.

End of second Untheric Empire as Unther is forced torecognize the independence of the North Coast cities onthe southern fringes of the Yuirwood.

680 Year of the Storm SkeletonMany human and dwarf stonemasons migrate from MythDrannor to Hillsafar to aid that fledgling city in construct-ing its first encircling defensive wall.After more than a decade, wizards of the Guild of Natural-ists piece together the clues and realize that HalasterBlackcloak has been abducting wizards all throughoutCormanthyr in retaliation for their plundering of his mon-sters in Undermountain. The guild mounts a rescue expe-dition into the dungeon, which never returns, and they qui-etly end their sorties to Undermountain. Attempts to dis-pel or destroy the gate connecting their hall with Under-mountain meet with failure.

681 Year of the Zombie LordsDuring the festival of Greengrass, Archveult Tattercloak,

student of the Seven Wizards, and his consort, Tlanchass,depart from Sixstars intersection in a most spectacularfashion. The latter, who had long maintained the guise of abeautiful human female, revealed her true form by trans-forming into a gold dragon, and the pair then flew off tothe south and west.

682 Year of the HowlingThe Masked and Mentor Wintercloak effectively disbandthe �Seven Wizards� by leaving Myth Drannor with theirlast four students, all gnomes. Their departure, when oneof Mentor�s properties (an old stone tower) abruptly up-rooted itself and flew up into the sky, heading north bynorthwest, was surprisingly open. The Incanistaeum nowlies solely in the hands of Sakaala of the Seven Rings.

683 Year of the Tainted TrollThe young but already learned mage Nezras arrives inMyth Drannor where he joins the Six Tyryl Towers to learnmore of magic. The grand-nephew of Nezram the World-Walker, Nezras seeks knowledge that will restore his uncle�sUnique Mageries tome to his keeping.

684 Year of the Sundered CryptDwarves of the clan Tarynstone are found digging deeptunnels under the city despite the long-held prohibitionsagainst such actions. Furthermore, some elf Houses areoutraged that the dwarves� tunneling in restricted areascollapsed some nigh-forgotten deep crypts of the elder orlong-gone Houses. Clan Tarynstone and its 350 dwarves,despite a cry within the Ruling Council for death sen-tences and an equally loud cry for acquittal, are exiledfrom Myth Drannor and Cormanthyr. The clan emigrateswest into the Thunder Peaks.

685 Year of the WraithwindsTwo among the eight senior officers and one junior officersplit off from the other armathors to join the resigningHigh Court Mage and Councilor Shyael Ildacer to pursue anew course as the �followers of the Srinshee�s dream,� theEternal Srinnala.

686 Year of the UnshrivenNezras the Scholar weds the elf wizardess RaejiisaSicafei after both graduate from their studies at the SixTyryl Towers.

689 Year of the Eager ExecutionerThe displaced Archmage Paeris Haladar attempts to slayJosidiah Starym with spells, vowing vengeance for his lossof status. Josidiah survives four assassination attemptsbut is nearly slain in an Honor Duel called to settle thefeud. When Paeris seizes the fallen Artblade, he is foundunworthy of its power and responsibility; forever after,dead magic surrounds and permeates Paeris Haladar, mak-ing him a pariah to all within Cormanthyr. Josidiah reclaimsthe elfblade and returns to his post as Spell-Major withhonor.

690 Year of the Clashing BladesSakaala of the Seven Rings disbands and dismantles theIncanistaeum, the school of wizardry run by the �SevenWizards of Myth Drannor.� She and her three remainingapprentice-students (two elves, one half-elf) leave for partsunknown after growing wings from their backs and takingflight. At last sighting, they headed to the northwest.

692 Year of the Crawling CragsTulrun of the Tent, a former apprentice of Mentor Winter-cloak, journeys to Ysgard this year (and remains for over acentury) after encountering a Shard of Selûne in the long-forgotten ruins of the Abbey of the Moon.

694 Year of the Ominous OracleThe first divinations and portents of doom arrive via Dar-cassan, the diviner of Windsong Tower; he tells the Eldersof Windsong Tower of the signs, but they keep the knowl-edge from the public to prevent a panic. Given the climate

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of distrust and factionalism, this news is also kept secretfrom the Council, as it is uncertain where the threat toMyth Drannor�s security lies.

The Circle of Flames and the wizards of Windsong Towerbegin spiriting magical items and tomes (including theScrolls Ardentym and the Keryfaertel) to safety. Many endup in Ascalhorn and Silverymoon in the trusted hands ofcolleagues there (in the cases of wizards not moving therethemselves), though some wizards take off with their se-crets for parts unknown over the next twelve years.Year of Fanciful FeastsYear of the Slain RavenThe forests of Moondale, founded shortly after the raisingof the Standing Stone, are completely cleared by this dateeven though no living tree was ever felled by its people.Year of the Emerald CitadelThe Ildacer clan, due to the internal machinations of theRuling Council and other factions (specifically Lord VenaliStarym and the Guild of Wizards, Conjurers, and En-chanters), loses much of its holdings, monies, and socialstatus. While the Ildacers lose all their estates, they moveinto and maintain four inns and taverns within Myth Dran-nor. With the loss of Riirose, the Eternal Srinnala movestheir base of operations into some old abandoned mages�towers north of the city, which are owned by anothermember.Year of Watchful EyesYear of Bound EvilsHigh Mages and three battalions of Akh�Faer mages battlea resurgence of evil beasts and cultists of the fallen godMoander near the site of his fallen temple. While the cult isdispersed, numerous �lost spells� of Moander�s clergy arerecovered from the ruins by the elder priests and restoredto use.

Three nycaloths escape their dimensional pocket prisonthat floated invisibly high above Cormanthyr. Their free-dom depended on �a red dragon that never held malice orgreed in its heart [flying] over the Coronal�s throne.� AsSaeval Ammath and his adopted dragon-mount Garnetflew above Myth Drannor, they weakened the dimensionalprison enough for the nycaloths to escape.Year of the Earnest OathsThe three nycaloths and their summoned yugoloth alliesspend 29 months drawing together their forces amid themountains and hills north of the Dragon Sea. In all, theirarmy consists of orcs, ogres, bugbears, hobgoblins, gnolls,flinds, trolls, and an ever-growing assortment of lesseryugoloths.Year of the Toppled ThroneDrow attacks in Cormyr claim the lives of three noble fam-ilies of the realm; while believed dead, most of the noblessurvive as slaves in the Underdark.Year of Despairing ElvesLate in the autumn of this year, the Army of Darkness over-runs the mining and trading encampments on the westernMoonsea (the site that will become Zhentil Keep). By earlywinter, the first incursions into Cormanthor have begun.

The Weeping War begins on the Feast of the Moon withthe Northern Massacres campaign as the Army of Dark-ness engages many elf patrols and destroys many elf vil-lages and clan enclaves.Year of the Lost LanceThe Weeping War continues through the year, resulting inthe deaths of many heroes and the collective Harpers atTwilight. There are four major campaigns this year, andMyth Drannor nearly falls prey to the Army of Darkness.

Battle of Garnet�s Pyre: The red dragon Garnet rashlyattacks the Army of Darkness, and he manages to at leastsplit the main army, slow its advance, destroy its supply

lines, and trap it amidst some forest fires. Garnet disap-pears in the midst of battle, not to be seen again for cen-turies.

713 Year of the FiredrakeThe war rages on, though the allies manage to eliminateMalimshaer and Gaulguth, two of the three nycaloths lead-ing the Army of Darkness. While three major campaignsrocked the forest for much of the year, there is a tensepeace from Greengrass to Midsummer�s Night; during thistime, many Myth Drannan natives emigrate either to sistercities outside of Cormanthor or to Semberholme andTangled Vale settlements.

After more than 200 years, the Twisted Tower falls onceagain to the dark elves, marking the refounding of theLands Under Shadow in western Cormanthor.

714 Year of DoomThe final campaigns of the elves and allies against theArmy of Darkness see the reestablishment of Elven Courtas the seat of elf power in Cormanthyr while Myth Dran-nor falls under siege by the Army of Darkness. With theslaughter of the army and cavalry, little can be doneagainst the Siege of Shadow, which descends on MythDrannor on the 21st day of Kythorn.

The Banes� Duel: The climax of the war was the duelbetween the two final opposing army leaders. The Banes�Duel between the forces of Aulmpiter the nycaloth andCaptain Fflar lasts for two whole days, and ends with thepair facing off in mortal combat on the 15th day of Flame-rule; while neither body is ever identified, the magicalblast that engulfed them robs both armies of their com-manders.

The Siege lasts until the Final Flight in Flamerule, as thenow-directionless hordes of the Army of Darkness simplyswarm over Myth Drannor�s last defenders by savageryand sheer weight of numbers. Only 200 elves and allies outof the 3,000 who remained to defend the City of Song es-caped to tell of the city�s passing.

715 Year of Hungry Jaws720 Year of the Dawn Rose

The Gathering of the Gods at the Dancing Place signals therefounding of the Harpers at the request of some elvesfrom Elven Court. In attendance are all 15 of the Harpersat Twilight who survived the previous decade, includingLady Alais Dree, Elminster Aumar, Khelben Arunsun (oncethe Nameless Chosen), and Meil �Darkhunter� Araeln.The sylvan community of Elventree is founded as a site forthe elves of Elven Court to continue interaction with theirallied races (since Elven Court now is prohibited to thepresence of non-elves) and as a trading site.

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THE CRUCIAL CAMPAIGNSt is astounding to hear that folk of some brains honestly believe Myth Drannor

fell in one or two titanic battles amid the crumbling capital. Were wars trulyfought that way, Tymora�s favor wouldst be all that were needed to saveone�s people or protect one�s home. Nay, I have fought on many fronts

against many an enemy, but the savagery of the Army of Darkness even tookaback my mount, haklashara, whose draconic eyes have seen far more blood

and death than even mine. Striplings, listen ye closely: Cormanthyr�s finest failednot in spirit or in skill, but in numbers and strategy. The malefic beings which stood and flewand shambled against us knew no fear, no exhaustion, and no quarter. Nevcr stand firmagainst a foe with naught to lose, for all you will lose is ground, heart, and finally, the battle.

� Lady Ahskahala Durothil

The Official Campaign NameA.K.A. �Derivative Names� and titles about such from

bards� tales and songs.Location: General locale within Cormanthyr

of all battles of each particular campaign.

Briefings on theCampaignsEach of the campaigns are detailed tocertain extents, though few are fullydiscussed, due to the lack of space.In all, there were more than 80total battles wrapped up amid 12discernible campaigns in thefight for Cormanthyr and MythDrannor. The �Weeping WarYears� timeline breaks down themilitary history of the Fall ofMyth Drannor first and fore-most.

The campaign breakdowns allfollow a standard debrief format forboth the campaign as a whole andparticular battles of note. Major cam-paign details and major battles or thoseof specific importance are detailed further,

Time: Span noted by months of start/end (& total days); only among total

campaign time is the year noted.Campaign Victor: Which army(Darkness against Cormanthyr/Allies) gained and kept more ter-ritory/cost more enemy lives(not necessarily the most bat-tles won); the perceived �win-ning army� of each campaign.

Random notes and particularsabout the campaign at large are

always placed last beneath thedebrief. These are ofttimes secrets

that may allow the PCs to get involvedwithin this campaign.

with many more particulars sketching out thebasics of the particular combat. Data such as casualty fig-ures are avoided both to allow the DM much freedom instaging these adventures/battles, but also the numbers arehard to pin down. The elves and many of their allies neverrecorded actual figures of standing army or numbers slain.The actual size of the Army of Darkness kept waxing andwaning throughout the war, with more yugoloths sum-moned by the leaders and the lesser officers after nearlyevery battle.

From the DM�s standpoint, it�s enough to report the bat-tle, if not quite stage it. If the battle is to be staged, figuresare needed only if the PCs are among the high commandand controlling troops. Unless contradicted by othernotes, assembled forces for the elves could be 1d20 x 100,while the Army of Darkness might front 2d20 x 100 orcs,1d10 x 100 gnolls, 5d10 mezzoloths, and/or various othercreatures and combinations.

The Official Battle NameA.K.A.: Other nicknames of the battle (from elf bards or

from the Army of Darkness). Note that whatever thetitle of the battle is, many add the �Battle of� to the titleif its primary name was a place name, whereas elvesneed no mnemonic to remember exactly what hap-pened there during the War.

Dates: Battle date(s); some battles can be consideredmini-campaigns that last more than one encounter andstretch out over multiple days, either battling amongthe same battle groups or for the same site.

Victor: Which army (Army of Darkness against Corman-thyr�s Elves/Allies) wins the designated battle.

Major Deaths: Fall of Major NPCs on either side;destruction of major landmarks.

All other notes on the battle land here, from details of thebattle to the secrets behind the battles, whether they areabout the participants, weaponry, tactics or battle sites.

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The Weeping War Years Campaign #1:Many of the notes within this timeline are further detailed in the�Last Days of Myth Drannor� chapter or later in this chapter under The Northern Massacresthe campaign breakdowns. This timeline merely serves as a wide-focus overview of the war and its major campaign events beforewe look at the campaigns and battles broken down in detail.






711Pkyal�s Snare


Kerymiir�s Hiding


Yshaalnoth�s Pyre


EventsYear of Bound EvilsEscape of the Khov�Anilessa from their elven-magic prison.Year of the Earnest OathsThe Trio Nefarious migrates north of the Dragon Sea and beginsconsolidating the leadership of numerous orc, gnoll, and hob-goblin tribes into one massive and militarily organized horde.Year of the Toppled ThroneFull summoning of the Army of Darkness begins north ofDragon Sea, and they march by year�s end.Year of Despairing ElvesThe Army of Darkness overwhelms and annihilates everythingin its path north of the Dragon Sea, and they descend upon theforest from the western side of the sea.

�THE WEEPING WAR BEGINS�Year of Despairing ElvesFeast of the MoonThe Northern Massacres: StartYear of the Lost LanceHammerThe Northern Massacres: EndJhyrennstar�s Scourging: StartMidwinterJhyrennstar�s Scourging: EndAlturiakThe Mythal�s Mettle Campaign: StartChesThe Mythal�s Mettle Campaign: EndThe Woodsheart Wars: StartEleintThe Dawn Fronts Campaign: StartMarpenothThe Woodsheart Wars: EndYear of the FiredrakeHammerThe Great Friends Crusade: StartAlturiakThe Dawn Fronts Campaign: EndTarsakhThe Great Friends Crusade: EndEleasiasThe Mezzoloth Marches: StartMarpenothThe Mezzoloth Marches: EndFeast of the MoonThe Darkwoods Conflict: StartNightalThe Darkwoods Conflict: EndYear of DoomHammerThe Court Crusade: StartAlturiakThe Court Crusade: EndThe Tanglewars: StartTarsakhThe Tanglewars: EndKythornThe Yielding War: Start & EndThe Light�s Last Stand: StartFlameruleThe Light�s Last Stand: End


A.K.A. The Darkness Rising; The Ambushes; �The First Strikes�Location: Northern fringes of Cormanthor (forest)Time: Nightal 711-Hammer 712 (35 days)Campaign Victor: Army of Darkness

The Army of Darkness descended south of the Dragon Sea andenters the forest in three separate formations, which later splitand spread out to form a front across much of the northernwoods. Within the space of one tenday during the first heavysnows of winter, these forces destroyed three villages and morethan two dozen outposts of both military and trade importance.

Surprisingly, very few elves survived these initial and unex-pected onslaughts, and the few that escaped to the south told sto-ries of such unimaginable horror that the local Akh�Velahrcommanders did not believe them. These delays led directly tothe victory for the Army of Darkness and the continued unreadi-ness of Cormanthyr.

A.K.A.: The Feast of Blood; First Battle of Blooded MoonDates: Feast of the Moon-Nightal 2Victor: Army of Darkness

This utter ambush occurred during the elves� wintertide cele-brations on the Feast of the Moon. Given the amassed forces ofthe Army, they easily surrounded the four outer watchposts andthe entire tree settlement, putting it to the torch. As the townburned slowly from the outer edges inward, the creatures ofDarkness played cat-and-mouse with the demoralized and pan-icked elves for four days until the 600 elves of Pkyal all lay dead.

A.K.A.: The Cavern CarnageDates: Nightal 9-12Victor: Army of DarknessMajor Deaths: Kerymiir

Warned by the smoke rising in the east, the folk of the tinyrealm of Kerymiir had some inkling of the coming of the Army ofDarkness. After some frightened reconnaissance, the 900 elves oftwo villages and seven minor settlements and outposts hid withinlocal caves. They were easily found and slaughtered within thecaves, then many of their hidden treasures were claimed (thoughnot all were taken).

Dates: Hammer 1-4 Victor: Army of Darkness

Yshaalnoth, a large moon and green elf clan holding for huntersand traders and scouts, is besieged and set aflame on the thirdday of the siege. This is the first visible signal to the southernwoods of the invaders.

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Campaign #2:The Satyrs� Scourging

A.K.A.: The Westfires, The Northwoods Wars, �Jhyrennstar�sScourging�

Location: Northeastern outskirts of long-fallen realm of Jhyr-ennstar west and north of Myth Drannor; long held lands ofsatyr tribes

Time: Hammer 712 (24 days)Campaign Victor: Army of Darkness

Sometimes known as Jhyrennstar�s Scourging (among thosewho aren�t aware of that realm�s true boundaries), the second cam-paign against Cormanthyr devastated the northern frontiers. Morethan 60% of the Akh�Velahr scouts posted in the north woods diedin this rapid advance and entrenchment of the Army of Darkness.

Aulmpiter established one of his primary command posts dur-ing this campaign. After the destruction of all its people, Aulm-piter made his base of operations out of the massive tree villageat the heart of the former sylvan elf domain of Oloriil to the northand east of Myth Drannor. Oloriil was a collective of sevensmaller outposts and villages that had little traffic with MythDrannor beyond the frequent aiding and hosting of Akh�Velahrscout patrols. Arrogantly, Aulmpiter�s primary chamber, now des-ecrated by his mere presence, was once a temple holy to Rilli-fane. This base lay a rough 60 miles from Myth Drannor itself,though the path to it is far longer and certainly not as direct dueto intervening thorn barriers and other countermeasures.

Perhaps one of the most surprising tactics of the Army of Dark-ness was their near-constant movement and activity. Despite theirsevere dislike of cold (especially the three nycaloth leaders andtheir mezzoloth officers), the Army stayed active. Many believethe mitigation of the harshest weather by the elf magic through-out the forest helped the fiends, while most bards paint the factas �their burning hatred and ire kept them from feeling all but thecruelest cold.� In any event, some of the force and urgencybehind these attacks and the ferocity of all involved might betraced back to their dislike of the battle conditions.

Dancing HoovesA.K.A.: Fall of the Fauns, (Battle for) Sulla�s GladeDates: Hammer 7-8Victor: Army of DarknessMajor Deaths: Sulla, leader of the largest surviving satyr tribe

in Cormanthyr and ally of Myth Drannor (as were his three Twilight�s Fallingpredecessors)

The Army again surrounded the entire battle area and thenadvanced inward, leaving their foes nowhere to retreat. Over 200satyrs died here�over a third of the whole tribe!

Garnet�s PyreA.K.A.: Dive of the Dragons, The Peace Dragon�s Rage, Flight of

Anger/Flight of DeathDates: Hammer 12Victor: Inconclusive. While the Army of Darkness did manage

to rid themselves of their pair of foes in this battle, itsadvance was temporarily disrupted and halted by Garnet andSylvallitham, and their troop losses were very high.

Major Deaths: The good dragons Garnet and Sylvallitham areboth presumed dead, though neither dragon�s body was everrecovered after the battle (and some clung to the hope thatthey had merely been teleported to another part of theRealms where they were unavoidably detained); 4 regimentsand 1 march total in 2nd and 3rd Legions

The noble red dragon Garnet, upon discovering that he was oneof the primary causes of the nycaloths� escape and subsequent con-flict, rashly took to the air, and headed north into the approachingwar. Given the speed at which Garnet fled Myth Drannor, no forcescould be assembled quickly enough to allow them to back up thedragon�s wrathful attack. Still, an ally took flight after him, an eldersilver dragon named Sylvallitham who had, in the past, acted asGarnet�s mentor in draconic lessons such as flight, use of breathweapons, and innate abilities. The elder dragon attempted to talkhis star pupil out of this rash action, to no avail. Without a thoughttoward his own personal safety, Garnet furiously dove into theheart of the main Army of Darkness, with Sylvallitham reluctantlyaiding his attack and joining the imprudent strike.

Flying directly out of the highsun to strike with total surprise,the two dragons took an awesome toll on the Army, Garnetbreathing his arcing bolts of electrical fire and Sylvall his othermagical attacks. The dragons managed to split the main Armygroup into two and slow the whole�s advances. They also brokethe army�s supply lines and trapped whole regiments amidst sur-rounding forest fires, which created large breaks within the ranksas well and served to minimize troop coordination and communi-cation on the ground. Despite these victories, the dragons wereunable to focus attacks on the nycaloths due to various magicand heavy protective missile fire.

Had these two dragons coordinated this assault with largeground forces of elf troops, the war might have ended here, justnorth of the village of Oloriil. Their rashness kept many frommoving swiftly to back up their angry flight, but there are incon-clusive reports of small bands of scouts, adventurers, or isolatedmages whose towers lay nearby that took advantage of the drag-ons� surprise attack. In addition to the four regiments destroyedby the dragons, these isolated and uncoordinated ground attacksby adventurers and others claimed another seven parties and twosquadrons of orcs, gnolls, and hobgoblins.

Elf scouts watching the battle reported that it was victoriousdue merely to the passions and anger of two good dragons. How-ever, just as they had scattered enough ground troops to finallyclose on the nycaloth leaders of the Army, six tightly-focusedbeams of light struck and engulfed the two dragons in their diveformation. Both Garnet and Sylvall disappeared without a trace,nor were they heard from throughout the rest of the Weeping War.While Garnet�s fate has never been uncovered, Sylvall�s remainswere discovered 219 years later in the Galena Mountains east ofIronfang Keep, his death apparently caused by the claws of agreat wyrm.

A.K.A.: �The Harp Falls Still,� Lady Steel�s Last Clash, The LastScepter War (by scholars of Hlondath and Netheril), The TwoMarches� Terror, �Six Survived under Each Star of Seven�

Dates: Hammer 25-29Victor: Inconclusive; though many credit this battle to the Army

of Darkness, they incurred more losses in troops and bothsides effectively retreated.

Major Deaths: The Harpers at Twilight (70% of them die in thiscollective battle, including Lady Steel, Ruehar Oakstaff, andothers); Laummas the �Lich-King of Hlondath,� Major Tlaak(flind chieftain)

Little conclusive information is available on this battle outsideof hidden lore kept secret among the modern Harpers. Like manyof the activities of the Harpers at Twilight, their victories wentunlauded, their losses unmourned. This was the first of two pub-lic battles that recorded the Harpers and their good deeds forposterity, though both are tinged with great tragedy. It is believedthat the impetus of this battle sprang from the lich Laummas�search for elf magic (a quest that was embraced by Malimshaerand his mezzoloths later).

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While the forces of darkness collected two marches of gnollsand flinds from the Army under their new ally the lich (and newly-made Major) Laummas, the Harpers at Twilight and some rem-nants of the sylvan tribes decimated by the Army�s advancenumbered only a total of a few hundred. For four days, the vastlyoutnumbered forces held their ground against the Army usingtheir magic and woodcraft, keeping pitched battles limited toskirmishes among small groups (though the Harpers were almostalways outnumbered by five or more to one). While they almostalways won, the Army�s victories were not decisive and the Campaign #3:Harpers well hidden.

Much of the Harpers� strategies fell to small groups of spies The First Siegesinfiltrating the Army�s camp to sabotage supplies and cause dis-array among temperamental gnolls and flinds. When Laummasor his traitor-associate Nezras were on the field, the Harpers�magic proved the lesser, and often their own dead would be ani-mated against them. At dusk of the fourth day of battle, Laum-mas fell before the furious swordplay and spellcraft of LadyDathlue Mistwinter, the Lady Steel and the Harpers� leader.Emboldened by the death of Laummas, Lady Steel pressed ondespite her fatigue and reduced spells and meeting her deathsoon after from Nezras� spells and her drawing-and-quartering bythe animated remains of her own Harper troops. At least indeath, her pre-set spells claimed the lives of more than three par-ties of gnolls. Enraged by Lady Steel�s death, the last 90 Harpersforged a charge that cost the enemy over 500 more troops.Unfortunately, rage is a motivator, not a strategic plan. Thecharge left the final Harpers trapped in the midst of three fullsquadrons of bloodthirsty gnolls.

The Harpers battled on, accepting their deaths heroically andunited in a strong battle song that sustained them while half oftheir number fell. Only the chance appearance of a woman spell-caster, upon the low hillock known as Jalmyra�s Mound, savedeven a few of the overwhelmed Harpers toward the dawn of thefifth day. While she apparently spoke only once when not castingspells of awe-inspiring destruction and power, the wild-hairedwoman bid the 42 survivors �Flee, lest the Harp be stilled beforeits tune is done. Seek out those Chosen of Seven Stars, and theyshall guide you. I shall hold guard, now and always.� The Harpersand many bards have since taken to calling her �Darkeyes,��Jalmyra�s Mage,� �the Harper-Mage,� �Lady Star,� or �The Saviorof the Harp.� Some priests of Mystra insist this was a manifesta-tion or avatar of Mystra, perhaps even her mysterious alias asMyrjala Darkeyes, though no being alive today can confirm thistheory. In fact, of the few accounts heard, elves saw an elf savethem, while the humans saw a human female, thus adding to theconfusion about her identity. Regardless of her true identity, herspells (some said to be on par with those of the High Mages)destroyed more than half the remaining forces of darkness andsent them into panicked retreat.

OloriilA.K.A.: The Entrenchment, Gaulguth�s GlanceDates: Hammer 28-30Victor: Army of DarknessMajor Deaths: The seven tree-towns of Oloriil Towers� Falling

What little is known of this battle is that the main Armywrapped around the remaining settlements of Oloriil while theHarpers fought the western flank of this army at the Battle of Twi-light�s Falling. The small villages could do nothing but flee on thefirst day before the Army of Darkness fully closed about it or diefighting within one�s own home-trees. This area remainedclaimed by the Army of Darkness as an entrenched base through-out the war and beyond, used as an orc and ogre enclave untilHigharvestide of the Year of the Painful Price (718 DR).

Within the Army of Darkness, this battle was known as Gaul-guth�s Glance, simply because the nycaloth powerhouse slew

everything that fell under his notice, including his own troops!Lost to a berserker rage for much of the final day of battle, Gaul-guth alone slew nearly half of the casualties among the elves andone-fifth of the casualties among his own forces. After thisslaughter, General Khitax made sure that he planned troop place-ments carefully to avoid losing his own forces to the thirsty edgeof Heartcleaver.

A.K.A.: The Cat-and-Mouse Conflicts, the Mythal�s Mettle Cam-paign

Location: North-central forest; Myth Drannor; MythalTime: AIturiak-Ches 712 (25 days)Campaign Victor: Inconclusive. The Army of Darkness all but

obliterated many of Myth Drannor�s strategic defenses anddestroyed small parts of the city; Cormanthyr�s defenders ral-lied for the first time in the war and drove the invaders backat great costs. So, while the Army of Darkness lost groundand troops after great gains throughout the campaign, theelves unified themselves and defended the City of Song viathe sacrifices by their leaders.

Despite the speed of this campaign and the great destruction itvisited upon the elves of Cormanthyr, the Army of Darknesshardly took this campaign seriously. With their overwhelming,monstrous hordes, the nycaloths played with their prey, almostvisibly toying with the elves throughout the early battles. Whileseeming to allow them some small victories, Aulmpiter and hiscomrades merely spent their time placing their forces in theirusual tactical plans: Surround the battle zone to prevent anyescape, and slowly crush all within it. Always in mind was Aulm-piter�s (and thus, the Army�s) ultimate target: the mythal and MythDrannor!

With the Army of Darkness on the move, the elves continued tofail in stopping them. The nycaloths and their generals ably placetheir troops where they would, due to a general lack of orderfrom the leadership at Myth Drannor. Instead of workingtogether, the generals of the Akh�Faer and Akh�Velahr squabbledover commands and troop movements. To add fuel to the fire,many elves went rogue and became individual strike units andadventuring bands due to their lack of faith in their leaders. Thus,the Allies of Cormanthyr were in utter disarray, acting individu-ally without any strong central leadership, until the end of thiscampaign.

Secret: One of the greatest victories of the War occurred morethan two miles beyond the city, along the outskirts of the mythalduring this campaign. Unfortunately, most people have hardlyever heard of the feat, even among the elf high commands; formore, see the Crystal Coup in the next chapter on �ClandestineCampaigns.�

A.K.A.: The Out-Mages� StandDates: Alturiak 11-21Victor: Army of Darkness

Attacks on the lone towers and outlying schools beyond themythal signaled the 12-day ongoing series of skirmishes nowcalled the Towers Falling Battle. Significant as the first true meet-ing between the Akh�Velahr and Akh�Faer and the Army of Dark-ness, this battle�s primary defenders and forces were the besiegedmages and adventurers who lived outside the mythal. In all, theFirst Legion destroyed numerous mages and schools and towers,and pressed onward toward Myth Drannor almost undeterred.

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Still, while the armies of Cormanthyr were pushed back, theygained a pyrrhic victory in the cost the Army of Darkness paid inlives: The dying mages often took hundreds of orcs and gnollsand even mezzoloths with them in death, as they or their towersexploded in arcane fury upon their deaths.

The Northdark SkirmishesA.K.A.: The IcewarsDates: Alturiak 17-24Victor: Army of Darkness War�s AwakeningThe Army of Darkness leisurely sent its troops on harassment

maneuvers that allowed them to slowly wrap lines west andsouth along the mythal�s perimeter. The eight days of battleoccurred during great ice storms magically enhanced by theelves. Despite this advantage against the mezzoloth-led giants,ogres, and orcs of the Third Legion, the elves failed to consolidatetheir forces to their best advantages and lost the final battle(though most of the minor skirmishes among smaller units andallied adventurers fell to the elves).

The Onslaught on the WeaveA.K.A.: The Maligning of the MythalDates: Alturiak 22 (-Eleint 19)

While not specifically a battle, this event is significant in thehistory of the war as the first major incursion of infernal forcesinto the mythal surrounding the capital. Whether Aulmpiterplanned the assault as such or not, the First and Third Legionscollectively advanced along an arcing front that saw them all con-tact the mythal almost simultaneously. With that major invasionof forces bringing the mythal�s defenses surging into play along amiles-long arc, a massive surge of wild magic arced along andthrough the entire mythal. Numerous magical buildings withinthe mythal fell or exploded due to the wild surge, while otherlong-standing spell effects either died or went out of control. Withthe advancing forces of yugoloths and the hordes piercing themythal on a number of fronts, the wild magic surged and corrup-tions of the mythal powers continued through until autumn. Atthat time, the Woodsheart Wars forced the bulk of the Army ofDarkness east and outside of the mythal, granting it a reprievefrom the corrupting touch of the yugoloths and other creaturesanathema to it.

While the long-term effects on the mythal were unguessed formuch of the Weeping War, there were a few immediate changes tothe nature of the mythal with the incursion of the Army of Dark-ness. The most obvious was the fall of the prohibitions againstcertain races entering the area, and the orcs and ogres long kept The Templestars� Riseout of the forest�s heart saw their first chance to plunder the cap-ital in five centuries. A far more spectacular effect was the initialwild surges� effects on the gold and silver dragon allies of theelves: Sixteen gold and silver dragons had arrived at the sum-mons of the High Mages and other allies of Myth Drannor, and asthe wild magic arced around and through them, half the dragonsdissolved into the energies and arced into the nearest dragon, thegolds and silvers instantly forming eight unique electrum drag-ons! While all survived the shock of transformation, they werenearly comatose due to the radical changes within them, fallingcollectively in the Dragons� Glade north of Warriors� Gate andnorthwest of the city. Unconscious for nearly a month, these elec-trum dragons were watched over by the dragonrider cavalry ofWing and Horn, whose dragon members were not within themythal at the time of the surges, and were thus spared thisstrange fate.

Note: These creatures are not the electrum dragons noted in#1084 Ruins of Myth Drannor, which have their own forms andabilities and statistics. These are dragons of �wild-card� abilities

to be determined by the DM. Each of the eight now has its newpersonality amalgamated from the two dragons that formed it,and its powers correspond to either silver or gold dragon stan-dards, depending on the base form (rather than the dragonreduced to energy for merging). The DM decides if these dragonsare the progenitors of the modern electrum dragons or if theseare eight unique creatures with similar notation due to their oddorigins and coloring.

A.K.A.: The Mist Melees, the Fog War, the �Deads� Vengeance�Dates: Alturiak 26-Ches 1Victor: Army of Darkness

The forays by Malimshaer and his Second Legion carried thisthird of the Army of Darkness around the eastern side of themythal territories. With the heaviest concentration of yugolothsin this legion, the mythal�s corruption began strongest here. Asthe legion spread itself south and west to surmount Myth Dran-nor, it and the surrounding areas became cloaked in arcane fogthat proved impossible to dispel. There were large numbers oforcs and ogres among this (and the Third) Legion, yet themythal eventually allowed them passage on the third day of bat-tle. Previous to this, the only forces in play were mezzoloths andgnolls. This alone was a strong sign that told the nycaloths andthe elves both that the mythal was weakening under theonslaught.

As the elves and allies began to fully realize the dangers posedby the Army of Darkness, they started pulling together theirforces and conscripting the able into allied service. Those unableto be of service among the armies were given leave either todefend their homes or to evacuate the outer mythal lands andeven Myth Drannor itself. The deep tunnels beneath the city dug30 years ago by Clan Tarynstone now came into use close to theend of Alturiak as the three Legions closed on the city and laidsiege to it. While the battle of War�s Awakening was more an inter-nal process for the elves to pull together rather than remainunstable and ineffective, the many skirmishes and smaller battlesled to the first siege of Myth Drannor, as the campaign name says.Still, the elves and allies came together and slowed the Army�sadvance enough to allow over half of Myth Drannor�s noncom-batant population to escape to relative safety south of the city.Later, after the furor of the war died down, a number of volunteeradventurers and wizards were honored as heroes for their actionsas guardians and defenders of the refugees during the FirstSieges, Woodsheart Wars, and Dawn Fronts Crusade.

A.K.A.: The Three Fronts of Myth Drannor, the Mauling,Advance of the Three Battalions, Gaulguth�s Bath, the River�sReprisal, the Elemental Strikes, the Drowning

Dates: Ches 2-3Victor: Cormanthyr�s Elves/AlliesMajor Deaths: Kovimal Honedaxe (Councilor and clan chief),

Aesar �Moonwing� (Court Mage); General Ollyq of the Merci-less, General Vroyxax of the Chaoslayers; many older andoutlying buildings of western Myth Drannor, including morethan seven temples

Considered one battle, this seven-pronged attack by the Armyof Darkness on the city of Myth Drannor marked its first invasionby external enemy troops in over 600 years! The Army of Dark-ness, while holding more than two-thirds of its forces back eitherat their nerve center in Oloriil or in encampments surroundingthe mythal, sent three battalions�the Agonists (First Legion), theChaoslayers (First Legion), and the Merciless (Third Legion)�and Gaulguth the Reaver into Myth Drannor.

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The three battalions spread out into their respective regiments,though they remained under the commands of Generals Khitax,Vroyxax, and Ollyq. The First Regiment of Agonists, under thedirect command of Gaulguth and Colonel Szelmsevv, spear-headed the charge on Castle Cormanthor, while others concen-trated attacks on all areas of Cormanthor, Kerradunath, andSheshyrinnam. For reasons unknown, none of the initial attack-ers approached the city from the east or disturbed the city east ofthe stream (leaving elves to later mutter and suspect that someN�Tel�Quess in Dlabraddath was responsible for the whole Fall ofMyth Drannor). Even though the elves were nearly outnumberedtwo-to-one, they held on and destroyed over nine regiments(three of General Ollyq�s Merciless, two of General Khitax�s Ago-nists, and nearly the entire Chaoslayer battalion) in 19 solid hoursof combat and spellbattles!

This battle�s title comes from its most prominent military (andspiritual) victory at the height of the fray. Under the moon�s lightand the constant press of enemies, the elves and other defendersof the realm suffered miserable losses for much of the early hoursof the battle. By highmoon, more than half the western city wasdominated and controlled by the Army of Darkness. Of the threeMerciless regiments invading the peaceful temple ward of She-shyrinnam, two were focused on military tactics and control ofconquered territory, while the third took to desecrating anddestroying the temples they overwhelmed.

The aging priest Artox Frayhammer, with his lusty war criesand the compelling battle songs of his clergy of Moradin, turnedthe tide of battle for all Myth Drannor as he saw another, smaller

temple fall. Leading the charge and rallying other temples� faith-ful behind him and his dwarves, Artox met and slew five mezzo-loth officers�four majors and General Ollyq himself�withinmere minutes, as the Merciless expected resistance as feeble asthey had encountered before. Soon, the army of the Templestarstook rough shape as the temple defenders of Moradin, Garl Glit-tergold, Labelas Enoreth, Selûne, and Mielikki united anddestroyed all invaders within Sheshyrinnam. These victories inturn fired the hopes of the other allies, and the tide turned infavor of Myth Drannor!

The final note of the battle that ended this conflict (and quicklyignited the next) was a major summoning by Symrustar, fourbaelnorn, and the fledgling Elementalists� Guild (until recently aminor part of the Guild of Wizards, Conjurers, and Enchanters).As the Army battalions were forced back to the stream by victo-rious elf troops in the western city, the stream Oacenth andGlyrryl�s Pool erupted with gargantuan water elementals whichliterally leapt over the banks to wash away the surviving enemyregiments of the Merciless and Chaoslayer battalions. Even Gaul-guth was forced to teleport to safety as three elementals tried todrown him in the depths of the pool!

By dawn of the third day of Ches, the Army of Darkness wasforced east of the stream and Glyrryl�s Pool, where many of theirnumber drowned before the elementals were dispersed. In all, theinvading Army of Darkness suffered the loss of 12 regiments�over 35,000 gnolls, hobgoblins, ogres, and orcs�before their re-treat forced the three generals to accede that this was a foe torespect and fight, rather than one over which victory is assured.

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The Siege of DlabraddathA.K.A.: The Siege of Dlabraddath, the Clash Under Four MoonsA.K.A.: The Siege of Dlabraddath, the Clash Under Four Moons

(when considered in conjunction with Templestars� Rise),(when considered in conjunction with Templestars� Rise),Battle of Selûne�s Tears/The Darkness Undone

Dates: Ches 3-5Dates: Ches 3-5Victor: Cormanthyr�s Elves/AlliesVictor: Cormanthyr�s Elves/AlliesMajor Deaths: Spell-Captain Paeris Haladar, High Court MageMajor Deaths: Spell-Captain Paeris Haladar, High Court Mage

Khyssoun Ammath; the Chiming Tree and many sites inKhyssoun Ammath; the Chiming Tree and many sites inDlabraddathDlabraddath

A more balanced battle than the preceding one, Dlabbradath�sA more balanced battle than the preceding one, Dlabbradath�sSiege is notable only in its length and the amount of destruc-tion. In the morning after being forced east of Oacenth�s Stream,tion. In the morning after being forced east of Oacenth�s Stream,the Army of Darkness fought defensively and was slowly beingthe Army of Darkness fought defensively and was slowly beingsurrounded on their southern flank in one of their own tactics. Dawn at Erolith�s KnollWith the properties of the mythal disrupted due to their mezzo-With the properties of the mythal disrupted due to their mezzo-loth commanders, the fleeing regiments were all able to set fire tothe northeastern quadrant of Myth Drannor to cover their retreat.the northeastern quadrant of Myth Drannor to cover their retreat.For that day and much of the next, the elves either shored up theFor that day and much of the next, the elves either shored up thecity�s defenses and put out the fires or patrolled the perimeter ofcity�s defenses and put out the fires or patrolled the perimeter ofthe city, slaying any stray enemy parties.the city, slaying any stray enemy parties.

Many foolishly thought the war was won, and the hot-headedMany foolishly thought the war was won, and the hot-headedSpell-Captain Paeris Haladar heedlessly led four companies ofSpell-Captain Paeris Haladar heedlessly led four companies ofAkh�Velahr and Akh�Faer (all acting against orders from theirAkh�Velahr and Akh�Faer (all acting against orders from theirsuperiors) into the forest north of Myth Drannor to �end thesuperiors) into the forest north of Myth Drannor to �end thethreat of the Army of Darkness forever.� He and his soldiersthreat of the Army of Darkness forever.� He and his soldierswalked into a trap, since the Second Legion�s Icepikes and Fivewalked into a trap, since the Second Legion�s Icepikes and FiveBlades battalions arrived from the east to reinforce the raggedBlades battalions arrived from the east to reinforce the raggedforces remaining from the Templestars� Rise. The Captain�s Darkforces remaining from the Templestars� Rise. The Captain�s DarkCharge, a now-ignominious footnote in the Weeping War, showedCharge, a now-ignominious footnote in the Weeping War, showedthe elves they had no room for stupid, arrogant, reckless movesthe elves they had no room for stupid, arrogant, reckless movessuch as this, as all but four young camp runners died in their less-such as this, as all but four young camp runners died in their less-than-strategic attack on the Army, believing their foe to be fewerthan-strategic attack on the Army, believing their foe to be fewerand far more demoralized than they proved. Though all within theand far more demoralized than they proved. Though all within theCharge were later given honors as war heroes, few raise Haladar�sCharge were later given honors as war heroes, few raise Haladar�sname any longer as a good commander, and nearly all have for-name any longer as a good commander, and nearly all have for-gotten his once-lauded tactical spellcasting.gotten his once-lauded tactical spellcasting.

Despite this poor strategy and the unexpected reinforcements ofDespite this poor strategy and the unexpected reinforcements ofthe Army of Darkness, the allies still won the day tactically, as theybroke the grip the invaders had on Myth Drannor and drove thembroke the grip the invaders had on Myth Drannor and drove themout of the city by battle�s end. Strategically and emotionally, theout of the city by battle�s end. Strategically and emotionally, theArmy of Darkness won this battle simply by setting fire to the elves�Army of Darkness won this battle simply by setting fire to the elves�trees and homes and unsettling their normally unshakable resolve.trees and homes and unsettling their normally unshakable resolve.

Campaign #4:The Woodsheart WarsA.K.A.: �Cormanthyr�s Carnage�A.K.A.: �Cormanthyr�s Carnage�Location: All over the forest; focal points around Myth Drannor

and within the mythal�s interiorTime: Ches-Marpenoth 712 (219 days)Time: Ches-Marpenoth 712 (219 days)Campaign Victor: Cormanthyr�s Elves/Allies

The longest of the campaigns, this operation also has the mostThe longest of the campaigns, this operation also has the mostobjective information to report, despite the wide fronts and con-objective information to report, despite the wide fronts and con-stant activity. The bulk of the campaign occurred as skirmishesstant activity. The bulk of the campaign occurred as skirmishesbetween small groups of scouts and perimeter patrollers. With theArmy of Darkness digging in within the mythal, it took outside alliesArmy of Darkness digging in within the mythal, it took outside alliesmuch of the year to uproot them and drive them from the mythal.

The brief incursion of the Dalesmen early in this campaign isthe only outside support Cormanthyr received during the war,the only outside support Cormanthyr received during the war,and this lasted merely until the Army was removed from theand this lasted merely until the Army was removed from themythal. Whether the Dalesmen allies left of their own accord ormythal. Whether the Dalesmen allies left of their own accord orwere dismissed by elves believing their aid to be unnecessary iswere dismissed by elves believing their aid to be unnecessary isunknown. After Higharvestide 712 Dalereckoning, the Dalesmenunknown. After Higharvestide 712 Dalereckoning, the Dalesmenonly guarded the fringes of the forest and their own home Dales,only guarded the fringes of the forest and their own home Dales,

with two exceptions: the Dalesmen forces (and those few AWOLWar Wizards of Cormyr) sent to the Battle of Snowsblood Trailand Standing Stone�s Blood were crucial in gaining a victory afterthe fall of the limited elf defenders.

Once the Army of Darkness� choke-hold on Myth Drannor wasbroken early on, much of the campaign concerned forcing theArmy of Darkness out of the mythal and east, since south wouldexpose Semberholme. A secondary action during this campaigninvolved the drive eastward to re-establish the older seat at theruins of Old Elven Court. Arms-Captain Hachaam Selorn led theFourth Legion, the Eagle Wing cavalry of the Akh�Velahr, and theDragonwing and Wyvernwing of the Akh�Faer as the primaryarmy in charge of reclaiming the area from the drow corruption.

A.K.A.: The Fight atop Erolith�s Mound, Rise of the DalesDates: Ches 4-5Victor: Cormanthyr�s Elves/Allies

This battle centered on and around Erolith�s Mound, the burialplace of a noted sylvan elf scout and warrior. The battle atErolith�s Knoll saw the counter-invasion of the Elven Woods by aragtag army of volunteers led by Mindal the warrior, and theystood to help the elves against their monstrous foes. The battle,coordinated by Lady Alais Dree, saw the First Legion of the Armyof Darkness pincered between elves on the north and northeast,and Dalesmen on the west. While initially surprised, the Army�ssuperior numbers still allowed them to hold the ground, and theallies faltered in their attacks. The Army destroyed the elf troops,ignoring the Dalesmen as nearly ineffectual gnats until the timelyarrival of the former armathor Elminster Aumar and the Name-less One (both Chosen of Mystra) turned the battle back to theallies� favor. By battle�s end, despite losses of more than half theDalesmen and 20% of the elf cavalry, the Allies of Cormanthyrdestroyed the First Regiment of the Battalion Grievous and theThird Regiments of both the Agonists and the Painful. As wastheir intention, they put the Army on the move east and south,skirting them around the city and hopefully out of the mythal.

Battle of the Three ChosenDates: Ches 16-17Victor: Cormanthyr�s Elves/AlliesMajor Deaths: The Icepikes and Ardorstaves Battalions

This battle, as a combined number of skirmishes among the Sil-verglades south of Myth Drannor, merely kept the First and Sec-ond Legions from entrenching themselves and kept moving themalong to the east (though some were driven north either to recon-noiter with the Imperious at Oloriil or wander the northernwoods). It is notable only as the first known meeting of three ofMystra�s Chosen (Elminster Aumar, the Nameless One, and theLady Symrustar Auglamyr) and their destruction of four regi-ments among the two legions!

FlightfuryA.K.A.: Battle over Dragons� Grove, Electrum RisingDates: Ches 27Victor: Cormanthyr�s Elves/AlliesMajor Deaths: Lady Fieryat Omberdawn and Evenaelorathos

the Blackspine (commanders of the Pegasi Wing cavalry).Also, two of the eight electrum dragons created by themythal�s surges died during the sneak attack on the grovewhere they slept, while a third dragon died attacking thethree battalions of the Army, all dead before their namescould ever be discovered.

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Still suffering the shocking effects of the mythal�s initial wild-magic surge, the electrum dragons within Dragons� Grove wereattacked by the combined remnants of the Grievous (third battal-ion, First Legion), the Battalion Arcane (second battalion, SecondLegion), and the Colossus (fourth battalion, Third Legion). Intotal, nearly two full regiments were lost among the three battal-ions, though their organization seemed stronger with the absenceof their nycaloth commanders at this battle. Despite their strongresistance, these Army groups are also forced north and eastaround the northern edges of the mythal.

SilversgateA.K.A.: The Second Siege of Myth Drannor, the Nameless Sac-

rifice, the Chosen�s ChoiceDates: Tarsakh 11-13Victor: Cormanthyr�s Elves/Allies (tactical); Army of Darkness

(emotional). Cormanthyr�s victory is in driving the Army ofDarkness out of the city, while they claim the victory of forc-ing the elves to close many gates and the loss of powerfulallies and leaders.

Major Deaths: The Nameless Chosen, Wollys Silvershield (highpriest of Selûne); Colonel Cvor �the Whipmaster�

The battle at Silversgate is one of the most storied and heroictales of the entire Weeping War, as one who was denied his name Fate of the Nameless Oneby Myth Drannor apparently gave his life in its cause. In short, theArmy of Darkness was driven east, and its northern and southernfactions merged and punched through the elf defenders on thewestern front as they passed, allowing them a second charge onMyth Drannor. The bulk of this battle occurred among the streetsof the old city Cormanthor, and its climax centered on the Sil-versgate, the magical gate to Silverymoon Pass and a link to thesister cities of Ascalhorn and Silverymoon.

While the military fought bravely on all fronts, this battle wasprimarily one of magic and thus spearheaded by Spell-MajorJosidiah Starym, Elminster, Symrustar Auglamyr, and the Name-less Chosen. With many elf forces exhausted from the previousbattles, only the cavalry and two-thirds of the available Akh�Faerforces were in the city for its defense until the arrival after bat-tle�s start of the Wing cavalry, some gold, silver, and electrumdragon allies, and the Three Chosen.

The spellcasters and military worked together to isolate anddestroy the reduced and tired battalions (the Cruelty, the Colos-sus, the Grievous, Battalion Arcane) of the Army of Darkness. Inall, the Army of Darkness suffered the loss of a battalion�s worthof troops, losing 11 marches and 4 regiments in the melee. Amongthem, four entire tribes of gnolls were totally destroyed as wasthe most powerful march in the Army, Cvor�s all mezzoloth Marchof the Second Cruelty Regiment.

Cvor�s March, or �the Whipmaster�s March� as more commonlyknown among the troops, laid siege to the Silversgate in upperCormanthor at highsun on the second day of battle, following hisorders to guard the gate against any allied incursions while theFourth Cruelty Regiment sought magical items and plunder in thesurrounding buildings and ruins. The Nameless Chosen becameenraged by the destruction of his native city and the abrupt slay-ing of a trio of young bronze dragons that had emerged throughthe gate to lend aid requested a tenday ago. As their overall planswere capable of moving the Army out of the city, the other mageswere sadly resigned to the losses, since the Army�s battalions hadlearned to tighten their ranks and attack and raid as an armyrather than random hordes. Still bereft of Gaulguth�s commandingpresence, the troops and attacks were tightly organized to preventany major losses unless their formations were broken. The Name-less One lost his temper over the �insufferable waiting for theArmy to trip hidden spelltraps with no guarantees for success�We are supposed to be the pride and glory of Faerûn, but wecower like rabbits waiting for a fox to stop stalking their warren!�

With a roar of anger and vengeance, the Nameless explodedthrough the roof of one of the Six Tyryl Towers, his body glowingand his hair and robes ablaze in silver flames! Similar to thedragon Garnet�s rash charge, he dove headlong into the amassed,�impenetrable� forces of the besieging Army, scattering manygnolls, ogres, and orcs like chaff before a hurricane wind. Drivinga wedge through the forces, he converged on the Silversgate,where Colonel Cvor and his mezzoloths stood. Spreading his armswide, the Nameless One scrawled one line in the shattered marbleof the street before him with a beam of silver fire, and no mezzo-loth crossed that line that day. On his arms, he formed massivewings of silver fire, raising them high and knocking many crea-tures down from high towers or parapets. As he walked slowlyand steadily forward, the blazing line advanced with him, forcingall back before him. Fully aflame now, the Nameless reached outwith his silver wings and flung the nycaloths into the gate, whichopened at his merest word. Spelltraps lying in wait activated at hiswill, causing explosions that claimed more evil lives as he walkedunharmed within them. Over 600 mezzoloths, goblins, and othercreatures fell before the fury of the Nameless, and Myth Drannor�sdefenders rallied once more. With a large wedge driven into theArmy�s forces, the Akh�Faer and the cavalry had openings theycould exploit and drive the Army before them again.

The Nameless Chosen stood before the Silversgate, driving theWhipmaster Cvor before him, and he laughed at the mezzoloth�schallenge. As Nameless turned to bid his comrades-at-arms goodwill and luck in battle, the razor-studded whip of Cvor wrappedabout his throat, and the two fell into the gate, struggling. Flyingto his aid, Elminster the Crafty entered the Silversgate and shutthe gate behind him to isolate Cvor�s March. The Nameless Cho-sen�s full intent in his mad attack was to open up the Army�s linesand isolate sectors of it to destroy more easily. Alone but un-daunted, the fire-engorged form of the Nameless One toweredover the battle. Back to back with the elder Chosen Elminster, hefought hundreds of mezzoloths within the rocky SilverymoonPass, and the glow of his silvery form drew attention from Sil-verymoon. Still, while his successes led to victory for the Allies ofCormanthyr, the hubris of the Nameless One led to his undoing.

Trusting that his flaming form would be proof against anyattacks, he was caught unawares by Colonel Cvor when it used acaptured elf artifact (the Harness of the Giant-Slayer Alayris) togrow to a giant�s size and seize the flaming mage by hand andfoot. More swiftly than the reactions of either Chosen, Cvor bru-tally pulled the Nameless Chosen nearly in half by sheer strength!The explosion of magical power and fire utterly consumed Cvorand over 200 nearby mezzoloths, but not the one who wielded it.As the fireball subsided, the Nameless One lay dying, the silverfire desperately draining away out of his laid-open torso. WhileElminster later reported that Mystra herself preserved his life ashe lay wounded, at least three sources (two half-elf histories andone elf song) suggest that another power such as Sehanine savedhim in return for his aiding her People. Still, the High Mage of Sil-verymoon Ecamane Truesilver and his supporting wizard forcesprotected the body of the fallen Chosen from the remaining mez-zoloths. Together, while the Nameless One was sent magically toSilverymoon for healing, Elminster and the elderly and frail Eca-mane destroyed the gate to Myth Drannor, detonating it fromwithin and at its exit. The explosions slew the remnants of theFourth Regiment surrounding it at Myth Drannor as well as clear-ing Silverymoon Pass of its remaining brethren.

As a result of this battle, Myth Drannor�s forces won the day,but unknowingly paid a high price. Elminster was lost among theplanes for a time, due to his task of destroying the gate fromwithin, while Ecamane Truesilver died due to the strain of break-ing the gate from its exit point at Silverymoon Pass. The Name-less Chosen lay like one dead for more than the next year, though

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Mystra spoke to those who tended him, calling him �he whommagic, duty, and honor defines.� His elf nurse, who heard this inher own tongue, gave him the name Akhelbhen; upon his awak-ening, the Nameless Chosen, once called Arun�s Son is introducedhim to the new High Mage Aglanthol as Khelben Arunsun. Hisbody healed but forever scarred across his chest and back wherehe was nearly torn in twain, he banishes his vanity and keeps thewedge of silver-white hair and beard to remind him of the silverflames dancing within it and how it does not make him invincible.It also signifies his debts, as it reminds him of Silverymoon andwhat he owes its people as well.

The BriarsbattlesA.K.A.: The Blunting of the Five BladesDates: Tarsakh 20-22Victor: Cormanthyr�s AlliesMajor Deaths: General Naerg, Colonels Rkan, Zmzr, Pultas,

Aurgh, and Aygn; Great Druid Rhaac�var

To the north of the city, fighting continued as straggling units ofthe Army of Darkness harassed Cormanthan military and civil-ians alike before, during, and after their forced removal fromMyth Drannor a second time. Disturbing a sacred druids� grovesouth and east of the city, the Five Blades battalion met its deathwith the sacrifice of two treants and the taxing magic of the GreatDruid Rhaac�var.

Sar-Andathal�s SiegeA.K.A.: The Tragic MarchDates: Mirtul 9-11Victor: Army of Darkness against Cormanthyr�s Elves/Allies

The Army of Darkness, raiding and pillaging as it is driven far-ther and farther east overwhelms the sylvan elf settlement of Sar-Andathal. Even though the Arms-Major�s plan is to do just thisand drive them out of the forest, this was considered a victory ofDarkness merely by its destruction of this community. By the endof this battle, the Army�s migration south while being forced eastended with only a few exceptions.

The Exiles� WarA.K.A.: The Bone and Briar Battles DuathamperDates: Kythorn 6-10Victor: Cormanthyr�s Elves/Allies

Farther east of the mythal lay the towers and tree-homes of anumber of exiled elf wizards and necromancers not welcome inMyth Drannor. Still, with the Army of Darkness forced throughtheir lands and plundering as they went, these disparate exiles stillbanded together (with themselves and various N�Vaelahr agents)for the war effort. Notes about this battle include the necro-mancers� animation of those they slew among the Army, not tomention at least one enslaved green dracolich. The Exilesachieved victory by their swift strike of fireballs that destroyed thecharge of a leading ogrish party, which they then animated againsttheir comrades. Most Exiles were merely concerned with defend-ing their own lands and towers, caring little about the elves whodenied them welcome in Myth Drannor. However, the humility of The Elven Court Crusadesome elves (especially Spell-Major Josidiah Starym) and the obvi-ous challenge drew a few out of exile and into the Akh�Faer.

Slaughter at Autumn Song�s EndA.K.A.: The Satyr Slaughter, the Unicorns� ChargeDates: Kythorn 8-9Victor: Army of Darkness

The only major event of interest in these battles is the returnfrom afar of Gaulguth the nycaloth field commander. His hastyteleport out of defeat during the Templestars� Rise sent him notwhere he wished to go, but randomly across Faerûn and far into(and under) the heart of the desert of Anauroch.

Secret: Gaulguth, upon teleporting beneath Anauroch,attracted the attentions of the phaerimm trapped there. His delayin returning to his armies concerned either alliance with or com-bat against these creatures. In any case, within the next fewmonths, Gaulguth�s return would also herald his pursuit by a bandof phaerimm, who somehow escaped the magical traps that keptthem within the desert. While these mysterious and deadly crea-tures never officially entered the Weeping War, their harassmentof Gaulguth and the other two nycaloths indirectly aided theelves� efforts over the next few years. These occurrences werenever seen by any of Cormanthyr�s Allies, so they were notrecorded as lore, though the aftermath of some battles is stillseen today in blasted patches of bare rock amidst the forest.Despite much investigation, neither the Army of Darkness norCormanthyr�s Allies ever discovered the new phaerimm lairs,which made them difficult to eradicate. Known even to fewerscholars, a small band of sharn pursued the escaped phaerimm adecade later, establishing holds within some deep subterraneanvaults, tombs, and lost libraries of Uvaeren.

The Forest�s FangsA.K.A.: The Slingwar, Pipeweed�s MettleDates: Midsummer�Eleasias 2Victor: Cormanthyr�s Allies

This battle, while hardly considered a major conflict by theelves or the war in general, is of interest as the sole conflictwhere no allies were lost but the Army of Darkness suffered set-backs. The allies were four groups of halfling scouts, armedmerely with slings, spears, and trip wires. Attacking from undercover, they managed to harass and slay over four entiresquadrons of ogres and orcs and another march of mezzolothsand flinds! Even more amazing than their lack of casualties wasthe fact that the Army of Darkness never once uncovered theirenemy, which excelled at fighting from among the branches andfrom underbrush!

A.K.A.: The Halt; the Treants� TrialDates: Eleasias 12-19Victor: Army of DarknessMajor Deaths: The Swordsmen Scarlet, the Moonlit Maids, the

Verdant Banner, and ten other groups of adventurers

This merely marked the halt and stand the Army of Darknesstook at the former sylvan elf village of Duathamper. With multipleregiments, battalions, and legions coming together here, theyrally and resist the harassing elves (especially their dragons andother flying cavalry). Over a dozen adventuring groups under theAkh�Velahr command die heroically in this battle, and more thana battalion of the enemy died due to their efforts.

A.K.A.: Lighting the Darkwoods, Ogres� RampageDates: Kythorn 1-14Victor: None; Cormanthyr�s forces retreat from the spider-rid-

dled ruins and entrench themselves in the southwesternregion of the Darkwoods.

This was not a battle against the Army of Darkness, though it�sconsidered part of the Weeping War, as its importance would be

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clear within the next two campaigns. After the entrenchment ofArmy of Darkness at Oloriil and Duathamper, Arms-CaptainHachaam Selorn and a number of forces were sent to the Dark-woods to this crusade. These were the first concerted attemptsby the elves to reclaim the old capital and holy city of Elven Courtin the midst of the Darkwoods. Given the large number ofrefugees and folk displaced in Cormanthyr due to the war, theyneeded to restore Elven Court as the realm�s capital in case theydid not protect Myth Drannor. The elves themselves abandonedhope after a tenday of occupying the city and later did not enterthe city ruins. Instead, they patrolled the Darkwoods while theirleaders planned how to cleanse the city of its millennia-long cor-ruption by fell drow magic.

The Shadowtop SkirmishesA.K.A.: The Holding War, the Twixt-Court Conflicts, Detente

DarknessDates: Eleint 3-Marpenoth 9Victor: Inconclusive; this series of skirmishes among border

troops and patrols was won equally by both the forces of theArmy of Darkness and Cormanthyr�s Elves/Allies, even The Sunshigh Screamsthough little territory was conquered and merely acted as anattrition on both sides� troops.

Campaign #5: Clash at the Duelists� ArenaThe Dawn Fronts CampaignA.K.A.: �The Eastern Front�; The Spiders� Truce Wars, The Bat-

tles Above and BelowLocation: Eastern forest, including the Darkwoods and Old

Elven CourtTime: Eleint 712-Alturiak 713 (133 days)Campaign Victor: Cormanthyr�s Elves/Allies

Despite the great advances made against the Army of Dark-ness, the Allies of Cormanthyr lost their momentum in this cam-paign, allowing the Army to re-establish some entrenchmentscloser to the capital. This was not an organized campaign, sinceit broke up into many skirmishes and a few isolated sub-cam-paigns, the two largest and most noted of which are below.

The Second Elven Court Crusade: The Clash at theDuelists� Arena, the Spiders� Assault, the Battle of Temples�Blight, the Four-Front War, and the Starsdark Clashes are thequintet of battles that all took place exclusively within the ruinsof Old Elven Court. These battles comprised the so-called Sec-ond Elven Court Crusade, and they all operated under the Spi-ders� Truce (detailed under the next chapter on the �ClandestineCampaigns�), which saw the first major alliance of drow andelves against a greater foe (a feat never seen since). Despite thistitle, they were really unrelated battles and one front of theDawn Fronts Campaign whose only common ground was theirsetting among the Elven Court ruins. The primary tactic of the elfarmies was to drive the Army of Darkness into the ruins and holdthem there. This tactic either would see them destroyed by thespiders and other monsters therein or they would inadvertentlyaid the elves in clearing out the spiders and destroying the gatesthat had spawned these monsters and corrupted the Darkwoodsfor millennia.

The Three Greenwing Wars: These three battles were sonamed for their primary ally, a spelljamming elf man-o-war ship! The Spiders� AssaultResponding to a magical plea for help from a grounded allyamong Cormanthyr�s wizards, the Elven Imperial Fleet of Realm-space sent Captain Oncith Ilbenalu (NPC) to aid the elves withhis green crystalline-winged man-o-war battlecraft, the MonarchMordent, and his trusted crew of bards, wizards, and crackarchers. Dominating the three battles in which it participated, the

Monarch provided air cover and heavy weaponry with its ballis-tae and catapult that aided the ground troops immeasurably. Infact, its arrival changed the tide of the war in the northern forestand gave outmatched and outnumbered elves some significantvictories. With the Third Greenwing War, Captain Oncith�s prideovercame his sense as he maneuvered too close to the treetopsand the Army of Darkness forces that his helmsman could notmaneuver effectively. When Gaulguth the nycaloth flew skyward,there was little beyond ineffectual missile fire to stop him fromusing his great axe Heartcleaver to shatter one of the ship�s wingsat its base! With the magical shock slaying the helmsman imme-diately, the Monarch Mordent crashed into the trees and atopnearly 200 members of the Army of Darkness. Since that lost bat-tle, the photosynthetic wings continued to grow, and large crys-talline webworks wrapped around the clearings and the trees inthis northern glade now called Monarch�s Fall Glade. While mostanimals shun the amber-and-emerald crystal webs and walls,many elves used this as a redoubt and shelter both during andlong after the war.

A.K.A.: The Victory of Lord Selvax the Seven-ClawedDates: Eleint 22Victor: Army of Darkness

A.K.A.: The Missing Missiles WarDates: Marpenoth 17Victor: Inconclusive; the Army of Darkness kept allied forces on

the run and managed to encamp within the city, but thealliance cemented by this battle increased the size of theallied forces at Elven Court by more than double, even afterthe battle�s losses!

This battle marked the official start of the Spiders� Truceamong the drow forces of House Dhuurniv and the mixed forcesof elves and adventurers at Elven Court. Much to the distaste ofthe elf commanders, the senior officer of the elf forces, theArfaern Aolis Ildacer (and also the secret commander of theN�Vaelahr) supported this alliance and held his offended officersin check by force of will after the loss of an entire sphere ofAkh�Faer to the Battalion Infernal due to conflicting commandsthat fought the drow as well. After a strategic retreat through acrumbling arena, the Infernals were set upon by drow-placedmonsters unleashed upon them from the labyrinths beneath thearena, including a young deep dragon controlled magically byLady Laele Dhuurniv. While this did not defeat the forces of themezzoloth General Mraochad, it did delay them long enough forthe allies to entrench and hold the Battalion Infernal within theDuelists� Arena.

The First Greenwing WarA.K.A.: Eclipse of the MonarchDates: Uktar 6-9Victor: Cormanthyr�s Elves/AlliesMajor Deaths: The First Copse of Khaalindaan; the Shadow-

showl flind tribe, the Snowblooding orc tribe

A.K.A.: Crusaders� ChargeDates: Uktar 15-17Victor: Army of Darkness

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The Second Greenwing War The Third Greenwing WarA.K.A.: Battle of Year�s RevengeDates: The Feast of the MoonVictor: Cormanthyr�s Elves/Allies

A bloodthirsty conflict, all the spellcasters among the alliesunleashed their most devastating magic about the northern for-est in this battle, both in anger at the anniversary of the war�sstart and in frustration and fear at the overwhelming numbersarrayed against them, even with the support of the elven man-o- The Starsdark Clasheswar overhead. While numbers were never measured, manyguessed that each elf who stood against the Army of Darknessthat day slew 15 foes (or many more, if you asked boastful vet-erans years later)! As they adapted their tactics versus theirmany magically resistant foes, they learned to use fire spells toselectively burn the forest or topple huge trees into their advanc-ing lines.

Battle of Temples� BlightA.K.A.: Crusaders� CryDates: Nightal 12-14Victor: Cormanthyr�s Elves/Allies

From the elves� point of view, this was the most successful ofthe battles of the Elven Court Crusade, as it drove the enemyright where they wanted�into the Creator�s House! Once there,the mezzoloths, orcs, and hobgoblins had to destroy the drow-crafted web-gate at great cost for their own survival, a task theelves had never been able to accomplish across the years. Whilethe Lady Dhuurniv suspected Arfaern Ildacer of treachery withthis shift in the tide of battle, she could not prove that he hadplanned this, as the nighttime battle shifted this far east in the cityand around the temples due to the late mobilization of her ownright flank. Despite a desire to preserve the gate on the drows�part and an equal desire by the elves to preserve the temple, theymanaged through spellcraft and siege weaponry to destroy theCreator�s House, collapsing it in upon the trapped marches of theInfernal!

Battle for the Naga�s Rock Campaign #6:A.K.A.: Battle of Burrowsdeath, Bladesingers� Fall The Great Friends CrusadeDates: Nightal 14-15Victor: Army of DarknessMajor Deaths: Major Khyor of the Knife-Nagas

A minor clash between both other battles during this campaign,a few bands of elf refugees were forced to take a stand at a risingclearing in the south-central woods, at a place known as Harpers�Rock. The Knife-Nagas March, led by the gargantuan ogre MajorKhyor, slaughtered many elves and others after swiftly engulfingand killing the seven bladesingers and twelve Akh�Velahrguardians. Of the 200 travelers caught by the wandering ogre andorc patrol, only 14 elves escaped to safety to the south amid theTangled Vale.

The Four-Front WarA.K.A.: Crusaders� TriumphDates: Nightal 23-24Victor: Cormanthyr�s Elves/AlliesMajor Deaths: Ilmra R�diin, Tasima Maelloer (two major drow

commanders who helped hold the Truce together with LadyDhuurniv); Shaalth Aeson Haerlgent, Arfaern KhiiralM�Haaren, Nikerym Volar �Ironfist� Honedaxe; CaptainKroen, Major Cvrgx, Colonel Pulyk, Colonel R�Fvull, ColonelIlghimm (all mezzoloth commanders)

A.K.A.: Monarch�s DescentDates: Hammer 25Victor: Army of DarknessMajor Deaths: The Monarch Mordent with nearly all hands;

Major Arl Q�Naepp and three parties of the Spearsharp Marchof the First Regiment Imperious.

A.K.A.: �The Light in Darkness,� Xundusargh (�Victory byStrength-at-arms� in drow), Dhuurniv�s Passing

Dates: Midwinter�s Night-Alturiak 1Victor: Cormanthyr�s Elves/Allies; however, the death toll is still

high for the allies, as the Spiders� Truce dissolves into may-hem and treachery.

Major Deaths: Arfaern Aolis Ildacer, Lady Laele Dhuurniv; theBattalion Infernal; the Spiders� Truce

Starsdark marks the final battle against the Army of Darknesswith the city limits of Elven Court. The remainder of the BattalionInfernal was pinned down in isolated areas across the ruins, unableto communicate between squadrons, and actually outnumbered forthe first time since the war began. As the slaughter began and theInfernals began to rout, the allies saw imminent victory and a dyingneed for the alliance between them. Despite the truce, old hatredsflared as their fear of the Army dimmed, and a number of troopsboth elf and drow took to battling each other, pitching the allies intoutter chaos. The Last Marches (Crossbones March and FlamingGehenna�s March) survived and fled north to Oloriil, though theymight not have survived at all if the Spiders� Truce had not beentreacherously broken. As the truce fell to tatters, Lady Dhuurnivdrew a poisoned blade and slew Aolis Ildacer where he stood, andhe raised no hand against her as he believed in honoring his vowand truce. As Aolis slipped away slowly in agonizing pain, his wifeAmara drew her ancient scimitar Midnight�s Moon and executed thedrow matron and her two honor guards (with one sweeping strokethrough all their middles if one song is to be believed!).

A.K.A: Ar�Sha�Quessir Karyth (elven title), Usal-Keryth (�TheChasing War�); the Defenders� Crusade

Location: Northeastern, central, and eastern forest; Myth Dran-nor�s outposts and mythal

Time: Hammer-Greengrass 713 (102 days)Campaign Victor: Cormanthyr/Allies (Sha�Quessir)

While this campaign in no way saw a withdrawal of elf forcesfrom the Allies of Cormanthyr, the actions and heroism of thenon-elves of the forest dominated the battles. Even the mostbiased and isolationist elves saw their disdain become respect fortheir allies in the Usal-Keryth. In fact, the majority of the victoriesfor the Allies came from the N�Tel�Quess, since their proactiveapproach to combat forced the enemy back whereas the elf hold-ing actions merely delayed the inevitable.

Rallies among all the armies saw this campaign as a teeteringbalance of power, as either side could be construed as the win-ners at any given time. However, with the final decisive battles atShadusk Glade, the Great Friends Crusade finally showed thenycaloths (and the elves themselves) that Cormanthyr�s non-elfallies were formidable foes when they were crossed and whenthey had a cause for which to fight. Unorthodox and decidedlynon-elven tactics that once had elf commanders pulling their hairout now helped keep the Army of Darkness off balance.

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The Carnage at Satyr�s Clearing Dysrisa�s FallA.K.A.: Chaos at the Clearing of Haunting PipesDates: Hammer 21Victor: Cormanthyr�s Allies

This battle prevented the reforming of the full Army north ofMyth Drannor, pushing them east and a bit farther north. The Bestial Dawn

Snowsblood TrailA.K.A.: Rylsshan�s BloodingDates: Hammer 25Victor: Cormanthyr�s AlliesMajor Deaths: Rylsshan the Centaur tribal chief

Due to horrific reports from some refugees passing throughtheir lands, earnest forces from the surrounding Dales and aminor force of wizards from Cormyr collected near the StandingStone and forged north toward Myth Drannor. This running battlealong their move north helped keep the Army of Darkness eastand north of the city by denying its commanders the intelligenceand reports of ambushed Army parties.

IcingbladesA.K.A.: Skylmshar�s Shattering, Contest at Skylmshar PoolDates: Midwinter�s DayVictor: Inconclusive; Cormanthyr�s Elves/Allies split the en-

camped forces of the Army of Darkness, forcing them eastand south once more, but incurred heavy losses in theinfantry and the Wing and Claw cavalry.

The Winterclaws WarA.K.A.: Battle of Miasmic Corpses, Crimsonsnow Steaming, the

Crushed Circle CopseDates: Alturiak 5-6Victor: Army of DarknessMajor Deaths: The 3rd Circle of the Hawkwing

Despite some lost skirmishes and routing of smaller groups,the Army of Darkness reunited many of its scattered groups atthis copse south of Myth Drannor. The few forces that refused togive ground to the nycaloths soon became trapped betweenassembling forces and only five Akh�Faern survived.

Standing Stone�s Blood Shadusk GladeA.K.A.: Vow Stone�s DefenseDates: Alturiak 30Victor: Cormanthyr�s Elves/AlliesMajor Deaths: Colonel Arak �Blazebeard,� the green dragons

Praelorisstan and Agoshyrvor the Verdant

This battle, the last to involve non-Cormanthans in the WeepingWar, was the only conflict ever to take place at the clearing aroundthe Standing Stone. Despite their best efforts, many scouts andN�Vaelahr agents died before they could report the movements ofa number of Darkness factions. They managed to unite south andeast of the Standing Stone, though at least six of their �slain�N�vaelahr managed to get word to Arms-Captain Selorn in MythDrannor, so resistance forces could be assembled before theyreached the city again. The two groups met at the Standing Stone,to find that the commanding fire giant colonel had conscriptedtwo young green dragons to their side to counter the silver andelectrum dragon allies of the elves. United with the Dalesmen andCormyreans of the Snowsblood Trail, Cormanthyr�s forces heldthe day thanks to the masterful strategies of Captain Selorn.

A.K.A.: The Shadowtop Storming, (Battle of) Five FellsDates: Ches 15-18Victor: Army of Darkness

A.K.A.: Halaster�s Payback (as known to the Beast-Tamers)Dates: Ches 28Victor: Inconclusive; the Cormanthan Allies fled, while the

Army of Darkness remained to fight numerous monsters andclaim the ground.

Major Deaths: Khaasxarax the Slayer Ebon

The Bestial Dawn saw a relatively minor skirmish of the warbecome a major encounter against monsters. Hundreds of mon-sters suddenly appeared between the ranks of two closingsquadrons at the Grove of Seven Shadowtops, not to mention anawakened dragon of local infamy. The elves and their allies, oncevastly outnumbered, used the monsters as distractions and fledwith minimal casualties as the barely organized orcs and hob-goblins fell to two young black dragons, a tribe of ettins, andother creatures. The battle considered a victory for the allies(only by the winnowing of the Army of Darkness), it still intro-duced more dangers and problems into Cormanthyr. Over 150monsters (not including the Army of Darkness) still roamed thecentral forests of Cormanthyr for years after that.

One of the few major kills claimed by the Cormanthan Allieswas the death of Khaasxarax, an ancient black dragon whoseslumber was disturbed while the early part of the battle raged. Asthe hulking black dragon emerged from its once-bramble-coveredcave, he began feeding on both armies voraciously. Desperately,as Khaasxarax spewed his acid breath upon a party of hobgob-lins, the married human wizards Agym the Crimson and ThenaR�Tamaal summoned water elementals from a nearby stream andforced them into the dragon�s nose and mouth to flood its lungsand drown it! With the huge dragon�s corpse as a temporaryredoubt, the allies managed to flee the battle with fewer lossesthan without such protection.

Hunt of the TribesA.K.A.: Hunt of the Hoovesharp, the Centaur-SlaughterDates: Tarsakh 16Victor: Army of Darkness

A.K.A.: Detente at Shadusk, Gaulguth�s Cost, Symrustar�s Mirth-less Laugh

Dates: GreengrassVictor: Cormanthyr�s Elves/AlliesMajor Deaths: Symrustar Auglamyr; Malimshaer the Nycaloth

This was the battle that formed the near-legendary Line of Lightagainst the Army of Darkness: the first front of elves andN�Tel�Quess truly unified among soldiers, commanders, and allallies. This line held against seven times their own number tohold the Army of Darkness away from Semberholme. In fact, theyeven pushed the front a bit farther east of Myth Drannor and heldthis position of strength until the Waning Wars!

The Battle at Shadusk Glade has many songs and accounts thathelp explain their successes, especially in terms of the magicalsupport. With two mythaleashes flanking the main battle site,Captain Selorn�s tactics forced many ogres and mezzolothsthrough the extended mythal, and the elves� strength thereincaused them to panic and teleport randomly away from battle.Most significantly, both Malimshaer and Gaulguth the nycaloths

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were on hand for this battle, and both suffered grievously at thehands of the enraged and powerful elf Chosen of Mystra, Sym- The Pillaging of Vuatiilmaarrustar Auglamyr and a battery of wizard-allies whose names arestill mysteriously hidden. Using her silver fire and their masteryof spells, they managed to wound Gaulguth and cost him both hisleft arm and left eye!

Seeing the battle falter, Malimshaer put the legions in retreat,but he managed to capture Symrustar as the retreat began. Dis-dainfully treating her as a toy to one his size, he held her tight in The Battle of Three Arrowshis hands, intending her as a hostage and believing her powerlesswithout the chance to move her hands. Symrustar merely lookedinto his eyes, smiled, chuckled hollowly, and erupted into flames,stabbing beams of fire from her eyes into Malimshaer�s and incin-erating his claws with silver fire as well. Malimshaer�s attempts todrop her and flee only took the battle high above the forest,where they soon vanished from sight, only the silver flames visi-ble as they exploded for hundreds of yards. Malimshaer�s searedskull and ribcage fell at Captain Selorn�s feet, and other remainsdropped onto the battlefield, though no remains of Symrustarwere ever reported (though the Captain found in his hand at theend of the battle Symrustar�s Choker, which she vowed wouldleave her only at her death).

Campaign #7:The Mezzoloth MarchesA.K.A.: �The Magic Wars�; Scavenger Wars; �Sixth Crown War�Location: Northern and northwestern CormanthorTime: Eleasias�Marpenoth (2nd tenday) 713 (73 days)Campaign Victor: Army of Darkness

This is the worst campaign for Cormanthyr up until the lastcampaigns with the Fall, as they lost many scout troops and muchground, but worse was the claiming of ancient artifacts andtombs by the Army of Darkness. Despite a few victories at greatcost, Cormanthyr�s Allies lost this campaign due both to poorcommand decisions and their enemies� use of their own store-houses of magical items.

This campaign is called the �Sixth Crown War� by some moon elfand green elf historians, after the untimely death of Arkérym EldarEchorn (LN gold em F12/W12; Int 19, Wis 18), the commander ofthe Fourth Legion, at Vuatiilmaar. After their superior�s death andthat of the Second and Third Regiments, the three lesser elf com-manders spent more time at each others� throats over commandand social protocols than on the battles. The three arykérym andtheir predominantly elf Akh�Velahr regiments were respectivelygold, moon, and green elves. Despite the nobility of Arykérym Kyr-taar Ammath (LG moon em F21; Str 17, Con 17, the sole warrior-son of Matriarch Puorlaas Ammath) or the 36 years of seniority ofArykérym Pollae �Swiftsprint� (LN green ef R22; Str/Dex/Con 18)among the officers, the haughty and spoiled Arykérym IolasEyriendor (CG gold em F17) believed he had the right to promotehimself to Arkérym rank, having claimed Eldar Echorn�s sword(and his being a gold elf and thus above the others).

Their commanders� internal squabbles and jockeying for powersaw many field officers suddenly having to make command deci- The Sudden Stormsions that cost them more troops than were necessary, had therebeen command coordination among the brigades and regimentsin battle. More troops were lost in perimeter skirmishes andpatrol ambushes (even some by friendly fire), since no centralcoordination of scouts and patrols left gaps in the encampedlegion�s defenses. While outright warfare never existed amongthese troops, neither did cooperation and unity, which wereneeded against their enemies: the Vindakkar battalion under thedirect command of General Vulnoss, the sole yagnoloth officeramong the entire Army of Darkness and former brow-beaten sec-ond under Commander Malimshaer.

Dates: Eleasias 1Victor: Army of DarknessMajor Deaths: Arkérym Eldar Echorn and the 2nd and 3rd reg-

iments of the Fourth Legion Akh�Velahr

A.K.A.: Jvoll�s Folly, Four Penaals� LossDates: Eleasias 8Victor: Army of DarknessMajor Deaths: Penaal Jhiilsraa, Penaal Ainésilver, Penaal

Eloen �Blackbow,� Penaal Akkar Tarsis; Fourth Regiment ofthe Vindakkar and its Colonel Jvoll

Penaal Akkar Tarsis, a green elf ranger of the RystallimarBrigade, might have led the troops to victory by sheer will andfervor, as every move he and his brigade made mowed down near-whole squadrons of the enemy! However, the battle�s name comesfrom the three arrows that pierced Akkar�s throat and ended hislife, just as he was standing atop a downed hill giant and rallyingthe Alliance troops with a wild war-whoop. Despite the Rystalli-mar Brigade�s advances, conflicted and conservative comman-ders began to fall back and accede defeat. This was a dispiritingtrend that continued for the next month.

The Star Staves DefenseA.K.A.: Iolrath�s Plundering, Faern�keryth�Iolramhaor (�the

Magical war at Iolrath�s Tomb�)Dates: Eleint 9Victor: Cormanthyr�s Elves/AlliesMajor Deaths: Trasaal the Gold Mage (Court Mage and Coun-

cilor), Arykérym Kyrtaar Ammath; Major Uikh, General Vul-noss and the 5th Regiment Vindakkar

Acting on diviners� foreknowledge, Trasaal the Gold Mage and anumber of Akh�Faer arrived among the Fourth Legion�s encamp-ments to battle the Army of Darkness at a former High Mage�stomb before they could plunder it. Ignoring much of the squab-bling among the lesser officers, the human Trasaal made it quiteclear to all concerned that he would censure all of them upon theend of the battle, much to their disgust over being commanded bya human, Councilor or not. Trasaal took Kyrtaar Ammath and hisRuehaaliir Regiment into battle with the Akh�Faer forces at thefar northwestern site that once belonged to the realm of RystallWood. While this was considered a victory in that they defeatedthe ogre Major Uikh and his Hideousaber March and kept Iol-rath�s tomb sacrosanct, their two senior officers were likewisedestroyed. The true heroines of this battle were the Akh�Faer ofFaernil Ara�s Line: Eight brave wizardesses armed with variousmagical staves (including two staves of the magi) held theHideousaber March at bay while the central spellcasters of theirbrigade reinforced the magical barriers about the tomb.

A.K.A.: The Vaults� Valiants, Uvaeren�s StarDates: Eleint 19Victor: Cormanthyr�s Elves/AlliesMajor Deaths: Ualair the Silent; Captain Olqyvk (N�Vaelahrn


While this battle is now considered a major one of this cam-paign and a win by the Allies, none of the Fourth Legion�s troopsever set foot in it; for the full story, see the next chapter on the�Clandestine Campaign.�

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The Tomb Wars of TrohiilaernA.K.A.: The Battle of Running Rocks, the Rout of the Griffon-

wing, the Trenches at Trohiilaern, �Dying among the Dead,�the War of Artifacts-Lost, the Seven Rings Raid, the Sunderingof the Ruby Rod

Dates: Marpenoth 9-12Victor: Army of DarknessMajor Deaths: Faernaa Artair Tromostar (Akh�Faern illusionist

officer and gnome Councilor), Faernil Wyqhael Maerdrym(3rd son of the House, lesser Akh�Faern officer)

The Fourth Legion finally received reinforcements of both cav-alry and Akh�Faer magic, and Artair Tromostar overruled thepetty arykérym and took command of the remnants of the FourthLegion. In fact, rather than face court-martial proceedings afterthe war, the craven Iolas Eyriendor fled Cormanthor with thearrival of the reinforcements, never to return to the forest or theWar (and his fate remains unknown even today). Still, despitesome masterful strategies and a final coalescing of the alliedforces, the Army of Darkness had taken the measure of the troopsand knew just where to hit them. Of course, they�d also found thetime to unearth the Tombs of Trohiilaern, plunder the magicaltreasures, and learn how best to use them in the month beforethis final battle. While casualties were far lower than they mighthave been, the gnomish Councilor and a number of other, farmore competent officers fell during the four-day assault amongthe opened and desecrated tombs.

Campaign #8:The Darkwoods ConflictA.K.A.: �Reclamation of the East�Location: Eastern forest; DarkwoodsTime: Feast of the Moon 713-Midwinter 714 (62 days)Campaign Victor: Cormanthyr�s Elves/Allies

Another of the long campaigns that produced more skirmishesand smaller frays than major battles, the Darkwoods Conflict wasimportant for the destruction visited upon the Army of Darkness.In all, among the many skirmishes and the three primary battles,the Army of Darkness lost more than two battalions (a total ofmore than 30,000 soldiers) in the two months of this campaign,including their nycaloth field commander Gaulguth!

Faoraar�s GroveA.K.A.: (Battle of) Leaves FallingDates: Feast of the Moon-Nightal 1Victor: Cormanthyr�s ElvesMajor Deaths: Ievos Ulondarr (commander of the Eagle Wing

cavalry, including the Griffonwing platoon)

The Keening Woods ConflictA.K.A.: Banshee�s Wail, the Lost Ladies� RevengeDates: Nightal 30-Hammer 1Victor: Cormanthyr�s Elves/AlliesMajor Deaths: Major Tholbinn �Bloodstone� and the Blood-

stone�s March

Strangely enough, the allies won this battle even without theirparticipation. Many scouts heard the telltale wails of bansheessouth of their positions and logically avoided the area, even asthey tracked the Army of Darkness to that position. After dawnon the first day of the new year, some scouts came upon theBloodstone�s March and their famous half-giant ogre commander,

all dead of fright or from fearsome claw marks all over their bod-ies. None of this march escaped a lonely grove of long-dead phan-dar trees, as the elf scouts counted over 600 confirmed dead atthe hands of untold numbers of banshees.

The Lost TrenchA.K.A.: Gaulguth�s Bane, Fall of the Fearsome Front, Eight

Hammers� Strike, Dumathoin�s Hammer, (Battle of) FletchingGreen, the Darkness Charge

Dates: Hammer 29-Midwinter�s DawnVictor: Cormanthyr�s Elves/AlliesMajor Deaths: Anthan Narlgold, son of Jhax; Gaulguth the

Nycaloth, the Agonists, Tormentaar, and Painful battalions ofthe First Legion

One of the greatest battles of the entire Weeping War, thestrategies and tactics for this battle had been planned since theFour Fronts War of the previous year with the discovery of olddiplomatic-access tunnels from Sarphil under the Old ElvenCourt ruins. As the Army of Darkness had driven many of thedrow from the tunnels, they were empty and ready to be riggedfor traps to use against the yugoloths and their allied hordes. Infact, most encounters of the Darkwoods Conflict aimed at drivinga large force of the Army of Darkness to this area just north of theruins, close to the Garrison of Fletching Green.

After much harrying and taunting, Gaulguth the Berserker andmuch of his main army were drawn within the Darkwoods byrumors of more magic, an encamped elf army weakened by drowattacks, and an alleged ancient red wyrm awakened by the frayand wishing to join them. As the nine regiments marched towardthe Elven Court, they were met by a long succession of presetspells, traps, and elf archers. For most of the first day and nightof battle, harassment tactics and delays of this sort were used bythe Allies against the three battalions of Darkness as they closedtoward the temple city. By the first light of dawn on the last dayof the Year of the Firedrake, Gaulguth and his forces had lost allpatience and strategy�exactly as planned by the Allies�andmerely charged forward the remaining miles.

With the Army of Darkness bearing down in a charge, a longline of 40 humans, dwarves, centaurs, and half-elves (thestrongest members of the Allied army assembled there, furthersize- and strength-enhanced by magic) stood, hidden by the fleet-ing darkness and a blind of leaves and brambles. Each stood at a7�-long mithral spike that glimmered in their torchlight, and theywaited. When the enemy�s charge was in hearing range, the dwarfdrummers behind the line began pounding a rhythm, and the spik-ers stood their ground. When the Army of Darkness brokethrough the trees 200 yards north of them, the drums stillpounded and the spikers waited, each with a massive malletready. As the horde closed the gap swiftly, the Allies stood readywithout fear.

When they reached a certain point, a flaming arrow arced highover the battlefield. The dwarves� drums sounded once, twice,thrice, and then a thunderous boom accompanied their final beatas the spikers all slammed their mithral spikes into the ground inunison. This collapsed the old tunnels to Sarphil along a mile-longfront before them, creating a 150�-deep and 90�-wide pit! Unableto break their charge, most of the Army�s battalions were slainwithin moments, whether buried beneath the rock and soil col-lapsing beneath and behind them, impaled upon their comrades�spears, or merely crushed beneath the weight of the chargingtroops that fell atop them!

Gaulguth, at the head of that charge, erupted from beneath thehundreds of his slain troops, roaring in outrage and fury as hestrove to free himself and fly across the gap to battle. Without asecond�s thought, the half-human, half-dwarf son of Clan ChiefJhax Narlgold ripped the driven-home mithral spike from the wallof the pit. Using his own strength and weight, Anthan Narlgold,

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heir of Clan Narlgold, threw himself directly down at the still-par-tially trapped Gaulguth, roared a challenge at the fearsome nyca-loth to gain his attention, and impaled the field commander fullythrough the heart and vitals with the 7�-long solid mithral spike!The roar of victory from the Allied ranks was soon drowned outby horror, as the first fingers of dawn reflected off the ichor- andgore-covered metal of the great axe Heartcleaver. With a blood-bubbling roar of fury, the dying nycaloth swung it high and sankthe axe through the dwarf, splitting his slayer in twain as he died.

Still, Anthan�s heroism and the plans and strategies of CaptainSelorn, Battlemaster Vuth Steelire, and Clan Chief Jhax Narlgoldbroke the back of that army. Only two marches of the last regi-ment of the Darkness charge escaped this battle alive, as archers�fire and magic picked off most as they attempted to flee. Theother enemies, if they survived the pit and clambered up theirfallen comrades and the pit walls, met their deaths at the handsof a wall of axes, swords, and strafing magic. In all, it took nearlytwo full days before all enemies before Captain Selorn�s armywere gone or dead. With only a few heroic sacrifices, the Allieshad slain more than 20,000 enemies with almost one collectiveswing of 40 hammers!

Campaign #9:The Third Court Crusade

A.K.A.: �Restoration of Elven Court�; the Seldarine Soldiers�Marches

Location: Darkwoods and Old Elven Court ruinsTime: Hammer-Alturiak 714 (29 days)Campaign Victor: Cormanthyr�s Elves/Allies

With more than one-half of the Army of Darkness slain in theLost Trench battle, Aulmpiter pulled back most of his forces toregroup and plan, allowing the allies a brief cease-fire. Not one towaste precious time, Captain Selorn and the victorious LostTrench Legion (as his eastern army now titled itself) took toclearing out the last monsters from Old Elven Court. With most ofthe drow�s corruptive influence smashed, it was a simple matterto drive many of the monsters out of the city. With only three bat-tles of any note among this campaign�s activities, it was the solewindow of peace in two years. The Closing March

As the monster populations of the Darkwoods dwindled, somebrilliant rangers and wizards used the Trench�s fallen foes todeplete the monsters. As they were attracted to the smell of thecarrion (magically brought closer than ten miles from the city), itwas only a matter of either keeping the monsters in the Trench asthey feasted on the dead or slaying the bloated beasts after theyhad eaten. Many were later destroyed along with the carrion bythe greatest funeral pyre ever seen on Faerûn since the Dark Dis-aster! Oil and fallen trees were strategically placed within themorass to burn the rotting remains, and after it was lit, wizardsand illusionists monitored the pyre for nine days and kept thesmell, the smoke, and much of the light of the pyre low so itwould not attract dragons or other scavengers.

The Cleansing and theNight of the Highfire CrownWith the removal of the monsters, Elven Court was deemed safeonce more. As an essential step in removing all taints of the drowand other fell creatures from the site, the 13 surviving High Magesof Cormanthyr returned from their support work at Sember-holme, where they protected the young and old of Cormanthyrduring the height of the War. All of them performed the Cleansingrituals that eroded all the elder remnants of Elven Court andrestored the natural balance of the site. Indeed, their ritual had

far greater scope than many realized was possible, as it extendedthroughout the Darkwoods, clearing away the taint in nearly allareas and brought the land back in harmony with the Weave andthe rest of Cormanthor. And their magic did not stop there; theHigh Mages immediately (within the same tenday) began toweave a mythal about Elven Court.

Just as it was when Mythanthor wove a mythal around MythDrannor, the 13 principals were wreathed in arcane fires, thoughthey smiled broadly as the flames engulfed them and turned themall into living torches. Instead of exploding, the central casterrose high into the sky and became first a gargantuan bird of firewhose wings spread out over the cleared area of the city. Wherethe bird�s wings touched the rising pillars of flame that were hisfellow casters, magic pulsed in all directions, causing the verytrees and rocks to twist and merge and become homes for theelves. Soon, the bird of flame began expanding into the mythalitself, enveloping the growing buildings and magical temples ris-ing from the soil. As the sun set over Elven Court aborning, theimage of the central caster appeared as a fiery apparition highabove the city. The thirteen High Mages-turned-fiery pillars unex-pectedly erupted, lancing in flaming bolts toward the GrandCaster and creating a massive ball of fire that splashed at thepeak and edges of the mythal.

When the firestorm subsided, nothing remained of any of theHigh Mages save a beautiful sight: a brand-new mythal of extra-ordinary strength and power, its boundaries set as a pyramiddefining the city site and reflecting and enhancing the star- andmoonlight. At the peak of the mythal, for those with great eyes(since this mythal did not grant the power of flight) were 13selu’kiira, the lore gems of the 13 High Mages that gave their livesfor this new elven capital. Surrounding each of these gems weresilver and amber flames as they moved in graceful, controlledorbits that sketched out the design of a crown of seven points intrailing licks of arcane flame. Called immediately the HighfireCrown, the soon-to-be-legendary magic hovered high aboveElven Court untouched by all for the entire night. When the dawncame, it dissolved into bright sunshine, much like the Passing ofEltargrim. Hereafter, there are no High Mages left in Cormanthyrsave those that came after the Fall, and these numbered fewerthan a dozen.

With the Army of Darkness beaten resoundingly in the east andElven Court well on its way to restoration, Captain HachaamSelorn left more than half the Legion of the Lost Trench here asguardians of the new elfhome and capital. In fact, due more topressure by the elf nobles and others that had swiftly arrived toresettle the city, he left two-thirds of his forces at Elven Court,and all of these troops were either natives of the Darkwoods (likecentaurs) or his elf troops. Despite their offers of help and wishesto stay, most non-elves were politely rebuked by the surviving elfCouncilors and nobles who wished to limit non-elven involve-ment in their new capital (proving that even lessons hard-won donot always teach those unwilling to learn).

While Elven Court would not be anathema to non-elves, it wasnot to be a place for them to live or leave their influences, if thesenobles and other gold elf refugees had their say. Unfortunately,Captain Selorn�s and others� objections could not overrule thenobles until the war was over, when the proper government couldbe convened to debate such decisions. Thus, the Closing Marchesbrought the Arms-Captain and many non-elf troops back to thefray, though he fumed that �far too many elves noble by blade andbattle are kept behind to assuage the fears and foibles of our so-called �nobles.� Bah, I�d as soon feed them to Aulmpiter myself asprotect them, if all they shall do is tear the realm asunder oncemore.�

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The Flaming TowersA.K.A.: Iearbytr�s Revenge, �Smoke over Sorrow�Dates: Hammer 5Victor: Army of Darkness

This vengeful squadron of mezzoloths sought to avenge theirfallen commander, Gaulguth, and they did manage to surprise andovertake a few scout groups. Once their presence was discoveredcloser to the Elven Court ruins, they were surrounded, thoughnot disarmed. Calling an Honor Battle, the mezzoloths faced theangry axes of Clan Narlgold alone, and they all fell by dusk,despite their superior magical weaponry and tactics. This battlestarted phrase among Cormanthans: �There is no more fearsomea sight than the eyes of a dwarf that you�ve robbed of his heir.Death alone stares back at ye.�

The Spiders� Redoubt Wyern�s CrestA.K.A.: Stand at Temple StepsDates: Hammer 11-13Victor: Cormanthyr�s Elves/Allies

This battle against gibberlings, gargoyles, and fomorian giantsonly lasted this long as the Legion of the Lost Trench was spreadacross the entire city, trying less to slaughter monsters wherethey stood but drive them north and west of the city toward theTrench. On the final day, the last giant spider spun its final web inElven Court and for the first time in millennia, the ruins were freeof all drow, spiders, and other dark influences!

FaloncourtA.K.A.: Elven Court�s Clearing, the Cleansing Conflict, the

Darkwoods Purge, the SpearshatteringDates: Alturiak 1-2; A1-Ches 27 (The clearing of routed forces

from the surrounding Darkwoods and the High Magic cleans-ing rituals occupy the rest of the month and well into the fol-lowing month.)

Victor: Cormanthyr�s Elves/AlliesMajor Deaths: General Epyv, Colonel Agos �Charnelblade,�

Major Rus �the Chain-Bearer�

Yet again, another two marches of the Army of Darkness (hav-ing fallen back from the main group to arc around the southernend of Elven Court) surged into the Darkwoods and Elven Court.After nearly faltering due to their unpreparedness for battle (withmore than half the allied forces involved with rebuilding andresettling the city), the elves surged back with more anger thanever witnessed in battle since the Crown Wars and slew most ofthe mezzoloths within the first few hours of battle. This turnedthe orcs� and ogres� fearsome charge into a panicked rout out ofElven Court and into the eastern woods. The now-broken troopsof the Army of Darkness in this part of the forest either pulledtogether much farther north or simply slipped away to becomeraiders along the Moonsea and the Dragon Reach. Still, manyelves spent the next months ensuring that no other forces laywithin the area.

Campaign #10:The TanglewarsA.K.A.: �The Vale Wars�; the Southwoods WarLocation: Southeastern and south-central woodsTime: Alturiak-Tarsakh 714 (56 days)Campaign Victor: Cormanthyr�s Elves/Allies

Most of the battles and skirmishes in this campaign involved areturn to old tactics with the constant harassment of orc, mezzo-loth, and ogre Army patrols (the exact tactic applied to the Alliesby the Army of Darkness). The main drive behind these tacticswas to keep the main enemy troops away from the restored ElvenCourt and the other refugee encampments and the bivouacs ofthe Allies of Cormanthyr.

The massive losses of the previous campaign finally forcedAulmpiter personally into battle and out of his relatively safebunker at Oloriil. Rallying himself and the Imperious (his per-sonal guard battalion), the nycaloth Grand Commander hit aforced march out of the northeastern forest. By the end of thiscampaign, the Imperious and their leader merged with the tat-tered (yet still numerous) remnants of the Army of Darkness atthe Second Stand at Dysrisa and began the overwhelming chargethat led to the Waning Wars and the Light�s Last Stand at MythDrannor.

A.K.A.: The Sevenspears, The Barbed Spears of Wolmuc�sMarch, the Routing of Wolmuc�s March

Dates: Alturiak 22Victor: Cormanthyr�s Elves/AlliesMajor Deaths: Major Wolmuc (flind chieftain)

Thorn GulchDates: Alturiak 29-30Victor: Cormanthyr�s Elves/Allies

The Moonshadows made their first major appearance in the war,as they established a defensive demarcation miles north of Sem-berholme. They and the many sylvan elf scouts among the Tangle-woods played cat-and-mouse with some remnants of demoralizedand harried Army forces, leading to the desperate battle at ThornGulch by the two orc tribal squadrons, which they lost due to littleroom for charges and a noted lack of magical firepower.

Hanging Tree GroveA.K.A.: Strike of the Strangleweed, the Druids� DueDates: Ches 25Victor: Cormanthyr�s Elves/Allies

Hanging Tree Grove was (and still remains) an area tended bysylvan elf druids and rangers, who all knew of its strangleweedand hangman�s trees. They kept them relatively docile and cam-ouflaged at all times, though when a gnoll and mezzoloth patrolwandered into its confines, the elves in hiding unleashed missileweapons on the patrol. In their panic and search for cover, thegnolls and mezzoloths agitated the carnivorous plants, whichmade swift work of the isolated scout parties.

The Silent SlayingsDates: Ches 28Victor: Cormanthyr�s Elves/Allies; the Army of Darkness

squadrons involved in this battle all died mysteriously afterinvading the Vale of Lost Voices, though no forces from MythDrannor ever engaged them!

Similar to the earlier, equally mysterious Keening Woods con-flict, the allies won this battle without any active participation ontheir part. However, many rumors swiftly spread that this was amaster stroke of the N�Vaelahr or an active conclave of Tree Spir-its defending the Vale or even the spirits of the Vale itself rising toprotect their holy lands from the desecrating presence of theArmy of Darkness.

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Venom�s KnollA.K.A.: The Dragon�s Dell, the Skirmish at Sy�Tel�QuessrhalDates: Tarsakh 5Victor: Cormanthyr�s Elves/Allies Clochiir�s Ridge

Second Stand at DysrisaA.K.A.: Tenyajn�s Requiem, Qemba�s Sorrow, the War of Ten-

score SwordsDates: Tarsakh 10Victor: Army of Darkness against Cormanthyr�s Elves/AlliesMajor Deaths: Kerym Tenyajn and his Moonbow Battalion; two

recruited black dragon allies and four Army squadrons

As the Army of Darkness spread into the rest of Cormanthyr,Tenyajn and 200 elf warriors confronted the largest fragment ofthe Army just north of Dysrisa. There many elves lost their lives,but in the end routed the enemy north and west away from ElvenCourt. In this battle, Tenyajn and most of his soldiers were slain,but not after sending many hundreds more to their deaths as well.The high druidess of Rillifane, Qemba Willowfane (N, grn ef,Dr13), who was said to be his beloved, personally placedTenyajn�s body in the Vale of Lost Voices, where his grave is saidto be beneath the largest oak tree in the forest. Afterwards,Qemba disappeared, never to be seen again.

The Battle of Vengeful HoovesA.K.A.: Cat�s Eye GladeDates: Tarsakh 17Victor: Cormanthyr�s Elves/Allies

For the first time since the War began, the satyrs of Corman-thor gained victory against the Army of Darkness, with supportand aid by the Moonshadows of Semberholme. With magic andtangled terrain to their advantage, the elves and satyrs among theTanglewoods played with the Relentless Fang�s March and theHatred�s Flame March, using cat-and-mouse tactics.

Campaign #11:The Waning WarsA.K.A.: �The Yielding Wars�; the Howling CrusadeLocation: Eastern forest; MythalTime: Kythorn 714 (7 days)Campaign Victor: Army of Darkness

With only two battles that can rightfully be given such a title,the long-dreaded fury of the Army of Darkness fully came intoplay with this campaign. Having reunified most of his army,Grand Commander Aulmpiter broke it into two primary forces Crimson Gladewhose only goal was to break suddenly from their northern pathforced by the elves and charge west toward Myth Drannor. Aulm-piter knew he had strength of numbers, and he would see MythDrannor fall beneath the thundering hordes he had assembled forthat very purpose!

Despite some holding attempts from the rear by Captain Selornand other attempts at slowing the horde, the Army of Darkness Campaign #12:became a juggernaut in this campaign as it rumbled slowly butsurely toward the City of Song. Many now see, as they could not The Final Fall of Myth Drannorthen, that the Line of Light (ensconced since the Battle ofShadusk Glade) would have held if Captain Selorn had a morereasonable number of forces to exploit his counter-charge.Rather than pinning the two halves of the Army of Darknessbetween them and crushing them with finality, the Line falteredand broke, and Captain Selorn and the remnants of his Lost

Trench Legion desperately chased the Army of Darkness towardthe doomed Myth Drannor.

A.K.A.: The Last Charge of the Wing and Horn, Last Run of theMoonherds, Final Fall at Clochiir

Dates: Kythorn 11-13Victor: Army of DarknessMajor Deaths: Three cavalry officers and two dragons; General


As the cavalry reunited for its first time in months with thereturn of the Wing cavalry, it might have won this ground battlehad it not lost its greatest aerial conflict high above. Aulmpiterhad enslaved Naxorlytaalsxar the Terror Tenebrous, a matureadult black dragon, as a �pet.� This, and other wyverns and othercreatures were controlled by the magical Staff of the Windrider,in the hands of the mezzoloth General Nyzhink of the Imperious.The Jhyrennstar-made staff and its carrier wove a flying web ofdeath about the surviving flights of cavalry when they didn�tharass the ground forces, pulling wyverns, Naxor the blackdragon, and two wandering green dragons against the pegasi andgriffons and dragons.

Until the Lady Ahskahala Durothil and her gold dragon com-panion Garlokantha snatched the staff from Nyzhink�s hold, theWing and Claw lost more than two-thirds of their members.Once the charm of the Windrider’s Staff was broken on Naxorand the other flying attackers, many of them scattered, theirnatures not suited to open warfare or risky situations. The blackwyrm, however, was far more offended and vengeful, andturned on the creatures that dared enslave her. The mezzolothgeneral was swallowed in two bites, as Naxor severed its headto ensure its death. Still, her attacks on Aulmpiter only ended abattle that had long since become a rout of the Allies. To thisday, the strangely honorable black wyrm awaits a chance torepay the favor she owes to Garlokantha the gold dragon,though she isn�t going out of her way to do so �for that would bewasteful of our energies.�

The aftermath of battle revealed the worst. All the airbornecavalry and their riders were either sorely wounded or dead; ofthe dragonrider leaders, but three remained alive with five drag-ons among them. Despite grave misgivings, Captain Selornallowed Lady Ahskahala Durothil to withdraw the cavalry fromthe war and retreat into their mountain lairs closer to Sember-holme. Both strategists knew the end was near, and they knewthat keeping the cavalry active would mean their deaths andleave Elven Court (or other realms) unprotected in the future.With heavy hearts, the dragons and riders of the Wing and Hornflew weakly to the west, never to see the wonders of living MythDrannor again.

A.K.A.: The Ordall�s Glade MassacreDates: Kythorn 16-17Victor: Army of DarknessMajor Deaths: Chief Jhax Narlgold

A.K.A.: �The Light�s Last Stand�Location: Myth DrannorTime: Kythorn-Flamerule 714 (31 days)Campaign Victor: Army of Darkness

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“The time for play is long since done.I’ll seek all dead or the battle won!”

a bard�s song of Aulmpiter�s vowon entering Myth Drannor

Despite the fact that Aulmpiter had always been a slow,methodical, almost elflike commander and strategist, the FinalFall was a cacophonous rampage fueled more by anger andhatred than any plan, unless that scheme limited itself to destruc-tion of all in its path. In all, there were more than 20 battles thatshook the city of Myth Drannor to its very roots, though manyhave never been reported; the details on subterranean battles of The Tavern Warsbaelnorns and the like in their crypts against the Army of Dark-ness are not for us to glean. In little over a month, the proud Cityof Love (for such it was, even in its war-torn state) became a rub-ble-strewn, lifeless ruin.

Despite his anger and the mindless zeal of his troops, GrandCommander Aulmpiter spent much of his march on Myth Dran-nor summoning as much help as possible to reinforce his Army.No longer worrying over political difficulties, he summoned a fullcomplement of yugoloths over the days between the CrimsonGlade battle and conscripted all of them into his service withpromises that they would be given their own reigns after thecity�s fall. By the time of Aulmpiter�s entrance to the city duringthe Battle of Lightnings� Kin, his army�s newest officers included135 more mezzoloths due to his summonings and their own uponentry into the Prime Material Plane.

As expected, the re-entry of the yugoloths into the mythal cor-rupted and disrupted some of its integrity, and these degradationsled to a number of crushing defeats for the elves. Aside fromthose commanders who chose to remain at Aulmpiter�s side(including Generals Khitax, Nyzhink, and Qyndrv), the Army ofDarkness� discipline dissolved into horde tactics soon after theinitial penetration of the mythal, a day before entering the city.Left to their own devices and ways of leading troops, individualcommanders spread out from the two spearhead formationsAulmpiter had established to wrap around the city and hit it fromall sides (as the nycaloth anticipated). Seeking only loot orrevenge, the attacks were disorganized and random, and had theAllies been in less haggard condition or in greater numbers, even Templestars� Fallthis final campaign might have worked in their favor. Still, withwell over 10,000 gnolls, orcs, and hobgoblins swarming about likeflies, Aulmpiter�s central forces of the Colossus, War Hunger,Imperious, and Vindakkar battalions still acted as one and struckonly at key installations where he sought strategic placement ormagical plunder. Had he and his mezzoloths stuck to this plan,they might yet rule the ruins of Myth Drannor.

Similar to the insults Aulmpiter endured when he was trappedand bound millennia ago, Captain Fflar injured his pride withthreats and taunts that drew him and his generals elite out to bat-tle in the Bane Duels. Of course, this battle ended in his unex-pected death, and the primary threat against the Realms wasremoved, leaving only rubble and rabble behind after the Fall.

The FlightsEach of the key battles labeled �Flights� are both battles againstthe Army of Darkness and strategic retreats. With each flight,over 100 elves and other citizens of Myth Drannor escaped, pro-tected by the military or whoever could be found to protect them.All but the Final Flight were organized by Arms-Captain HachaamSelorn and later by Captain Fflar, and these bands of refugeesspent the next few tendays living in terror. While everyone mightbe armed or capable of magic, only 25 to 40 were actual adven-turers or military personnel capable of fighting any wandering The Honorsgate Warmonsters or Army troops. These brave souls often protected from100 to nearly 1,000 near-helpless merchants and nobles and oth-ers who simply wanted to reach safety at Semberholme or thenew Elven Court.

Note: This evacuation was one of the primary activities ofmany adventurers toward the end, as the military admitted thatthe capital couldn�t be held and wanted to evacuate citizens assafely as possible. Thus, the most adaptable troops�the adven-turers used to thinking quickly�were all conscripted into Flightduty as guardians and escorts. Of course, the difficulties lay inkeeping order among those protected, and many of them werenobles wishing to assert their authority (or magic or coin) forpreferential treatment, rather than focusing on the survival of all.

As many tales were spun in the long years after the Fall, the lastdays of Kythorn saw more skirmishes and local heroes among themany taverns and inns of Myth Drannor. While none of the skir-mishes and raids escalated into major battles (or, if part of amajor battle, did not overshadow the main events), they collec-tively became famous by the bard Oslarelar�s �Tales of the TavernWars� ballad, a long-winded ballad that celebrates many individ-ual feats among all the races of the allied city.

As the ballad is still among bards� repertoires today, many stillhear of the Tankardswar at the Blue Lute (where four bards atopthe bar held off three parties of orcs using only their feet, magic,and thrown tankards), the Seven Candles of Shamblin�s Towers(where a septet of hobgoblin lesser officers was destroyed by alone half-elf who doused them with casks of wine and set themafire), and the Silvershield�s Tablesturning (where a dozentrapped halflings and other patrons held off a squadron of mez-zoloths and destroyed nearly two parties of orcs by manipulatingthe floating cookfires and cutlery that normally drifted placidlyabout the taprooms).

First FlightA.K.A.: The City�s SorrowmarchDates: Kythorn 20-22Victor: Army of Darkness

A.K.A.: Battle at Two Temples, Sheshyrinnam�s DuskDates: Kythorn 21Victor: Inconclusive; Army of Darkness forced the destruction

of much property in Sheshyrinnam, though what ground theytook was swiftly avenged by the Templestars� destruction oftwo temples upon 430 orcs, hobgoblins, and mezzoloths.

Major Deaths: High Hammer Vuth Hykoshold (dwarf highpriest of Moradin), Oalm Glamourgold (gnome high priest ofGarl Glittergold); Major Qkaarlesal and Qkaarlesal�s March

The Battle of Templestars� Fall was a disastrous loss of bothtroops and territory, as nearly all of Sheshyrrinam lay in ruinsafter the battle. Still, a few hundred elves and other residentswere able to flee the city safely thanks to the sacrifice of thedwarf Vuth Hykoshold and the gnome Oalm Glamourgold, whocollapsed their temples to Moradin and Garl Glittergold ratherthan see the holy sites desecrated by the Army of Darkness. TheArmy�s disorganized charge was broken by the temples� fallingupon the heart of the invading orc swarm, and the trapped elfdefenders of Sheshyrinnam suddenly had a break in the attack.Using the wall of rubble and dead orcs as cover, they scrambledto safety and managed to rejoin the Allies or fled the city entirely.

A.K.A.: Evaelathil�s Triumph, Charge of the Halfling�s BladeBrigade, Broken Spears at Wolves� Bane Meadow

Dates: Kythorn 21-22Victor: Cormanthyr�s Elves/Allies

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Major Deaths: Scout Commander Ellidor Snowtoes; theGuard�s March of the Fourth Regiment Imperious; the gateleading to the Forest of Mir near the ruins of Myth Unnohyr

This is the famous Last Stand of the Eternal Srinnala, as theelite spellcasting corps finally realized their patron was not toarrive. Uniting with a brave platoon of halfling snipers and humanwarriors, the Srinnala battled heroically to allow as many goodfolk as possible to escape via the Honorsgate before destroying itto keep others from harm. Major Guir, a hulking mezzoloth nearlytwice Lady Ildacer�s size, felled her; she disappeared in a goldendiamond-shaped field of magic as she lay dying. Despite the futil-ity of the battle, many legends were made this day as a mere 100defenders saved the lives of three times their number anddestroyed more than twice that in gnolls and orcs!

The MythalashingA.K.A.: Battle of Lightnings� Kin, Fall of the Flind KingDates: Kythorn 23Victor: Army of DarknessMajor Deaths: Euchoé Songolden (last elder elf mage of the

city); Captain Cyrukkis (�the Flind King�)

Fallen FlightA.K.A.: Overmantle�s Bane, Final Fate of NezrasDates: Kythorn 23Victor: Army of DarknessMajor Deaths: Spell-Captain Phyrra Iliathorr, Nezras the Trai-

tor; the mythal�s Overmantle power.

This disheartening battle is notable for the corruption and lossof the primary power of the mythal: the elven overmantle thatallowed them basic defenses and flight! While the early parts ofthe battle showed tactical advantages for the elves in troop place-ment and battle magics, the unexpected loss of mobility and flightby the elves led to a rout, especially after the initial loss saw manyelves plummet from the sky directly onto mezzoloth-held spears.The only heartening note of the battle was the death of Nezras theTraitor at the hands of the Akh�Faern mage Juppar, a young moonelf whose unrequited passion for Captain Iliathorr lent him therage and fervor to destroy a whole party of orcs to reach Nezrasand engulf him in no fewer than three fireballs, leaving nothingbut smoking bones as testament of his passing.

Secret: Nezras used some lost magic to exchange places withanother traitor human mage before dying from Juppar�s spell-strikes, and his fate is unknown; no word ever reached Corman-thyr that he survived, since he has slain every elf he has met sincethis time. However, three centuries after the Fall, some Harpersdiscover that he survives as a lich and has various lairs aboutFaerûn, including one in the mountains north of the VilhonReach. The strangest, unconfirmed rumor about Nezras was thatthe wild magic of the Time of Troubles restored his youth and life,and he is now an ancient mage in a youth�s body.)

Flight of the Blooded MoonYuirgateA.K.A.: The Dragons� Last Dive, �Nine Wings Waning�Dates: Kythorn 24Victor: Cormanthyr�s Elves/Allies (though the remaining dragon

allies of Cormanthyr were so sorely wounded that they wereforced to withdraw from the War to fly to safety in the west- The Crownfrost Captureern mountains).

Major Deaths: Uinnessivar �Moondragon� (silver wyrm), Mik-kaalgenis �the Harper Dragon� (silver adult), Qiminstiir �theSwordwing� (steel wyrm); the gate to the Yuirwood(destroyed to prevent its invasion by mezzoloth troops)

The Battle of Stars ShiningDates: Kythorn 25Victor: Cormanthyr�s Elves/AlliesMajor Deaths: Spell-Major Josidiah Starym

This is the final battle of both the bladesinger Spell-MajorJosidiah Starym and the last of the Akh�Faer. Rather than allowAulmpiter (or any other marauder) to claim the prize of theSpeculum (the guild hall of the Wizards, Conjurers, andEnchanters), Josidiah and 17 mages stood atop the ramparts or atthe front colonnade and slung spells of devastating effect againstthe invaders, while others worked frantically inside either toremove or destroy the guild�s great magical-items cache.

As the afternoon fracas lengthened into a night battle, two boldmoves by the elves turned the tide of battle such that, while theground is lost, the moral victory became Cormanthyr�s. One Pran-nith Springheels, a halfling scribe of the guild (whose dream ofwielding magic was never quite realized), saw his master die justfeet of him, and he seized a fallen staff of the magi before it couldbe claimed by the murderous yugoloth. Drawing a number ofmezzoloths about him with taunts and shouts, Prannith leapt offthe highest surviving tower of the Speculum and wielded greatmagic for once in his life. He broke the staff as he fell into thehorde of mezzoloths about the guildhall, unleashing a retributivestrike that broke their ranks and killed more than a quarter oftheir number. While this respite delayed the battle�s end, its out-come was hardly in doubt to its defenders.

Spell-Major Josidiah Starym was soon the last Ally standing indefense of the Speculum, atop its crumbling and mezzoloth-choked central tower. As the fell creatures strained to break hismagical barriers and overwhelm his position, the clouded nightsky suddenly broke, and an almost-liquid beam of light from thestars and moon above wrapped around him. The Artblade hunghigh aloft, its normal red light now glowed a blazingly brightwhite, obscuring all but the blade and its magic. Now barely a sil-houette amidst the magic surrounding him, Josidiah stood on thewall�s edge and sketched a magical salute in the air to his patrongoddesses Sehanine and Mystra. Then, he took the power theladies of mystery granted him via his blade, swung it high and lowacross the front of the Speculum�upon which the blazing whiteenergy lanced through the walls and collapsed the entire frontwall upon the hordes of yugoloths below! Leaping into the air, asmiling Josidiah rode a white thunderbolt down into the heart ofthe enemy, where the blast scattered them like frightened chil-dren. With one last two-handed swing of the blade, he stabbedthe blade deep into the flagstones of the courtyard beneath hisfeet. White fires crackled about him, and a swath of white magiccrept like a firestorm toward the exposed Speculum�s interior.Where the white fires touched magic, they burned bright and hot,destroying all (or so it seemed to those yugoloths that burned thisway). The fires claimed Josidiah and the Artblade as well, as notrace of him or the great sword remained when the blaze dieddown enough to approach where he stood!

A.K.A.: Sheshyrinnam�s FallingDates: Kythorn 26Victor: Army of Darkness

Victor: Army of DarknessMajor Deaths: Arms-Major Kelvhan Olortynnal, Arms-Captain

Hachaam Selorn; General Qyndrv, General Bk�kr, the Colos-sus battalion, the Fiest War Hunger Regiment, the Third Reg-iment Imperious

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The Crownfrost Capture was Aulmpiter�s establishment of hisbase within the city at the wizards� school of Crownfrost Tower.One of the swiftest and bloodiest battles of the Final Fall, Aulm-piter�s organized battalions swarmed over the tower and managedto hold off all attempts at aiding the wizards until Aulmpiter hadarrived and gained entrance to the tower. Within the captured andoverrun building, the nycaloth also captured three dozen mages ofvarious levels of expertise including eight teachers and seniorapprentices of low- to mid-level experience, including the seniorfounder and wizard Klaern Kadelaryn. Aulmpiter gave most ofthem immediate deaths, though some of the more powerful hekept around to allow him access to the school�s secrets (after slay-ing Klaern). Judging some of these wizards correctly, they wouldnot be as self-sacrificing as those of the Speculum since most wiz- Final Stand on Evening Starards are loathe to destroy what they took decades to create.

Outside, the battle raged on, and the primary Allied army laidinto the mezzoloths and others of Aulmpiter�s forces. Had Arms-Major Olortynnal and Arms-Captain Selorn been more familiarwith the fighting techniques of the Blood War, they might havebeen able to defend against the tactic that killed them. All theyknew was the mezzoloths, gnolls, and all the forces kept rushingtheir position on all sides fell easily to their attacks. They realizedtoo late that the dozens that fell about them soon hampered theirmovements so much that they could not avoid the later attacks by Two Gates� Fallmore powerful foes. Soon, the hundreds of dead among the Armyof Darkness began to be matched among the allies, as their lackof maneuverability among their own slain enemies cut them offfrom retreat or even regrouping among their own forces.

The battle, which began before dawn with the overrunning ofthe tower, continued past highsun and into late dusk. By thattime, the exhausted elves began falling from sheer fatigue as wellas their wounds. The only elves to actually penetrate the hordesto reach the tower itself�the Captain, Major, and a small groupof a dozen bladesingers�found themselves trapped there with no Lydaalishope of penetrating the magical or martial defenses Aulmpiterestablished. They tried to break through the closed ranks of thearmy and escape to no avail; with no other options, the 14 elvessettled into grim resolve. Their last, heroic charge cost the Armyof Darkness at least two of its generals and more than 1,000 orcsand yugoloths.

The �Fall of the Arms-Leaders� ballad describes Hachaam Edansyr�s FraySelorn�s and Kelvhan Olortynnal�s deaths as fates suffered gladlyby two comrades fighting back to back and singing the battlehymns to Corellon Larethian that would speed their way to heroicafterlives as Reverend Ones of their god�s celestial armies.Whether the ballad speaks true, even the mezzoloths and ogreswere impressed by the battle-prowess of these two elves whose The Sixstar Standspirits never faltered as they were overpowered by more than 20times their number.

As other officers battled on in isolated pockets among thehordes encircling the Crownfrost Tower, many saw the Arms-Major and his Arms-Captain fall atop the steps of the tower. Oneenraged officer broke through the ranks to retrieve both their Oacenth�s Second Bloodingcorpses and weapons; his taking up of the Arms-Major�s bladeFaervian with no difficulty showed the elf troops that not all waslost. The Arms-Major lived on in that soldier, the brave CaptainFflar! Their spirits renewed, the new commander Fflar led aretreat from the tower that saved the last 400 soldiers out of theallied forces of 1,200 troops.

The Reprieve of SilverA.K.A.: The Crownfrost CrusadeDates: Kythorn 30Victor: Cormanthyr�s Elves/AlliesMajor Deaths: The Seven of Silver (unexpected allies from Sil-

verymoon), Klaern Kadelaryn (senior mage-instructor ofCrownfrost Tower); General Khitax (reassigned to the Vin-dakkar)

The Reprieve of Silver involved the happenstance arrival of theSeven of Silver via gateway from Silverymoon. They and someothers of Cormanthyr sacrificed their lives to allow a dozen wiz-ards (three elf teachers and nine apprentices, including the nobleelf Elénaril, two elves, two half-elves, and four humans) to escapefrom Crownfrost Tower with their lives intact. With the gatewaysafely closed behind them, the Seven of Silver and their alliesmanaged to seal the Crownfrost Tower in a massive prismaticsphere-like spell that kept Aulmpiter isolated from his primarytroops for more than five days (during which time he slaughteredeach and every one of his captors personally).

A.K.A.: The Seven Soldiers� VictoryDates: Flamerule 1-3Victor: Cormanthyr�s Elves/Allies (though many consider it

inconclusive); while the Army of Darkness was held off(mostly by seven enlarged and well-armed human and half-elfsoldiers holding the line), Cormanthyr�s Elves/Allies sufferedgrievous losses among the remaining city forces.

A.K.A.: Clash at Warriors� Gate, Khorridan�s WakeDates: Flamerule 1-5Victor: Army of DarknessMajor Deaths: Penaal Khorridan (dwarf holy warrior of

Dumathoin); Warriors� Gate (aka the public gate to the south-ern Delimbiyr and a more-secretive gate to a site just outsideof Evereska)

A.K.A.: The Battle of Nighthorns, Fall of the WestkeepsDates: Flamerule 6-7Victor: Cormanthyr�s Elves/AlliesMajor Deaths: Kérym Lashul Stormwing

A.K.A.: The Northride WarDates: Flamerule 8Victor: Army of Darkness

A.K.A.: The Dark Circle�s Defeat, �Allies� Mettle Forged�Dates: Flamerule 9-10Victor: Cormanthyr�s Elves/Allies

A.K.A.: Drowning Drive of Dabrax, the Wizards WaningDates: Flamerule 11-12Victor: Army of DarknessMajor Deaths: Irhaal Argentaamn (High Court Mage and Coun-

cilor), �High Lady of Art� Alea Dahast; Major Dabrax

The Bane DuelsA.K.A.: Foebane�s Last Strike, the Commanders� ClashDates: Flamerule 14-15Victor: Inconclusive; both the Army of Darkness and the Allies

of Cormanthyr lose their major leaders and many hundreds oftroops.

Major Deaths: Captain Fflar; Grand Commander Aulmpiter

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This 32-hour-long battle started at the ruins of Castle Corman-thor and spread across the wards of Cormanthor and Dlabrad-dath, involving over 5,000 elves and 20,000 orcs, gnolls, ogres, andmezzoloths. The last of the major officers of the city, CaptainFflar, led the fray for much of the first day until sorely woundedby a barbed spear at sunset. However, despite his injuries and anoted drain on healing resources, Fflar rested only briefly andagain took the field when word came that Aulmpiter raged aboutthe city with newly summoned nycaloths, the elf troops fallingback before them.

Captain Fflar brought himself back to the front, now set alongOacenth�s Stream. Magic enhancing his voice, Fflar issued a chal-lenge of personal combat to Aulmpiter and his nycaloths, stokingtheir temper with taunts and jibes at their true status as lower pla-nar bullies and errand-runners for the truer evils. As expected,tempers flared (as did the hopes of Fflar�s troops), and Fflar cameunder attack. After watching the captain and Keryvian engage adozen nycaloths and emerge victorious, Aulmpiter allowed him-self the indulgence of personal combat. The two battled alone,encircled by an audience of seven nycaloths and 13 mezzoloths.The epic battle of claw versus Keryvian lasted nearly threehours, neither commander giving any quarter and both sufferingnumerous wounds that might have killed lesser beings. The bat-tle culminated in a desperate gamble by Fflar, who had watchedthe movements of the Mantle Stone of Vhyrridaan orbiting Aulm-piter�s head; he swung his great sword and intercepted the stone,destroying it with one clean blow!

As the two elf bards who witnessed it were struck blind by itsbrilliance, only limited details can be unearthed about the Com-manders� Fall. The power of both the sword and stone burst forthin a ring of white, blue, and purple fire, engulfing Fflar and Aulm-

as a crackling ring of energy that lanced across the battlefield atthe city�s center and robbed yugoloths of their health as much asit granted strength to the elves. At the blast�s center, naught wasever found of Fflar, Aulmpiter, or Foebane, aside from the blastedsilhouettes of their shadows etched in white in the pavementwhere they stood. With the fall of Aulmpiter, the Army of Dark-ness temporarily retreated back to Crownfrost Tower as itassessed the battle. They would soon return, with no thought ortactics beyond annihilation.

The Rule Tower RampageA.K.A.: Cormanthor�s Crumbling, Rampage in the Old CityDates: Flamerule 15-18Victor: Army of DarknessMajor Deaths: Castle Cormanthor, central bridge across

Oacenth�s stream

The Final FlightA.K.A.: Darkness Descends, Capture of the Crown, Corellon�s

Blight, the Black Day�s Dawn, Oacenth�s RequiemDates: Flamerule 20Victor: Army of Darkness

By this battle, the only elder or major officers left at dusk toface the Fall of the city were Lord Grathgor Hawksong, a penaalof the Akh�Velahr, and Lady Leilatha Aunglor, the last of the CourtMages and armathor commanders. They rallied the last rag-tagbrigades left to them, their mission simply to hold the Army ofDarkness and allow the Final Flight a chance to escape to safety.

piter but fully immolating the ring of Yugoloths aroundthem. As these fires imploded swiftly, a second blastmore focused than the first arced out from the center

Their noble sacrifice has been recorded in more mourn-ful ballads than almost any other deaths in the Weep-ing War.

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hile the 12 campaigns raged on around Cormanthyr for three long

years, a number of other, secret activities occurred which few haveheard about beyond whispers. Even six centuries aftcr the Fall, the elves

are reluctant to reveal much about certain clandestine actions duringMyth Drannor�s darkest days. The forces defending Myth Drannor and

Cormanthyr were many, though not all folk saw the same threats.

allies and keep such secrets among the N�Vaelahr untilordered to do otherwise.Origins of the

N�VaelahrAolis Ildacer and his wife Amara (formerly of ClanAudark), both senior Akh�Faer officers,secretly met with a few members of theRulers� Council late in the Year ofDespairing Elves (711 DR) after thefirst reports came from the northabout the Army of Darkness.Grand Mage Ualair, Arms-MajorKelvhan Olortynnal, and Coun-cilor Phraan Audark all gaveAolis and Amara leave to createand operate a covert group hid-den even from the other Coun-cilors of Myth Drannor. Theirduties were to act as intelligencegatherers and agents with twopurposes: Halt or delay the Army ofDarkness wherever possible, anddiscover who among the people ofMyth Drannor might be considered anenemy of the Coronal�s Peace and Unity.

This group, named in whispers as the ShadowSoldiers or N�Vaelahr, canvassed all aspects of the war andsecretly helped re-establish Elven Court as an elf refuge.Their achievements are many and truly astonishing, con-sidering there were never more than 24 active agents atany given time. The recruits were almost entirely chosenfrom active adventurers at the time, since the armathorsand other military guardians of Myth Drannor were tied toother power and political structures (i.e., biased in favor ofthe nobility and their Houses). If any agents were cap-tured, they often chose death over revealing any secretsregarding the identities of other agents or the informationstored away within their kiira.

Note: Obviously, these missions are perfect for PCintervention into the events of the Fall. Their adventuringstatus provides PCs with the freedom to pursue these mis-sions without undue conflicts. As covert agents, theirnames will never figure prominently in the histories, a per-fect way for time-travelers to aid the cause without dis-rupting the timestream. Provided with information andshadow lore gems, the PCs must do their best to bothuncover secrets among the Army of Darkness and the

Organization and OperationsOnly Aolis and Amara know the identities of the trio

of Councilors involved with the Shadow Sol-diers, though some agents have met indi-

vidually with Arms-Major KelvhanOlortynnal at his request and were

surprised to find he knew of theirexistence. In short, any of theCouncilors chooses who to con-tact and how, and they arealways the ones in control of thesituation with each agent.A loosely based organizationwith each agent given an ampleamount of autonomy concern-

ing a mission, the Shadow Sol-diers roughly resembled the

Harpers at Twilight, of whichAmara was a member. Aolis and

Amara did not exclusively recruit withone standard, but members were chosen

by the four founders, each choosing sixagents with a different view of the members

needed for the job. Aolis sought out beings of upstandingand irreproachable morals, and hired four elves and twohalf-elves. Amara recruited the slightly shadier but stilltrustworthy souls, and hired an elf adventuring group.Phraan Audark looked toward maintaining the balance ofraces, and recruited one each of Myth Drannor�s races:gold/moon/green elf, human, gnome, and halfling. Finally,Ualair the Silent recruited a N�Tel�Quess adventuringgroup, for reasons of his own and brought in the soledwarf N�Vaelahrn, a priest of Dumathoin.

For the most part, the members were rangers, wizards,wizard/fighters, and wizard/rogues. Despite their skills,Amara further trained each recruit. All became far moreconversant in stealth and subtlety, with training beginningupon induction. They also learned of additional magic andmethods that allowed them to better obtain information.When deemed ready, the agent would be presented with akiira N’Vaelahr, a shadow lore gem that embedded itselfin the bearer�s skin and became both her badge and great-est tool. (For more details on the gems, see the �FallenItems and Curios� Chapter.)

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Safehouses and CooperationWith their very existence secret from most of the power struc-tures in Myth Drannor, who are the N�Vaelahr�s allies? Where canthey go and trust folk? Well, their founders� previous alliancesand similar goals allow them two great groups of confederates:the Harpers at Twilight and the High Mages of Cormanthyr. Thereare a number of safetrees (secreted hideaways to use when onpatrol) in all corners of Cormanthor shared by Harpers andN�Vaelahr, and any individual members� homes are used as safe-houses, while larger homes or well-hidden and secured sitesoften doubled as armories as well.

With the membership totalling no more than 28 including lead-ers, magical aid was expected, depending on one�s missions. Eachmember had a lore gem and personal items, though many minoritems were created and loaned for specific duties. Any magicalitems from the DUNGEON MASTER® Guide (DMG) are poten-tials for use.

N�Vaelahr Exploits and FeatsWhile their official existence lasted but a mere eyeblink to theelves, the N�Vaelahr performed a number of great feats for thewar effort. Their three greatest individual missions involved sav-ing the mythal, sabotaging Malimshaer�s efforts at artifact collec-tion, and building an alliance that saved the elves with the aid oftheir greatest enemies.

The Crystal CoupOne of the greatest victories of the War occurred beyond the city,along the outskirts of the mythal: the theft of the Gatekeeper�sCrystal. Through various sources (including the malevolent Hlon-dathan lich Laummas the Liegelord), Aulmpiter and his crafty sec-ond Malimshaer learned of and gained this powerful artifact, thenplanned to use it on Myth Drannor�s mythal. While the Clash UnderFour Moons raged in the City of Song, the remaining battalions ofthe Second Legion�the Vindakkar, the Ardorstaves, and the Bat-talion Arcane�and Malimshaer prepared to use the legendaryGatekeeper�s Crystal to implode the mythal surrounding the capi-tal city and destroy all within. The forces of Darkness within wereacceptable losses by Aulmpiter�s reckoning, as the attack on MythDrannor so early was intended as a distraction from the real dan-ger: the three battalions� generals holding the three pieces of theGatekeeper�s Crystal at strategic points surrounding the mythal.

Infiltration and sacrifice by more than eight N�Vaelahr discov-ered the plan and provided the mezzoloth General Eszkhil with asuitable counterfeit crystal, while one-third of the real Crystalwas spirited away, into Ualair�s hands. This neutralized its pri-mary threat to the mythal and the elves within it, though someN�Vaelahr tried to reclaim the other pieces throughout the war.By Ches 2, Malimshaer noticed the failure of the Ardorstaves�mezzoloth commander and sent him and his remaining battalionto continue the fight within the city�Malimshaer�s orders werean effective execution, as they fell before the powerful wrath ofthree Chosen of Mystra.

The Spiders� TruceThe Rhymallos GambitIn one of the noblest sacrifices never celebrated but among hiscomrades, a N�Tel�Quess N�Vaelahrn voluntarily underwent anAkh�Faen�Tel�Quess ritual and was transformed into a mezzoloth.Hereafter, the agent operated under the codename Rhymallos,�Hidden Eye.� Rhymallos infiltrated the ranks among the Army ofDarkness easily during the Scourging of Jhyrennstar, and throughhis carefully selected knowledge about the forest, managed anumber of small victories during the early campaigns, allowinghim to rise to a command position among the enemy ranks.Stripped of his shadow lore gem and fully in mezzoloth form,

Rhymallos still managed to secretly notify his comrades of majorplans and keep his troops away from major elf enclaves. Thisrazor�s-edge dance provided the elves with much of their earlyknowledge about who and what they faced, their immediateplans, and how the Army was organized. This knowledge allowedthem their victories later on in the War.

Rhymallos maintained his cover and performed crucial deep-cover intelligence for the N�Vaelahr while also seeming to do wellfor the Army of Darkness. His group�s discovery rate of smallmagical-item caches brought him to the notice of Malimshaer,whose small scout units were fruitlessly scouring the western for-est for the Vaults of Uvaeren, which allegedly revealed the hiddenlocations of all the hidden elf magic of that realm and early Arco-rar (and others). The nycaloths wanted the most ancient magic ofthe elves to use against them, but these remained hidden. Rhy-mallos and his squad of gnolls and lesser mezzoloths werebrought to the area.

Despite Rhymallos� best efforts, it appeared as if some of histroops had learned some of his secrets and immediately beganturning up more and more clues to reaching the Vaults as well asmore powerful magic and lore caches. Rhymallos� next panickedreport struck fear into the commanders of the Shadow Soldiersand the entire army, though only a few could truly comprehendthe dangers. The Army of Darkness (under the direct supervision,for a time, of Aulmpiter) found four of six signs that would helpthem uncover the Vaults of Uvaeren; if this lost elf knowledgewere brought to bear against them, Cormanthyr�s reign would bemeasured in hours.

Though details are sketchy at best (even among the N�Vaelahr),Ualair the Silent secretly went to the aid of his bravest ShadowSoldier and to safeguard Uvaeren�s treasures. His and the agent�sexact actions are unknown, though some reports uncovered byother N�Vaelahr note that a mezzoloth lieutenant and an elf stoodback to back, madly wielding recently uncovered artifacts againstGreat Commander Aulmpiter. They apparently summoned magicgreat enough to scatter the squadrons and force Aulmpiter toretreat and either obscure the Vaults anew or destroy them.

Both Rhymallos and Ualair the Silent seem to have died in theirdefense of the Vaults, though their bodies were never found, norcould their spirits be contacted via divine agencies. While thefinal fates of Ualair and Rhymallos are unknown, two facts sug-gest they may yet live in some manner. The Grand Mage�sselu�kiira, or high lore gem, did not appear back among his fel-lows in Myth Drannor, as it should do upon his death; and it ishighly unlikely they would have willingly abandoned Myth Dran-nor in her time of need. All that most elves know of this operationwas that a magical fury whipped through the western forests,destroying much in its path, including many patrol squads of theArmy of Darkness.

So, with the great sacrifice of the Grand Mage and the N�Vae-lahr�s deep-cover agent, the Army of Darkness was driven out ofthe western forests and away from the greatest storehouses of elflore on Faerûn. While later campaigns were lost due to elf magicuncovered by Rhymallos� mezzoloths, the destruction was a merefraction of what have happened. Uvaeren�s secrets lay hidden still.

This was ultimately the most important of missions everattempted by the Shadow Soldiers: The cleansing of Elven Courtby the skillful manipulation of both the drow and the Army ofDarkness! Upon the creation of the group, a number of agentswere sent into the eastern and western woods and down below toharass both the drow of the Twisted Tower and other, more secre-tive enclaves. By finding and exposing the entrances to the drowtunnels, the agents began leading the Army of Darkness to themand allowing them to discover the riches below. While providingthe Army with an additional layer of targets, the N�Vaelahr slowedsome of the horde�s advance somewhat.

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By early in the Year of the Lost Lance, a number of drow fac-tions were ready for the second stage of Aolis Ildacer�s plan. Hehad deduced that they would be trying to use the instability ofthe time to re-establish their holds over Old Elven Court and theTwisted Tower and thus have strongholds in Cormanthor. As heand his agents continued their actions (or those of the Army ofDarkness), Aolis began attempting to communicate with appar-ent leaders among the drow factions they met. By mid-year, heand House Dhuurniv had negotiated a truce between elf anddrow in the interests of defeating a more pressing foe: the Armyof Darkness. Approved (though with much distaste) by Arms-Major Olortynnal and Ualair, Aolis conceded the Twisted Towerto the drow in exchange for their aid in harnessing the spidersand magic of the ruined Elven Court against the nycaloth-ledarmies.

With the advent of the Third Elven Court Crusade, Aolis tookcommand of the troops and revealed their dark-elf allies to muchoutrage and fear. Forever after, he, his wife, and a few associateswere seen as traitors for even thinking to establish this truce. Toassociate with drow is to become as corrupt as one, and the Spi-ders� Truce made the N�Vaelahr many enemies among all theraces, though they were not outcast alone. House Dhuurniv, itsthree senior priestesses, and its forces were likewise shunned bytheir subterranean fellows for their activities in this war, eventhough their negotiations practically handed the Twisted Towerback to the drow after many long decades. Their associations andcompromises were seen as far more damning than their gains.Indeed, most drow of the major cities beneath the forest did notbelieve the Army of Darkness posed any threat to them, despitethree outpost attacks for weaponry and magic.

The Spiders� Truce lasted from mid-Uktar of 712 DR throughMidwinter and into Alturiak of the following year. During its time,more than 80% of the encountered enemy troops fell before theirorganized front; equally good for Cormanthyr�s Allies was thedestruction of the corruptive drow gates that riddled the ruins (abenefit dreamed of by Aolis but not quite masterminded�Tymora smiled on Cormanthor that day.). As soon as the Stars-dark Clashes turned into a rout against the Army of Darkness, oldhatreds turned the Spiders� Truce into a memory as drow turnedon elf (or human or dwarf, etc.). Aolis Ildacer was cruelly struckdown, but his wife swiftly avenged his treacherous murder.

Amara Ildacer and her N�Vaelahr agents active at the ElvenCourt Crusade were forever shunned politically and socially, andnot allowed openly within Myth Drannor again due to their partsas collaborators. Despite the victory and the canny elimination oflarge numbers of both enemies, most elves refused to even dis-cuss the methods by which Elven Court became theirs again.While he rarely acted on it, the Arms-Captain Hachaam Selorngained a great deal of respect for the Ildacers and the N�Vaelahr(who rescued him during early maneuvers before the Truce wasset). He alone among the powerful of Myth Drannor spoke ofthem with respect, for he realized just how much they sacrificedfor Cormanthyr.

N�Vaelahr MissionsThese missions are standards that PC and NPC N�Vaelahr canexpect to perform during the War. Mission basics are followed by Field Workadventure hooks for the DM. The two major mission types areintelligence and field work.

Intelligence WorkKnowledge is power, and much of the military intelligence thatkept Cormanthyr from immediately succumbing to the Army ofDarkness was provided to the Arms-Major via the N�Vaelahr.Thus, while less enticing than field work, data collection was amajor step in helping defeat Aulmpiter.

Surveillance of Suspected Folk of IntrigueWhen necessary or when First Shadow Aolis Ildacer felt there wassufficient suspicion, N�Vaelahr agents would be placed either withina household or as a guard contingent among a group of refugeesleaving Myth Drannor. Standard orders were merely to observe andreport any illicit activities of the target people that might underminethe Allies� strength and chances of winning the war

News RelaysNews relays are the most common activity performed by theN�Vaelahr, since any mission required returning information toMyth Drannor and Second Shadow Amara. In most every mission,at least one other agent needed to share or receive the informa-tion collected by the agent via their kiira; then both agents wouldtake separate methods by which to reach Myth Drannor. Mostoften, agents worked in pairs and shared information with otherduos, providing all agents with backup at all times.

If a secure position was found for intelligence gathering, relayswere established among a squad of agents spread out across themiles. The monitoring agent telepathically transmitted coded andsecured gememories to a comrade two miles away, who traveleda great distance to a predetermined link site. Once there, theagent then transmitted the same sealed information to the nextagent up to three miles away, and this process continued until thecoded information reached Amara in Myth Drannor. A agent usedfor gememory transmission did not always need to be voluntaryor part of the pre-planned relay, though this emergency con-scripting of fellow agents often disrupted other plans or missions.

Orders were sometimes (but rarely) transmitted this way toagents out among Cormanthor. Most often, an official summonswas sent via relay for the agent(s) to return for new orders.

Tracking of the ArmyGiven special orders for working with scouting officers, theN�Vaelahr agents and the Akh�Velahr scouts shared trackinginformation on the movements of the Army and its many patrols.N�Vaelahr could get close to enemy patrols, tracking them bothphysically and magically, and discover their plans via clairaudi-ence and other methods.

Example Intelligence Missions� The PCs must track individual members of a particular group

and determine the following: Who�s in charge of whom andgroup structure; identify tribal, clan, and all other symbols;get a sense of where friction lies among the troops and findways to exploit it (tactics that force two clashing groupsagainst each other).

� The PCs are set in a safetree overlooking a meadow wherehides a number of long-hidden caches of powerful magicalitems. Their job: Watch and see who comes looking for themand stop them only if they get close to discovering the items.

� Secure the spell books and knowledge of Laummas theLiegelord, the Hlondathan lich or his toady Nezras the Traitor.Even if they are destroyed, this knowledge must not fall intonycaloth hands.

Rather than the passive watch-and-wait missions noted abovethat formed the backbone of the N�Vaelahr�s activities, there wereoften active missions where agents were needed to perform dan-gerous volunteer activities out among the war-torn areas. Onlyrarely did these reach beyond the forest, though some smallamounts of aid came from those missions. Below are generic mis-sions that a N�Vaelahr might be asked to perform.

AssassinationsWhile rare, hunt-and-kill missions were possible assignments forN�Vaelahr; often, these were either political kills to prevent some

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known treachery from occurring within elf ranks or military exe-cutions, where particularly adept commanders (including traitorswho defected to the Army of Darkness) were targets simply tokeep the Army from operating at top efficiency.

Rescue MissionsA common mission was to rush to the aid of beleaguered refugeesand travelers within the forest whose guards either were failingor had failed. Later, in the last year of the campaign, half of theagents were constantly kept on rescue duty, though this wasproactive protection, as they acted as supplemental guards forimportant personages forced to flee Myth Drannor to safety.

Sabotage and TrapsAnd, of course, one of the few missions described as �fun� werethose where the agents set up traps either to sabotage and harryencamped Army troops or waylay them while on the march. Mostof the wizard agents were saved for these missions, as contin-gency magic and other spells allowed for sabotage both subtleand spectacular. This group of missions also covered counter-sabotage and destruction, such as orcs and giants setting fire tothe woods.

Reclamation of Elven PropertiesThe most common mission after rescues were reclamation mis-sions, where the Army of Darkness (or some other group) stoleelf property of interest to the military commanders or the Coun-cilors of Myth Drannor. Most N�Vaelahr spent the MezzolothMarches infiltrating enemy camps to reclaim recently uncoveredmagical items. Their success rate was close to 65% for standarditems or weaponry, while their recovery of artifacts was closer to

90%, a fact that escapes many as the few artifacts the nycalothskept did horrendous amounts of damage.

Example Field Missions� The PCs are called to slow or halt the advance of the ogre

and mezzoloth Wardogs� March. The mezzoloth major is set-ting fire to the brush behind them, leaving much destruction,and forest fires are raging out of control. Destroy Major Reojand find a way either to put out the fires or turn them to anadvantage.

� From an intelligence report in the northern woods aboveOloriil, an orc now carries the long-lost Diamond-Stuff ofChomylla; find out how it came into the beast�s possession,and make sure that item does not reach the yugoloths.

� The PCs find a noble elf (one with a severe hatred of ah non-elves) lying wounded in the woods, his hunting party all deadfrom an unexpected Army attack. The elf must return to MythDrannor to help coordinate the defenses against an expectedattack, but his leg and arm are broken and he believes the PCagents to be creatures out to slay him.

� After Garnet�s Pyre, the High Mages realize that Aulmpiter hasthe Orb of Pyxaanthal and knows how to use it. The PCsmust either find the circlet that controls it or steal the artifactit*elf.

� Ualair�s final magical creations were trap-items that held muchdanger for their expected mezzoloth wielders. After a certainnumber of uses, the item would explode with cold fires andlightnings. The PCs� mission is to plant these items among acache of lesser items so the items will be found during the Mez-zoloth Marches (previous attempts failed since they would nottake obviously planted items, expecting such traps).

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umerous items, both legendary and new, turned the tides of battles countlesstimes during the Fall. As a realms of magic, the elves had no lack of

firepower, though their enemies either came well prepared or they plunderedthe magical treasures of the realms fallen long before. While few items were sopowerful that they turned the course of the war, all (whether used in heroic ordiabolic hands) gained much in notoriety and legend. Elves yet today believe

there is a certain curse that each item from fallen Myth Drannor carries with it: The wielderis compelled never to give up, continuing to battle against all odds. Few have found this somuch a curse as a wish among elves to requite the loss of the great city and its treasures.

weaponry arcane long ago. Since then, his apprentices andothers learned the gauntlets� secrets and created sets ofThe Arsenal of

DarknessWhile the nycaloths and other forcesamong the Army of Darkness werecapable of having magical itemsbefore the assembly of thetroops, the bulk of the magicalweaponry used by the Army ofDarkness was pillaged fromtheir enemies� corpses or long-fallen storehouses. Below aresimply the major items of strate-gic value to the hordes that felledgreat Myth Drannor.

Gauntlets ofWeaponry Arcane

them for their best soldiers. Since these elvengauntlets resize to fit any hands, many of

them fell into those of the enemy after thefirst campaign in the northern woods.

The Army unearthed more than adozen pairs from a lost tomb of long-

dead Jhyrennstar, and used thesewith great efficiency against theelves throughout the rest of thebattles. After the Fall, most wererecovered by the survivors,though at least eight pairs ofgauntlets of weaponry arcaneleft Cormanthyr on the arms of

unworthy deserters of the Armyof Darkness. Thus, one more elf

secret falls to all, as word of theseitems grows. Luckily, the secrets on

how to make them still lie with only afew elves in Cormanthyr and Eaerlann.

These heavy leather-and-silver gauntlets simplyallow the wearer to wield any weapon (in which she is pro-ficient) as if it were a magical silver weapon. If a weaponin hand is already magical, it increases their effective mag-ical potential by +1. Their magic conferred by contact withthe weapon and the wearer, the gauntlets� magic affordsno combat bonuses beyond the ability to affect creaturesvulnerable to magic or silver (and magical +1 weapons,while considered +2 due to the gauntlets, add only thestandard bonuses of +1 or whatever to their attacks). Still,these highly prized magical items turned the tides of battlefor many an elf and gnoll in the Fall, especially against themagically powerful yugoloth commanders.

HeartcleaverThis monstrous executioner�s axe is balanced and sizedfor Large-sized creatures of at least 18 Strength; in basicform and function, it appears closer to a bardiche, thoughthe axe-blade is as massive as a medium shield with sharp-ened edges. This weapon is not native to the Realms, butwas forged on Gehenna.

This gigantic single-headed but massive weapon is, forall game terms, a +2 vorpal axe. In its nycaloth-master�shands, Heartcleaver deals 1d12 + 10 points of damage perblow (+8 Strength and +2 magic) to small and mediumcreatures and 2d8+10 to large foes.

The leather gauntlets cover the hands and lower fore- Aside from the basic magic of the vorpal weapon, the axearms of their wearers, and are immediately impressive with blade also constantly drips with a translucent green poiso-their ornate chain-metal-reinforced palms and hands. Silver nous ichor. The ichor cancels out healing magics, and there-stitching forms ornate patterns in the arm guards and the fore, the damage dealt by Heartcleaver must be recoveredexposed leather fingers of the gauntlets, and this silver is naturally by rest and sleep, not potions or spells. That samewhat glows if viewed under detect magic spells or the like. poison, if administered through more than five successful

The archmage and former leather-worker Agis Ipyllasc of hits, forces the target to make a saving throw vs. poison; ifthe old realm of Jhyrennstar created the first gauntlets of the character fails her save, she is slowed for 1d8 rounds.

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Heartcleaver is wielded one-handed by the monstrous nycalothGaulguth, the warrior of the trio behind the Army of Darkness.After Gaulguth�s death at the Battle of the Lost Trench, a tallhuman adventurer was allowed to claim the axe (since no dwarfcould ever hope to wield it). This human, whose name is lost tohistory (or who could be a PC), used the axe in the allied causefor the last year of the Weeping War, though he reportedly died ahero among heroes at the Final Stand on the Evening Star. Afterthe Fall of Myth Drannor, Heartcleaver remains among the rubbleof the fallen city, waiting for a new wielder.

The Mantle Stone of VhyridaanFor all intents and purposes, this item acts as an ioun stone withall the standard actions and limitations, but also with someunique properties as well. While it orbits the wielder�s head as allioun stones do, it actively zips around in a sentient manner andavoids all contact (making it harder to be grabbed or attacked,with an effective AC of -6).

The mantle stone generates a spell mantle around the wearer. Thisinvisible field of magic reflects all spells of less than 4th level cast atthe wearer as if he were wearing a ring of spell turning. This man-tle is constant, though its magic can only reflect up to five spells perday, and then fading for 24 hours or until it rests for 8 hours.

The wearer also can utilize the mantle stone for a unique pur-pose once per day. If the gem is grasped and held tightly in thepalm or pressed to the forehead, the wearer can place three mem-orized spells or spell-like powers (including beholder eyebeampowers) into the gem. This, of course, can cancel out the wearer�suse of these powers if they are limited by memorization or setnumber of uses per day. However, this power grants the mantlestone the ability to cast these stored powers when it deems fit.The spells or powers must be ranged effects, or they are totallyuseless for the stone’s abilities.

The mantle stone is sentient with the intelligence and soul ofVhyridaan the Mad, a half-elf, exile wizard whose attempts toteach himself High Magic saw him lose his mind into his creation.The mantle stone was to be a kiira to store his knowledge, but itbodily absorbed him and his only other magical item, a ring ofspell turning. If the wearer of the mantle stone is a spellcaster,Vhyridaan can memorize three spells accessible to a 14th-levelwizard (i.e., maximum spell level of 7th); these are in addition tothose willed into him, as detailed above. He can only hover aboveand read those same spells that the wearer himself studies, so heis most likely to have duplicate spells. Vhyridaan is a trappedsoul, and while he can mentally communicate with the wearer ifthe mantle stone is held or contacted, he has no Ego or any The Defenders� Munitionschance of possessing its wearer.

The mantle stone of Vhyridaan is first encountered as an itemof the Hlondathan lich Laummas. After his defeat and destructionat Twilight�s Fall, the stone falls into the possession of Laummas�puppet Nezras for a short time. The traitor and coward deliveredthe stone to Aulmpiter the nycaloth over-commander, who re-tained it until the final Fall. There, in battle against Captain Fflar,Aulmpiter, the mantle stone, Fflar, and his sword Keryvian mayhave all been destroyed in the explosion that killed them (as Foe-bane appeared to shatter the stone in midair) and signaled theend of the war; then again, only twisted and shattered bones The Baneblades of Demronremained, and no sign of either item.

The Orb of PyxaanthalWhen most folk seek this fabled item from long-gone Uvaeren,they assume it is a crystal ball or some ocular device such as agem of seeing. Imagine their surprise to discover the Orb of Pyx-aanthal is a diamond-hard crystalline beholder, fully articulateand animate yet made of hard, cold, transparent crystal. All of thedetails (even blood-shot eyes) in living crystal make many believethis is less a construct than a bound and transformed creature.

The orb of Pyxaanthal acts, for all intents and purposes, as astandard beholder with a 17 Intelligence and a Lawful Evil tem-perament. The orb hovers and has full maneuverability within itsset location (i.e., it can rotate freely to allow the use of all of itseyes), but it cannot move laterally or vertically; in other words, itcannot move from the place in which it hovers.

The orb’s powers are unique and suited to its new form. Itscentral eye acts as a standard crystal ball, and it shows whateverscene Pyxaanthal wishes to show (or is ordered to show). The sixeyestalks atop its head can fire magic missile, hold person, holdmonster, lightning bolt, burning hands (projected from oneeye), and create water (also projected from one eye) at a rate ofone eye per round, and each effect may be used twice a day.

The orb of Pyxaanthal’s special power is well documented, andit also likes to brag about this power and its accuracy. All it needsis a dimension door spell cast into it to recharge this ability, andit can emit a teleport without error effect through its six eyestalksand send those affected to the site depicted in the central eye andcrystal ball. Of course, folk must get its word of honor that noharm comes from the orb’s actions. Fools who trust Pyxaantharwith their welfare for no reason can find that it shifted the imageof their destination to somewhere else. The orb can teleport crea-tures without any harmful effects up to 1,500 miles away, whichalso determines the extent of its scrying.

This orb is intelligent and moves and speaks and acts just as abeholder does, though its powers are much different. The orb ofPyxaanthal obeys requests, but its vanity and pride must beassuaged in order to get it to work. Roleplaying the pleading PCsand the obstinate crystal beholder should lead to some greatcharacter play. The orb is controlled by a small golden circletwith a diamond set at the brow; originally, this circlet was storedwith it, but thieves separated the two items, and now the orb can-not be totally controlled. When within 20 yards of the circlet, theorb and the gem in the circlet both pulse with a soft light. Thewearer of the circlet can command Pyxaanthal to utilize its abili-ties without fear of rebellion or reprisal.

The origins of this mysterious object/creature are entirely un-known and lost to history, and Pyxaanthal is certainly not forth-coming with any information. Is the orb actually Pyxaanthal,crystallized and forced into servitude, or is Pyx the wizard whocaught it? In any regard, it was long trapped in a long-lost trea-sure and lore cache of Uvaeren. It was uncovered during the warand used to great effect on both sides.

There is no lack of magical weaponry among the elves and theirallies, for they defend the greatest of the modern magical realms�Cormanthyr and its capital and shining star of Myth Drannor! Anymagical items in the DMG are to be found among the defenders aslowly as the foot soldier or as lofty as the High Court Mages. Thesebelow are merely those which performed special services duringthe Weeping War or those most often told of by bards.

The baneblades of Demron are six individual swords of varioustypes all linked by their creator�s name. While considered a col-lective group of weapons by history, the baneblades were merelysix separate commissions over 300 years for magical swords tobe made by this great enchanter. While Demron gets all the creditfor these swords, all of them were a collaborative effort: Dwarvesforged and shaped the blades; elves crafted the ornate, elongatedhilts; halflings created the finely-tooled leather and metal scab-bards for all; and the human Demron laid the enchantments.

Demron received the commission for the first three swords fromArms-Major Pirphal Faerondaryl for his newest lieutenants. After

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serious misgivings about elf military conduct, the Major wanted asword for each of his new non-elf officers. Thus, in the Year of theBattle Talons (358 DR), a great military ceremony presented Evae-lathil, Mhaorathil, and Morvian to their respective halfling, dwarf,and human wielders, all Akh�Velahr officers. More than a centurylater, Demron created Faervian, a blade for the use of the seniorofficers of the Akh�Faer in the Year of the Empty Helm (462 DR).While a special baneblade was ordered for Major Pirphal of theAkh�Velahr in the Year of the Gored Griffon (574 DR), it was lost amere 16 years later in battle against the black wyrm Crinabnahor.By the Year of Chasms (633 DR), Demron had spent the last threeyears creating his final baneblade as the symbolic weapon for theleader of the Akh�Velahr. The human wizard was found dead,slumped over his worktable and the flickering magic of his great-est work. It was later rumored that some thief used this last bane-blade to kill him (a rumor spread by one who did not know the trueorigin for the blades� names), but most believe he died of overex-ertion and the exhaustion of casting such deep enchantments.

Another misconception and curiosity about the baneblades arethis collective and human name for them. While some still believean old wives� tale that they were so named because they proved tobe the bane of their creator, it is the loose and liberal translationof their elvish that give them their collective name. As Demronexplained to the elves carving the hilts of these weapons, eachsword was for a certain type of wielder, and it would have certainpowers along certain themes to be reflected in the hilts. In fact,the elf whitesmiths were often the ones to name the blades beforeenchanting had even begun, thus their elvish names. Since the firsttwo swords were named with �-athil,� an elvish suffix meaning Evaelathil�bane,� the dwarves and many of Demron�s assistants took to call-ing the swords �baneblades�. Even before the third blade was fin-ished and its suffix of �-vian� (�boon�) countered the others, toomuch word of mouth saw the baneblades adopted as their semi-official collective name. Though their truenames sometimes meanotherwise, all the swords have a �bane� name by which they aremost commonly known to humans and other non-elves.

For some reason, these swords have generated far more thanthe usual mantle of rumors and speculations, and even now ap-parently have some great hidden secret. A popular myth createdby a bard from Myth Drannor a century after the Fall claims�Demron and the Coronal had an intricate and secret plan,whereas six swords would be made, one each for life, love, Art,death, hate, and war. The magic of each sword would be mighty,but were ever all six united, a great lost secret of Myth Drannorwould be revealed, and elf and N�Tel�Quess alike would under-stand the truth of the Coronal�s and Demron�s dreams.�

Standard Powers of BanebladesAll of Demron�s created blades share these powers and abilities.It is unknown if Demron built the swords this way at someone�s(the Coronal�s?) direction or if he had a number of standardenchantments when creating items. It is known that he made aset of daggers keyed only for him with some of these powers andthe ability to constantly dance about, as if having the combinedpowers of dancing swords but moving more like ioun stones,their orbits continually weaving around him.

• Alignment: All baneblades are of good alignment, and theswords� powers are tied to their wielders� alignments. If anevil person grasps a baneblade and tries to use it, the sword�smagic goes dormant, and its ever-present flames flicker outand die. The magic can be restored only by the touch of agood assigned wielder (see below).

Description: This short sword is a clean piece of dwarf forgeart, and the hilt is the shortest of all the baneblades, fittedexclusively for halflings. The entire hilt is shaped like a minia-ture shadowtop tree, with the leafy crown as the seat of theblade. Its emerald-green blade flames are cool to the touch.

History: Evaelathil means �nemesis of intensity� or �enemy ofaffection,� but it was not created to be a powerful weapon ofdarkness and abhorrence. Demron created this to be an equal-izer between its wielder and any aggressive foe, more in termsof using an enemy�s hate against itself than fueling a wielderwith it. Always created with the halflings in mind, the sword isas they are, at balance with nature, where there is no excessof emotion, only contentment or lack thereof.This weapon saw 29 wielders in the 35 decades between its

creation and the Fall, since either the halflings� natures drovethem to retire from their posts and allow another to succeedthem or they died in the line of duty. At the time of the Weep-ing War, the Akh�Velahr scout Ellidor Snowtoes (NG halfm T9)bore Evaelathil proudly throughout the war until his death atthe Honorsgate War in Myth Drannor. Someone stole the bladefrom his corpse and secreted it out of Myth Drannor.

Powers� Fire Control and Resistance: When the sword and its wielder

are within 20 feet of an open flame, they can manipulateflames by will as if using an affect normal fires spell. If thesword is thrown into a fire without being held by its wielder,it simply snuffs the fire automatically (though magical firesget a saving throw against this effect).

• Assigned Wielders: Each baneblade was created either for a � Friendflames: Any intelligent creatures that enter the radiusparticular race or type of character (warrior, wizard). In the of light emitted by Flamebane suffer the identical effects of ahands of its correct wielder, the baneblade grants its wielder friends spell (reaction check against enhanced Charisma,the THAC0 of his next XP level (i.e., an 8th-level fighter uses etc.). Any creatures of animal or lower Intelligence automati-his 9th-level THAC0). If a baneblade wielder is not among its cally become docile and do not attack the wielder unlessassigned users (i.e., a thief swinging a warrior�s blade), that wounded or controlled by magic or psionics.

person fights with a THAC0 of one level lower (an 8th-levelPC uses a 7th-level THAC0).

• Combat Bonuses: All the baneblades apply a +4 bonus toattack and damage rolls. This bonus also applies for savingthrow rolls when the sword is in hand.

• Light/Corona of Flames: All baneblades flicker with magicalfire along the blade whenever drawn. The flames �burn�things that Demron deemed �wrong���any undead creatures,beings not native to the Prime Material Plane, or evil-alignedcreatures. These targets suffer double the base damage of theweapon (i.e., a 1d8+4 long sword deals 2d8+4 damage vs.undead, and so on). These magical fires are also equivalent totorchlight for lighting purposes (30�-radius).

Each of the baneblades has at least three other powers beyondthe above abilities. While some have parallel abilities even there,each has one power all its own that serves its primary theme, pur-pose, or wielder. While powerful and unique, these swords are nothereditary or keyed to a specific person or bloodline, like moon-blades. While all of the powers (both standard and individual)respond to spoken command words, an assigned wielder who haswielded the blade for more than a month can mentally will andcommand the blade�s powers. As they were created for the mili-tary of Cormanthyr, most (if not lost) remain in the service of theAkh�Velahr or Akh�Faer long after the Fall of Myth Drannor. Theswords are fully detailed below in order of their creation.

A.K.A.: �Flamebane�; the Blade of Hate; the Scoutblade; theHalfling�s Blade.

Assigned Wielders: Halfling (any class); implied wielder wassecond-in-command of the Akh�Velahr scouts.

Sword Type: Short sword.Flame Corona: Green.

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• Sense of Nature: Within a 200-yard radius of Evaeathil, thewielder can sense the emotions and feelings of intelligentbeings (Intelligence 3 and up), including some animals. In gen-eral, this power is nonspecific and only allows the wielder tosense emotions from a compass point direction. Stronger emo-tions and responses (including pain) allow the wielder to gaugeapproximate numbers and approximate distance (in terms ofup to 50 yards, 100 yards, or 200 yards away from the wielder).

Mhaorathil MorvianA.K.A.: �Plaguebane�; the Blade of Life; the Trooper�s Blade;

Dwarfblade.Assigned Welders: Dwarf (any class); implied wielder was in

command of Akh�Velahr shock troops under the Arms-Cap-tain (Akh�Velahr�s second-in-command).

Sword Type: Short sword. Flame Corona: Orange.Description: This blade is gripped by a wide, heavy hilt well-

suited for a dwarf and the blade itself is thicker and heavierthan Evaeathil, well suited for a dwarf�s heavier swing andslash. The blade�s seat is a head, split along the line of theblood groove with one half as an exposed skull and the othera smiling face (though not one specifically of any race). Thequillons under the healthy face are entangled ivy, while thequillons under the skull-side of the blade are a morass ofskeletal bones and limbs. The blade�s flames are isolated onthe upper two-thirds of the blade, though orange flames fre-quently flash within the eyes of the pommel head/skull andflash up the blade into the corona.

History: While undead were not often a major concern amongthe central woods around Myth Drannor, there were a num-ber of areas to the north and east where skeletons and otherabominations roamed far more commonly than was normalDemron, believing correctly that dwarves are notoriousundead-haters, crafted this blade as ordered for a dwarf offi-cer, but imbued its special undead-battling talents to comple-ment dwarf attitudes and the task at hand. Thus, Mhaorathilis the baneblade most focused against a particular type of foe;thus, the name of �Corruption�s Bane� is fitting for its cleans-ing flames and singlemindedness against abominations.

Mhaorathil has rested in only one wielder�s hand through-out its entire existence: Battlemaster Vuth Steelire (CG dmF11). The mastermind behind the Northdark Skirmishes andthe hero of the Mythal�s Mettle Campaign, Vuth was a loud,brash, arrogant dwarf with no patience for politics or preju-dices. Despite the many faults the elves (especially thenobles) tried to lay at his feet, Vuth�s honor and ability toinspire troops of all creeds outshone any reproof or conspir-acies until long after the Fall.

Powersl Curing Flames: When placed in the hands of any good-aligned

creature, the flames of the sword can flare up and burn awayany disease (including mummy rot) within the holder and cure1d6 hit points of damage. This power can be used twice perday, but only once per person, including its wielder.

l Flare: Mhaorathil can project a burst of flame into a 5�-radiusfrom the sword and its wielder. The flames are harmless to allthings except undead. The fireflare itself acts to repel undeadas if the dwarf were a 5th-level priest; if the wielder is actu-ally a priest, this effect (if used while turning undead) addsfive levels to the priest�s normal effectiveness against undead.Any undead that actually contact the flames incur 1d4 pointsof damage (save vs. spell for half), though these flames onlylast for one round.

l Undead Wounding: Mhaorathil acts similar to a sword ofwounding when used against undead. Successful hits on anundead creature inflict the standard baneblade damage(2d6+4+Str bonus), but Mhaorathil leaves small flickering

flames in the wounds. These flames inflict an automatic 1d3hit points of damage in each successive round for the next tenrounds. These cannot be extinguished by any normal means(such as water, sand, smothering, etc.), though dispel magicdoes cancel them. Damage inflicted by Mhaorathil on undeadcreatures also must be healed normally, rather than bypotions or spells, since it feeds on and depletes the NegativePlane energy that fuels the undead.

A.K.A.: �Darkbane�; the Blade of Death; the Dragon Rider�sGreat Sword

Assigned Wielders: Warrior (fighter, paladin, or ranger); as-sumed wielder was to be human, though Demron secretly didnot make it exclusive like the first two; implied wielder wasthe commander of the Wing and Horn.

Sword Type: Two-handed sword.Flame Corona: Yellow.Description: Easily the most impressive and flashy of the bane-

blades, Morvian also is the largest at six feet in length. Theblade itself is a single forged piece of mithral, its honed edgescarved to appear as flames. Most believe the blade is alsogold-plated, though that may come from its constant golden-yellow flame corona. The hilt is a masterwork of elf white-smithing; from a core of steel, gold and bronze wireworkentwine and alternate with the dark gray steel work to makethe elongated hilt appear to be a snake with scales of threedifferent metals. Its tail wraps around to form the seat of theblade, and the quillons are carved bands of the three metalsshaped like licking flames.

History: Given the size and length of the sword, Morvian wasalways intended as a cavalry officers blade, its long reach mostuseful when the wielder is astride a mount. While most believedthis blade was created for human hands only (like its two raciallylimited predecessors), it was to be assigned specifically to one ofthe cavalry�s two top officers. For strategic reasons, Demronchose to make Morvian more powerful than the others, and thushe gave it a test similar to an elfblade or a moonblade. In otherwords, while many might desire to wield it, few were worthyenough to do so. Thus was the fate of the three gold elf thieveswho tried to steal the blade from Demron before it was presentedto �a foul hairy ape of a human�. Unfortunately, it also happenedto the human lieutenant chosen to draw it first, and the bladecame into the grasp of Itham �the Dragonfriend,� a human pal-adin who had befriended the young gold dragon Haklashara fromthe western mountains near the old Rystall Woods. LieutenantItham wielded Morvian for 40 years, and then died violently in anaerial battle over Myth Drannor against two black dragons (withseven dragons assaulting the mythal, probing for weaknesses) inthe Year of the Nightsun.

After the death of Itham �Dragonfriend,� his great blade Mor-vian and his mount and friend Haklashara the Gold fell near hissecond-in-command and lover Lady Ahskahala Durothil. Oneof few gold elves to respect (and dare to love) humans, Ahska-hala was respected by her troops and their mounts far morethan her noble House and clan. She retrieved Morvian fromwhere it fell, knowing full well it might harm her, and she tookto the skies and brought the battle to a close without even amount to help her. Due to her long friendship with Haklasharaand her defense of him while wounded, Ahskahala became thegold dragon�s next rider and the leader of the Wing and Horn.

In more than 300 years, only one other being besides LadyDurothil has touched this blade, let alone wielded it, and that isher dragon companion Haklashara. Some witnesses swear thegold dragon uses a polymorphed form of a male elf and wieldsMorvian as easily as the commander; as this is a serious breachof etiquette and both beings are known as lawful and loyal offi-cers of the realm, these stories are dismissed as idle rumors.

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Bladerite: The person who draws this blade from its scabbardis immediately judged by the magic of the great sword itself.If the wielder is not of good moral alignment, the bladebecomes far too heavy for the wielder to lift, and then the yel-low flames erupt along the person�s arms. The wielder�s armsbecome withered and nigh-useless (Strength 4) for 1d10 years(treat as a curse, not a standard magic effect). If a drowshould touch this drawn blade�s hilt, he needs to make a suc-cessful saving throw vs. breath weapon at a -4 penalty or theyellow flames engulf the wielder and reduce him to dustinstantly. A drow of good alignment makes the saving throwwithout penalties, but failure to save shares the same result.

Powersl Combat Bonuses: Morvian was forged as a blade to combat

chaos and evil, and specifically it was to defeat the embodimentof chaos and evil in red dragons. Thus, if used against opponentsas noted below, the baneblades� combat bonuses increase:

chaotic foes: +5 attack/damageevil foes: +6 attack/damagechaotic evil foes: +7 attack/damageCE red dragons: +8 attack/6d6+4 damage

l Magic Resistance: Morvian’s wielder gains a 50% magic resis-tance for up to 10 rounds per day, once activated by silent actof will. At all other times, whether the sword is drawn or not(but within five feet), the wielder gains the baneblade’s stan-dard +4 saving throw bonus vs. magic.

l Sunfires: Once per day, Morvian’s yellow flame corona can becommanded to expand visually to a radius of 60 feet aroundthe sword, though it takes the flames a round to spread outthat far. In effect, it often appears that the wielder and hermount are enshrouded in translucent yellow flames, a fear-some effect in battle! For all intents and purposes, the light isequal to sunlight (including all harmful against undead, drow,and other creatures), and does not hinder the visual sight ofthe wielder or any creatures used to sunlight. The sunfires lastfor 10 rounds and then recede back into the blade corona.

FaervianA.K.A.: �Battlebane�; the Sword of Art; the Mage�s Blade.Assigned Wielders: Wizard (any type, including multi- or dual

class characters); implied sole wielder was Akh�Faer Spell-Major until return of the ary�faern�kerym elfblade, then Spell-Captain (Second in command of Akh�Faer).

Sword Type: Long sword.Flame Corona: Purple.Description: The long sword, unlike the others with intricate

hilts of different metals, appears as if it were forged from asingle, solid piece of burnished steel. The hilt is elongated,just like all elven blades, though its smooth, simple twisteddesign was done merely to give a good gripping surface.Strangely, the blade has no quillons, though the hilt obviouslystops at the rounded blade seat. The top of the hilt is a large,perfectly spherical eye for the blade seat. The carved eye�spupil only appears on one side at once, though it always facesoutward away from the wielder. Some dismiss this effect asmerely how the wielder holds it, while others swear the eyeactually roves along that sphere, and when its magic are acti-vated, the eye flashes purple, just like the blade�s flames. Theblade itself is quite strong, though its weight seems to beabout half what a long sword normally weighs.

History: In the Year of the Empty Helm (462 DR), after two yearsof work, Demron completed Faervian, the fourth baneblade andthe only one for the Akh�Faer to replace the long-lost Artblade.

Josidiah Starym returned to Myth Drannor in the Year of theNomad (674 DR) with the Spell-Major�s original blade of office,the ary�faern�kerym or Artblade in hand. The bladesinger tookhis rightful place as the Spell-Major of the Akh�Faer, and Faer-vian�s wielder�Paeris Haladar�drops to the Spell Captain�s

50 � Items and Curios

second-in-command position. Fifteen years later, Paerisattempted to reclaim his place as Major, but the Artblade foundhim unworthy and stripped him of all magical power and abil-ity. Josidiah named Phyrra Iliathorr, a moon elf bladesinger, asFaervian�s new wielder.

Phyrra wielded the blade until her ignoble death in the Battleof Fallen Flight. Acting as the point in a flying-V formation ofsoaring elves, Captain Phyrra was among the first to fall as themythal�s powers corrupted under the increased presence ofyugoloths in its midst. Their strategy to strafe the yugolothsengulfing the main streets shattered, the elves fell from a greatheight, and few rose (painfully) from where they landed. Thetraitor-mage Nezras, fully in the thrall of Aulmpiter and hisArmy of Darkness, cast dig, earthquake, and sink spells on theelves, including Phyrra, entombing the noble defenders andtheir equipment (including Faervian) deep beneath the crum-bling Towers of Song.

Powersl Armathor’s Armor Rest: If commanded, the purple flames of

the blade engulf the caster; this power requires one round toactivate. With only a -4 penalty to initiative in the followinground, the caster can step to one side, leaving any spellcast-ing hindrances such as armor and the sword itself within theflames, and cast spells with a casting time of 4 or less. Thispower creates a flaming mannequin upon which floats thewielder�s armor; it can be stepped into as easily as removed,but if another creature other than the previous wearertouches the armor or flames, they suffer 4d6 points of damage(even if immune to fire), and the armor clatters to the ground.This power was often used when the Spell-Major went intomajor battles armored, and this power quickly divests thearmor to allow full spellcasting capabilities. The armor restlasts for the ten rounds, after which the armor clatters to theground, and the flames dissipate. This power can be activatedat will up to three times per day.

l Prismatic Pyre: With a command word from its wielder onceper day, Faervian could launch itself up to 50 feet away andbalance itself point down on a surface. Then, its flamespoured along the surface in a many-colored flood and cov-ered all areas of the surface out to a 30� radius around thesword, creating a flaming surface for one turn per tenday. Ifany creatures stood on the flames holding or carrying metalweapons, they needed to make saving throws vs. magic foreach item or the weapon(s) were thrown outside the circle offlames (magical weapons get saving throws vs. this effect).For those creatures without innate spellcasting abilities, theflames affect them as a slow spell. In effect, this fiery platformclears away all nonwizardly opposition.

l Spell-slashes: Thrice per day, the wielder can cast a contact-range spell and store it within the blade for up to six hours. Ata later time (whether the following round or five hours aftercasting), the wielder can activate the spell and have its magicamong the flames of the sword. Then, if the sword makes asuccessful hit within a round of recalling the spell, it takeseffect on the target in addition to the blade�s standard dam-age. Only one spell can be stored in the blade at once; if a sec-ond spell is cast into the blade, the first spell is lost, and itseffects are wasted.

DragathilA.K.A.: �Hatebane�; Blade of Love; the Unity Blade.Assigned Wielders: Warrior (fighter, paladin, or ranger); implied

sole wielder was Defender by Arm, Akh�Velahr Arms-Major.Sword Type: Long sword.Flame Corona: Red.Description: Dragathil is an atypical long sword with a slightly

curved blade and a slim row of rubies inset along the blade�scenter length. Its basket hilt is made of an oddly-tinted rosy

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steel, and the basket itself appears as a trio of harps inter-twined with roses and thorns. It is subtly crafted so humanscan wield it with hands inside the basket, while elves wouldgrasp the blade around the outside of the basket (and magicalsolid-as-steel quillons are formed from the flame corona at thetouch of an elf to protect his hand from harm in battle). Thered-dragon-scale leather wrap on the short pommel accentu-ates the red color of the hilt, as do the red flames of the blade.

History: At the behest of the elves among the Akh�Velahr, theCoronal had Dragathil created as a sword of office for theArms-Major. A number of gold elf families tried to impressupon Demron the need for an elf-specific sword, like Evaelathiland Mhaorathil, though Demron kept his word to the Coronalnever to create a divisive sword for the elves�they had the elf-blades and moonblades and that was enough. Unknown to theArms-Major, the Coronal asked Demron to enchant a sword topromote peace, alliance, and love rather than violence anddominance. And Dragathil, the �bane of hatred,� was forgedand enchanted in the Year of the Gored Griffon (574 DR).

Tragically, 16 years later in the Year of the Turning Leaf,Major Pirphal died while hunting a marauding black dragonalong with 24 of his patrol scouts. The black dragon Crinabna-hor, due to heightened and vengeful patrols, abandoned itsraids on Cormanthor and fled to its mountain hoard west ofDragon Sea with Dragathil and other items. Many a young elfwarrior went in search of Dragathil over the next centuries, allto no avail.

Powers� Hold Person: Three times per day, Dragathil�s wielder can

cast hold person at his own level or as a 9th-level mage(whichever is higher). The hold person effect leaves a lightlayer of harmless flames around the character, allow-ing Dragathil’s owner the chance to speak peace-

ably with attackers. If anyone should attempt to attack heldand helpless targets, the attack is successful, but minimaldamage (1 point per die) is done to the target while theattacker takes the rest of the rolled damage (including allStrength and magical bonuses) as the magical flames rush upthe weapon and cause a backlash for �breaking the peace.�

● Crystal Parry: Once per day, this power can be unleashedagainst nonmagical (or evil-aligned and magical) metal weap-ons. The wielder must parry an oncoming hand-to-hand metalweapon attack (i.e., forfeit attacks and add half the XP levelto her AC, and failed attack by foe meaning a successfulparry). Once the power is activated, it remains in effect untila successful parry. The parried metal weapon suffers all theeffects of a crystalbrittle spell, and is often shattered by thenext attack by Dragathil’s wielder.

● Dancing Sword: Dragathil acts in all ways as a standardsword of dancing with a +4 combat bonus.

● Forgiving Fires: On an unmodified attack roll of 18 or better,the wielder can choose to unleash forgiving fires upon thehead and heart of the target, twice per day. Flames snake offthe blade and surround the head and the torso over the target�sheart. Within the flames, the target is unharmed, but he is sub-ject to powerful spectral force and fire charm effects. If a suc-cessful saving throw is not made against the spectral force, thetarget believes he has been teleported to safety and into a verydesirable situation (whatever that entails for that target). Inthis case, the fire charm holds him motionless for its durationor until the target is attacked again. If the first save is suc-cessful, the target character realizes he is surrounded byharmless flames but is fascinated and immobile (by the firecharm) unless this saving throw is successful. Even if both

spells fail to hold a target long, they are distractingenough to incur a +3 initiative penalty to the target.

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KeryvianA.K.A.: �Foebane�; Blade of Battle; the Leader�s Sword.Assigned Wielders: Warrior (fighter, paladin, ranger, or multi-

class); implied sole wielder was the Arms-Major, the leader ofthe Akh�Velahr.

Sword Type: Bastard sword.Flame Corona: Blue.Description: This long-hilted bastard sword has a 6�-long mas-

sive kris blade (wavy edges) treated with blueshine to give ita deep azure hue and permanent shine with a resistance toacids and rust. The hilt, also treated with blueshine, appearsas the body of a blue dragon, its body and tail forming thepommel while its jaws clamped firmly on the massive bladeto make the blade�s seat and its outspread wings creating thegreat serrated quillons. The horns of the dragon are dia-monds, but no other precious gems adorn the blade or hilt.The flame corona varies from sky blue with white highlightsto deep midnight blue with purple highlights, depending onhow light-hearted or angry the wielder is.

History: The last of the baneblades of Demron, Keryvian, the bladeof Battle, was forged to become the new symbol for the Arms-Major after the loss of Dragathil after less than two decades.While its use only graced Myth Drannor and Cormanthyr forbarely more than eight decades, Keryvian, or Foebane to thehumans, is the most famous and reputedly most powerful of allsix baneblades. This is due to its significance to the Fall of MythDrannor, since the legendary blade fell to Fflar, the legendaryLast Captain of Myth Drannor, and it felled the Grand Comman-der of the Army of Darkness!

After many long years, Demron completed Keryvian, but diedsoon after his work on the blade was complete. Arms-MajorKelvhan Olortynnal took up the blade and wielded it well for 81years until his fall at the Battle of Crownfrost Capture in the City.Many of his officers saw him and his Arms-Captain fall to attacksby a horde of mezzolths, though one enraged officer broke theirranks and retrieved their corpses. In the rush, the young com-mander had picked up Faervian with no apparent regard for hissafety, and the troops recognized this as a battlefield promotionby the Seldarine. Whether the young commander wished it ornot, his troops called him Captain Fflar (�Captain of True Valor�)and looked to him for direction in a hopeless battle. The Captainlifted Foebane aloft and led the retreat from the lost battle, sav-ing 400 out of the defending forces of 1,200 allies. The Highfire Crown

Captain Fflar bore Foebane for only 19 days, but his brief timesaw many great accomplishments of which many still sing bal-lads today. He rallied the demoralized elves, commanded fivemore victories against the Army of Darkness, and engineered theescape of nearly 1,000 more elves trapped in the falling city bythe hordes. Fflar died in heroic battle on the 15th day of Flame-rule, when Foebane�s Last Strike ended the Bane Duels battle,Aulmpiter�s control of the Army of Darkness, and the nycalothcommander�s life. That saved the day and the battle for the allies,but for all its power and all Fflar�s skiIl, Foebane could not saveMyth Drannor. After the death of Fflar, neither Keryvian nor thebodies of the Last Captain or Aulmpiter could be recovered; allthat was found was a blast point amid a huge array of over 20dead mezzoloths and lesser nycaloths.

With this mysterious end providing no answers, many moreabilities have been rumored to be hidden within the blade Foe-bane since the Fall. Of course, history has forgotten the magesand bladesingers that stood with Fflar nearly to the last, andmany of the blade�s rumored powers could be attributed morerightly to others� spells than to Keryvian. Much of the lore arosefrom Captain Fflar�s own heroism and the stand he took. As hisposition was merely a battlefield promotion made in despera-tion, little is truly known about Captain Fflar beyond the factthat he was the last officer of the Akh�Velahr standing withinMyth Drannor at the end. It can be corroborated that he alone

slew no less than 12 nycaloths in the final battle, including theGrand Commander of the Darkness, Aulmpiter, even though leg-ends have him fighting heroically atop a mound of hundreds ofyugoloths!

Powersl Feather Fall: Any character touching Keryvian and up to

eight characters touching him or the blade are protected byautomatic feather fall defenses when falling.

l Guardian: Foebane can be commanded to �guard� wheneverheld or touched by its owner. If the owner ceases to touch itafter the order is given, the blade remains vigilant; if the nextentity to physically touch the blade is not the owner, thesword emits a very loud singing sound as it animates andattacks that entity. The sword levitates about at MV Fl 24 (A),strikes with a THAC0 6, and should be considered as having77 hit points when it is striking by itself (damage just knocksit about, and does not permanently damage to the blade). Theguarding sword attacks the entity that touched it until it does20 hit points of damage, the entity dies, or its owner reclaimsit. This power helps guard against the theft of the blade froma sleeping owner.

l Jump: Activated at will, Keryvian has the power to jumpwith up to three beings twice per day.

l Lifedrink: Once per day, Foebane can �drink� life force, whenin use and ordered to do so. After this power is activated, thenext successful attack made inflicts double its normal dam-age�and these points are gained by the blade-wielder, as hitpoints for healing only. The blade-wielder gains no extra hitpoints in this way, and the blade cannot drain more hit pointsthan a target has (if zero is reached, the target dies, but isnever made undead).

l Magic Reflection: Foebane reflects magic cast at it or at itswielder: Each round, roll 1d8. If a hostile magical item dis-charges or spell effects are of a level lower than the roll, theyare completely reflected back at their source. If their levelsare higher, they have their normal effect on their target. If theroll and the spell level are a tie, both the sword-wielder andthe source of the hostile magic are affected (50% reflection)for half damage or half the normal results. If the nature of thespell makes this result impossible, a �wild magic� effectoccurs instead.

Sighted only briefly after the establishment of the mythal over ElvenCourt, the Highfire Crown was a mysterious portent for the surviv-ing elves after the Fall of Myth Drannor. As the mythal rose andbloomed throughout the newly restored holy city of Elven Court, the13 High Mages unexpectedly erupted into pillars of fire that lancedtoward the central Grand Caster. When the conflagration subsided,all that remained of them were 13 selu�kiira, each surrounded by sil-ver and amber flames and moving in graceful, controlled orbits thatsketched out the design of a crown of seven points in trailing licks ofarcane flame. The soon-to-be-legendary Highfire Crown hovered atthe peak of the new mythal for the first night of its life, then mergedwith the next day�s dawn, like Eltargrim�s Passing.

Notes: The Highfire Crown effectively contains 13 specialselu’kiira, or High Lore Gems which contain the essences of the13 High Mages. As they were absorbed into their own lore gems,their full knowledge and sentience remains. However, without aconduit person (or persons) to walk out and perform the rituals,the collective High Mages are little more than a magical phenom-enon. In terms of power, anyone who can don this crown wouldimmediately become a Grand Mage with the ability to cast anyHigh Magic rituals alone. The Crown acts as three to thirteen sup-plemental casters, creating flaming doppelgangers of their origi-nal forms to aid the physical central caster. Other effects andsecondary powers may apply, but this is the basic function of thelegendary Crown.

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The DM is urged to make the Highfire Crown the object ofgreat elf quests for wizards, much like the Grail Quest of Earthinspired many paladins and knights. The location of this majorrelic is utterly unknown to all mortals, though the Seldarine (andperhaps Amlaruil of Evermeet) know of it and might send visionsof it to properly penitent seekers. The legends never make it cer-tain if the High Mages intended to form this communal mind, orsomething during the mythal ritual affected them thusly, but theyall allegedly smiled broadly as their forms burst into flames.

Kiira N�VaelahrNumbering two dozen in all, the “Shadow Lore Gems” are thebadges of honor for the few, proud covert agents of the N�Vaelahrduring the Fall of Myth Drannor. Especially constructed by GrandMage Ualair the Silent, these magically-created gems were allformed from beljurils and emeralds, and when enchanted, theyfused to form one glowing green gem in the shape of the CoronalEltargrim�s personal sigil (whose work the gems were to support).

Unlike standard kiira, which bonded invisibly to the wearer�sforehead, these gems remained visible but could be bonded any-where on a wearer�s body. Traditionally, they were bonded overthe heart and kept hidden under clothes, and the gems could bemoved by concentration if the heart needed to be exposed. Alsounlike the kiira, these gems did not rest placidly upon the skin,but they seems to dig painlessly into the wearer�s flesh, as if itwere stamped rather than magically bonded. A kiira N’Vaelahrcannot be removed from its wearer once bonded. Attempts to Ruehar�s Fluteforcibly remove one cause it to teleport to the safekeeping ofAolis Ildacer, just as it would do upon the death of its bearer.

A kiira N’Vaelahr is far less powerful or forbidding than aHouse kiira, though the military and commoners of Myth Drannorlearned to respect (and even slightly fear) �those who bore theemerald mark of Eltargrim.� Each shadow lore gem contains fivestandard powers. And due to their High Mage creator, the powersof a shadow lore gem are not hindered at all by the mythal.

• Storage of Knowledge: Like all kiira, the gem stores memo-ries and experiences of its wearer, though these are far morespecific if consciously willed into the gem. No matter thegem�s location, the images are as seen or experienced by thegem�s wearer. A kiira N’Vaelahr never records a wearer�sthoughts or emotions unless willed to do so, and theseimpressions are embedded within the recorded sights andsounds. Such knowledge can be stored away mentally withineach gem, and each separate experience or scene becomesvisualized as a separate gem floating within the mind; theseisolated gememories cannot be unlocked without a mentalcommand by the bearer or by pre-set command words. Thesegememories can be relayed telepathically through otheragents to senior officers for swift response to dire situationswithout the risk of any disturbing the information lockedaway (see Telepathy below).

• Telepathy: All N�Vaelahr can communicate telepathically witheach other through their gems, and this is limited solely to gem-bearers, not to other forms of telepathy. The maximum rangefor mind-to-mind contact is a one-mile radius (in all directions)or a three-mile, 300�-wide directed beam (i.e., contact an agentknown to be south of you). The telepathy is identical to stan-dard verbal speech in terms of speed and understanding.

Agents can take certain memories and information fromtheir own gems and telepathically send them to other agents. Ifthe receiving agent is also given its lockword to access theinformation, he can see/experience the event noted. Mostoften, agents transmit their reports to others, and they are pro-jected via mental relays all the way back to Myth Drannor andLord Aolis or Lady Amara. It takes 1d4 rounds to �send� eachgememory telepathically to another gem-bearer, but only oneround to unlock them and another round to quickly �read� theinformation therein.

• Mind Blank/Mental AC: In terms of psionic combat, thebearer gains a Mental AC of 0, and his mind and the informa-tion stored in the gem are protected as if under the constantinfluence of a mind blank spell. A kiira N’Vaelahr bearerimmediately notices when attempts are made to contact himmentally by another N�Vaelahr, and this communication canoccur even while under other psionic attacks.

• Phantasmal Force: As storage units of information, these loregems record everything just as experienced by the wearer(whether by infravision, magically enhanced senses, etc.).With a command word and a given time frame, the gem canproject a small three-dimensional illusion of any gememory ofwhat the bearer experienced during that time period. Whileworn, this power is only commanded by the wearer of thegem. If the wearer dies and the gem arrives in Aolis� hands, heor one of his designated officers can command the ownerlessgem to emit its last recorded images and impressions.

• Furious Flight: A combined haste and fly spell was createdlong ago by Ualair and embedded in each of the shadow loregems. This power can be used only once per tenday, and issolely for the purpose of quick escapes from hazardous situ-ations, rather than swift travel to one�s destination. Whenactivated, the gem-bearer alone gains a -1 initiative bonusand is able to fly at MV 36 (B) for 2d6 hours. All other vari-ables and effects are as per the standard fly spell.

Ruehar Oakstaff, one of the original Harpers at Twilight, was along-time confidante, lover, and friend of Lady Steel. In gratitude,she created for the green elf mage and musician a unique magicaltransverse flute that looked like a rolled-up mage�s scroll madefrom silver, with its holes lined up along the scroll�s edge.

While the flute has some minor powers tied to its music, nobard has ever played this flute, so the powers are as yet unknownto the owners (standard abilities mentioned for musical instru-ments in the Cormanthyr book). It has two other powers, neitherof which are tied to musical talents, though Ruehar�s musical abil-ities were well-noted.

This flute survived the Fall of Myth Drannor as it fell into thepossession of Ruehar�s granddaughter Lyraesel with his death atTwilight�s Fall. Fulfilling his last wishes, Lyraesel led much of herclan and a number of other sylvan elf families south out of the for-est. After a long trek on foot, the unified clans soon to be calledthe Elmanesse reached safety down among their distant kin with-in the Forest of Tethir.l Its minor power, activated with two short blows on the flute

in any note, surrounds the flute-wielder with a 30-foot-radiusglobe of ambient light equal to a full moon�s light. This globeof light lasts for two hours, and during this time, all fog, mists,and airborne gases and mists outside the globe of light remainthere (though any gaseous poisons released within the globeand within 10 feet of the flute-wielder have one round beforethe glowing magic forces the gases out of the sphere�s area.

l The primary power that Ruehar and his descendants know ofis its use as a spellbook: With a command word, the holder ofRuehar’s flute can cause it to actually unroll and reveal spellsrecorded on the nine silver sheets that comprise the instru-ment. Seven of the sheets each hold one spell (as a spellbook,not a scroll), which were Ruehar�s most commonly usedspells as a Harper in Twilight. The two remaining sheets hadyet to be inscribed with spells at the time of Ruehar�s death,though they may have been written on in the interim. Thespells of Ruehar’s flute are as follows: 1st level: affect normalfires, Tenser’s floating disk; 2nd level: glitterdust, lively step;(see below) 3rd level: Leomund’s tiny hut, phantom steed,and 4th level: massmorph.

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Lively Step(Alteration, Enchantment/Charm)Level: 2Range: 0Components: V, S, MCasting Time: 4Duration: 1 hour/levelArea of Effect: 30-yard radius around casterSaving Throw: Neg.

This spell enchants all elves and half-elves within hearing rangeof its song (the spell itself). A sprightly, energetic tune and corre-sponding magic lends energy and animation to those who listen,and their speed is slightly improved for dancing, running, andbroader movements (but not for use in direct combat).

This enchantment/charm spell was created to affect only elvesand half-elves. In essence, it is a song-spell that increases themovement rates of elves by 50% (MV rate 18) and cancels fatigue,allowing them continued movement at this enhanced speed forextended periods of time without any corresponding penalties(like those for the more abrupt and powerful haste spell). Livelystep was often used by Ruehar while on patrol with elf Harpers tospeed their return to Myth Drannor. The spell�s area of effect andthe elves within that area determines how many can be affectedby the spell. Any elf who ignores the song/spell can make a sav-ing throw to negate its effects and remain at normal speeds.

It is unknown if the lively step spell works only with Ruehar’sflute and if the unusual effects of the spell are some facet of theinstrument�s magic. Still, this is the only known copy of this spell,and only the owners of Ruehar’s flute across the centuries havebeen known to use this spell.

Symrustar�s ChokerThis ornate choker of a tightly linked trio of platinum chainsbeset with gems was made exclusively for Symrustar at her re-quest and enchanted by her to be, in effect, her spellbook. Afterits completion in the Year of the Dagger (348 DR), Symrustarnever appeared anywhere without the familiar diadem glinting onher shapely neck.

The choker�s three chains share a singular clasp, though once worn,the clasp disappears and the chains unite until the death of the wearer.Two rows of nine diamond-cut blue gems link the chains together, andthese act similarly to kiira in their storage of specific knowledge. Inall, the choker has 36 spells in �memory,� and Symrustar can study thespells within the choker while in an extended reverie period (acts asboth sleep and study phases as per normal spell restoration). Thechoker contains four spells from each spell level. The choker also con-tains two unique spells that cannot be physically recorded into a spell-book, and thus are known only to the wearer of the choker. The spellswithin the choker are: 1st level: burning hands, grease, spider climb,Tenser’s floating disk; 2nd level: alter self; ESP rope trick, spectralhand; 3rd level: blink, dispel magic, haste, lightning bolt; 4th level:Evard’s black tentacles, ice storm, magic mirror plant growth; 5th

level: cone of cold, contact other plane, distance distortion, extensionII; 6th level: antimagic shell, eyebite, globe of invulnerability, veil; 7th

level: Drawmij’s instant summons, duo-dimension,mass invisibil-ity, prismatic spray; 8th level: binding, glassteel, prismatic wall,sink; 9th level: foresight, Mystra’s miasma,prismatic sphere, and TheSymrustar’s spellbinding.

Mystra�s Miasma(Abjuration, Evocation)Level: 9Range: 60 yardsComponents: V, S, MCasting Time: 9Duration: 1 turn/levelArea of Effect: 30 yards + 2 yards/level radiusSaving Throw: None

When cast, thick shimmering silver mists billow out from thecenter to instantly fill the area of effect, and the miasma lessensall physical movement and magic within its mists. Like a heavyfog blanketing a sea town, it mutes much activity and makes itdifficult to see within its area.

First and foremost, Mystra’s miasma limits all visual senses(infravision included) to a maximum range of 30 yards whileinside the area of effect. This field also slows all entrants� move-ment of all types by half, and maneuverability classes aredropped by one. The miasma also affects all active magic andspell effects so all operate at absolute minimums (1 point ofeffect per die; i.e., a 7th-level caster�s fireball only deals 7 pointsof damage) or at -2 against permanent effects (bracers of defenseAC3 now act as AC5, etc.).

Multiple castings have no additional effect on the area or itseffects on those within it (i.e., no quartering of movement), theywill add to the duration of the mists and the spell�s standard effects.

Symrustar�s Spellbinding(Alteration, Divination)Level: 9Range: 10 yardsComponents: V, S, MCasting Time: 9Duration: SpecialArea of Effect: CasterSaving Throw: None

This spectacular spell deconstructs wizard spells targeted atthe caster or area-effect spells of which the caster is included,canceling their effects and using their own magic to inscribe theparticulars of the spell into the book or scrolls marked as therecording medium. In essence, this spell cancels incoming spellsand writes them down for the caster to learn later.

When cast, specially prepared scrolls or a spellbook must betouched by the caster. Any spell that comes within 10 yards of thecaster (whether targeted there or cast as a missile, etc.) is imme-diately canceled, and its magic is transformed. Instead of theexpected visual effect, the magic becomes a small glowing quillthat rushes to the book or scrolls and breaks down the magic ofthe spell into spell instructions (just as they are in that spell�scaster�s spellbooks). Under the spell�s duration, no magic canharm the book or scrolls upon which the magic plays, thoughthey can be physically affected during this time. If the book isdestroyed or damaged physically, the spell ends.

Symrustar’s spellbinding can absorb and transcribe thedetails on quite a number of spells, though it affects only the firstcontacted spell each round. The magic also can only affect anddeconstruct up to the caster�s level in spell levels. The magic oth-erwise lasts for 1 round + 1 round/3 levels before it stops grab-bing spells out of the air to record them for posterity. The writingitself is still magical and only lasts for 1 hour/level. If the casterwishes to save the spells, he must cast permanency and then dis-pel magic on each spell individually to make them into true spell-book pages for later use and study. If not, the �spellbound� spellsfade away and are lost.

The Symrustar’s spellbinding spell was developed by Symrus-tar after she became a Chosen of Mystra in the Year of SoaringStars (261 DR). Acting as an advocate for the sharing of magicalknowledge, this spell granted Symrustar both a unique defensewhile allowing her to snatch powerful magical knowledge fromher foes and spread its secrets among all the races. After threecenturies of using this spell, Symrustar managed to record over100 spells that were once close-kept secrets of one House oranother. These spells were always shared with Elminster Aumar,the Srinshee, the Coronal, and various faculties of wizards�schools in Myth Drannor. This spell alone made her the politicalenemy of so many nobles, though they did not stop its use, as theywere just as eager to gain information on a rival House�s magic ashumans were to learn the simplest of elven spells.

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he wizardly magic of Myth Drannor and Cormanthyr ranged fromamusem*nts and cosmetic magic to spectacular workings that stretched theboundaries of magical knowledge among wizards all across Faerûn. In thefabled realm of peace, aside from the very few, spells devised by the court, itsarmathors, and the Akh�faer, most known spells were less combative in nature(though many created by secretive clan wizards were deadly and kept among

the clan�s loyal members). Much of the peaceful spell-lore during this time waslost in the city�s destruction. However, a number of crucial military texts survive, and theseprovide a window into the magic of lost Myth Drannor, her defenders, and the magic usedagainst the Army of Darkness.

Contrasts to�Modern� MagicsWhile much of this campaign can operate with the stan-dard AD&D® 2nd Edition rules system, magic worksslightly differently. Only after the Time of Troublesin the Year of Shadows (1358 DR) are therelimits to the amount of damage all spellsdo by level (maximum of 10 dice).Therefore, while no spells below lista level limit for 2nd Edition rules,the 10-dice limit on damage appliesto all spells below in anotherseven centuries or so.

Also, a few limited 10th-levelelven spells are listed below thatwere used during the ARCANEAGE campaigns. Tenth-levelspells can be cast only with theexpress notice and allowance ofeither the god Azuth or the god-dess Mystra after the Fall of MythDrannor. These spells, even thoughtheir forms and castings have notchanged in the millennia since their cre-ation, are later reduced to being direct pleasto the gods of magic for attention and power.Should the appeal be proper and respectful, the divinepowers not be otherwise occupied, and the caster be of atleast 20th level, there is a 25% chance that this spell can becast successfully (and that chance increases by 5% perIntelligence point of the caster beyond 18). The final para-

Akh�Faer andArmathors� MagicsThe magical forces responsible for the protection of Cor-manthyr and Myth Drannor spent centuries perfecting their

battle-spellcraft. While all fighter/mages that joinedeither branch received the same basic training

in military magecraft, numerous units andeven individual commands needed dif-

ferent magic and tactics. New magicwere jealously guarded among the

ranks, though senior officers mighttrade spells to redistribute tothose under their commands ifdeemed useful or proper fortheir jobs as scouts, shocktroops, cavalry, or infantry.

In all, quite a number of com-bat-oriented spells common in

the modern Realms may haveoriginally come from an elf mili-

tary wizard�s spellbook, whetherfrom Cormanthyr or another earlier

realm. Unfortunately, much of this lorewas lost in the Fall as the Akh�Faer and

armathors remained in the city until the bitterend. Even so, two eminent books of military

magic survived the Fall, sent away to the renewed ElvenCourt on secret orders of Arms-Captain Hacham Selorn.

The Scrolls Ardentymgraph notes at the end of each particular spell revealwhether the spell still exists among modern Realms spelllibraries and in what forms, since some have been reducedto 9th-level spells.

Created by the Circle of Flames and encompassing the his-tory of the city of Cormanthor, the Scrolls Ardentym are 38sheets of vellum stored inside a delicately-carved platinumtube with a worked copper flame pattern for the cap.These scrolls constitute a military tactical text on spell-casting in combat and they also record a number of uniquespells for the Akh�Faer. In the Year of Thirteen Prides Lost(132 DR), the Circle of Flame began its work compiling the

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scrolls after its members ended their careers as instructors orofficers of the Akh�Faer. Over five centuries later, the Circle com-pleted the Scrolls Ardentym and allowed fragments of its con-tents to be copied for training or scholarly purposes.

The unique Akh�Faer spells within the scrolls are all older thanthe Circle of Flames and the scrolls themselves. The two spells ofCoronal Sakkratars Irithyl were his only creations shared withthe public, and only then among his spellcasting troops. Theother spells were closely guarded secrets among specific units,primarily the cavalry (grounded or flying).

Moryggan�s Mythaleash(Conjuration/Summoning, Evocation)Level: 10Range: TouchComponents: V, S, MCasting Time: 5 roundsDuration: 3 hours/caster levelArea of Effect: SpecialSaving Throw: None

When cast, Moryggan�s mythaleash allows the recipient to travelaway from a mythal while stretching or pulling an isolated pieceof the mythal along with her. In effect, the target is tethered to themythal, and the spell allows the normally static mythal to stretchalong a direct path from the mythal to the target. The mythal�s fulleffects can be accessed anywhere along the mythaleash�s area ofeffect as if it were the normal mythal.

The mythaleash creates a 30�-radius globe of the mythal centeredon the target, though the mythaleash is better imagined as a 60�-diameter tunnel stretching in a direct line from the mythal to the tar-get. The mythaleash and its effects are not impeded by physicalbarriers, and areas between the mythal and the target are subject toall standard strictures and benefits of being within the standardmythal. The maximum extension of a mythaleash is the caster�sexperience level in miles from the outer edge of the mythal. If thisdistance is exceeded by even one foot, the spell breaks, and themythaleash �snaps back� to be absorbed by the mythal.

Even the healthiest of mythals can support only so manydemands stretching it from all sides at once. Therefore, a mythalcan handle a maximum of three mythaleashes linked to it at anygiven time. Any casters attempting to further link to a mythal andcast this spell waste their spell, as the mythal�s power limited sen-tience cancels the spell effects. Of course, this spell can work ondamaged or corrupt mythals easily, but there is a 5% cumulativechance per mile that the mythaleash will become corrupt like themythal. If this occurs, the mythaleash degenerates into a nonper-manent dead-magic zone all along its area of effect, though itanchors itself to the location, not the target.

The target of the mythaleash cannot cast any spells or use anyinnate magic while the spell is active. She can use only mythalpowers known to her (since the target is inside the mythal, tech-nically) or personal magical items that do not change her physi-cally. The mythaleash attaches both magically and physically, andany change to intangibility or any sudden shift in location (suchas a teleport spell) snaps the connection and ends the spell. Allothers within the mythaleash’s area of effect can act, cast spells,and use mythal powers as they normally would within the mythalitself. Only the target of the mythaleash is restricted from usingother spells, though she can used magical wands and staves pro-vided they do not alter her form or location.

Beyond this noted source, the mythaleash spell exists withinonly five other spellbooks and tomes throughout all knownRealmspace. Of these, only two of them contain the full spell asnoted above: The Arcanabulum Irrakà, believed long lost in theMoonwoods and unseen or noted since the Fall; and the fabledSanded Scrolls of Jafalliya Xyam, a sheaf of copper-reinforcedvellum sheets buried within the tomb of a long dead Coramsh*tepasha in the Marching Mountains. The other three recordings of

this spell contain a reduced version of the spell at 9th level; theonly difference in effect is the duration�3 rounds per caster level,rather than hours. These three tomes are all known to Elminster,as he speaks of them all: the human-recorded Book of the Blade-singer, missing after the death of its Hillsfarian creator. (�A woe-fully misleading and inaccurate text which elicits only laughteramong elves, though its six rare elf spells make it worth seeking.��E); The Covenantaalis, a massive gold-stitched and leather-bound tome of spells exclusively of elf, half-elf, and drow origins.(�This masterwork of Ederan Nharimlur�s greatest apprentice con-tains more elven spell-lore than any other text outside of thelibraries of lost Uvaeren, and the silver-sheeted tome has beenmissing since the ship that was to bring it to Evermeet sank withall hands more than 400 years agone.� �E); and the Book ofBanes, a tome on protective magic compiled by Undalthar theProtector, the great abjurer of Baldur�s Gate more than 100 yearsago. (�While Undalthar was a boastful oaf and his presence oftenbrought more danger than safety, his research and writings weresound, and this tome of nearly 20 protective spells makes it worththe hypocrisy of remembering that dolt as a hero.� �E)

Sakkratars�s Triple Strike(Alteration, Enchantment, Illusion/Phantasm)Level: 4Range: TouchComponents: V, S, MCasting Time: 4Duration: 1 round/level or 4 hits/imageArea of Effect: One hand-to-hand weaponSaving Throw: None

When cast, the triple strike forms two arcane duplicates of a targetweapon held by the caster, which hover within an inch of the actualphysical weapon to which they are linked. The glowing images donot interfere with the wielder�s movements or grip on the actualweapon. These slightly translucent phantom weapons follow thesame exact movements as the wielded weapon, allowing multipleattacks with only one strike. The triple strike images add lightequivalent to a torch in their vicinity for the duration of the spell.

This mirror image variant spell triplicates the melee weapontouched by the caster when this spell takes effect. After casting,the true weapon can be handed to a wielder who can take advan-tage of its effects (or the caster can cast the spell while theweapon is held by its wielder as well). Each of the three weaponsrolls separately to hit, the real weapon always striking first. Theimages hit and affect targets as +2 silver weapons. Each illusoryweapon (whether a staff, sword, dagger, etc.) inflicts the samedamage as a normal weapon of its type without any Strength ormagical bonuses. If the true weapon leaves the hand of thewielder (only one other person can touch the enspelled weaponafter the caster), the spell ends.

The Coronal Sakkratars, long considered one of Cormanthyr�smost elegant swordsmen and a great fighter-mage, created thisspell merely to even the odds for lone scouts, as the orcs oftensingled out lone elves for ambushes. Long held secret among thefighter-mage scouts of the Akh�Faer, this spell came into usageamong Akh�Velahr scouts by the time of the Shadow Wars, andthe armathors of Myth Drannor commonly used this two cen-turies before the mythal�s rise.

Sakkratars�s Circle of Swords(Alteration, Enchantment, Illusion/Phantasm)Level: 6Range: 60 feetComponents: V, S, MCasting Time: 6Duration: 1 round/2 levels of casterArea of Effect: One target creatureSaving Throw: None

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When this spell is cast, the target creature�s weapon (or hands)glows and weaves a glittering swath of magic while in motion.Within a few seconds, the magic sketches out a perimeter 20� indiameter around the target, and illusory swords of dancing mate-rialize along that perimeter. The images defend the target untildispelled or the duration expires.

The number of dancing blades whirling within 10� of either sideof the target depends on the caster; for every three levels of expe-rience, one dancing blade appears. The images are enspelled tosurround and defend the target creature, and they move quicklyenough to both parry up to their number of hand-to-hand or mis-sile attacks (and suffering damage thusly) and attack opponentswithin 14� of the target creature (a 10�-radius perimeter plus reachof weapon). Each dancing blade image chooses a separate targetunless the caster distributes the images otherwise (focusingdefense and attacks on a weaker flank).

Each image can intercept and absorb incoming physicalattacks as if the dancing blade were wielded by an invisible per-son of AC6 and 18 hit points. If an attack is parried or intercepted,the damage is taken by the image. Once its hit points are spent,the image dissolves at the end of the round. Each dancing bladeimage also attacks with the target�s unadjusted THAC0, thoughthey affect targets as if they were +2 silver weapons (like Sakrat-tars’ triple strike). The blades always deal 1d6+1 hit points ofdamage to those foes struck.

The circle of swords images can be altered visually by either therecipient or the caster. They can mimic any weapon ever seen byeither manipulator. In general, elves visualize long swords identi-cal to their own, but some have made the circle of swords intohovering quarterstaves, whips, or even ephemeral fists with brassknuckles! None of these cosmetic changes alter the spell�s effectsor damage, and simply serve to impress or frighten onlookers.

As an expansion of his earlier triple strike spell, CoronalSakkratars created his circle of swords as a defensive spell forboth the Akh�Faer and the Akh�Velahr. After much study of asword of dancing, the Coronal crafted this spell to allow elvesthe freedom to defend themselves from a crush of enemies on allsides. This spell allowed them to continue spellcraft or otherattacks in relative safety from a surrounding battle. In general,officers memorized this spell and, while watching battles fromabove in the trees, casted it on those elves separated from theirfellows in battle.

Symkalr�s SpellsOne of the founders of the Circle of Flames, Symkalr Vandiir, wasequally horrified and fascinated by the destructive capacities ofthe fireball spell. Over the course of his centuries as anAkh�Faern, he developed a number of spell variants that allowedthe use of this staple magical attack in ways that would not harmthe forest or his fellow elves. The moon elf sorcerer also penneda large section of the military uses of fireball spells (the standardand delayed blast versions, as well as his own) among the scrolls.Still, despite the strategic usefulness of these spells and Symkalr�singenuity in fireball tactics, most elves held a severe distaste inthe use of explosives and fires within Cormanthor. Thus, thesespells were used rarely aside from Symkalr�s personal students(the last of whom was a girl who became the Lady Herald �Alais�Dree).

Symkalr�s Forest Fireball(Evocation) ReversibleLevel: 5Range: 10 yards + 10 yards/levelComponents: V, S, MCasting Time: 5Duration: InstantaneousArea of Effect: 20-foot-radius globeSaving Throw: 1/2

Identical in visual and casting effects to a standard fireball spell(see the Player’s Handbook), this spell alters the effects of thesaid spell�s magical flames and explosion so they are utterly inef-fective against plant and vegetable matter of all kinds. The onlydistinct difference between the forest fireball spell and its parentspell is the lack of lingering fires; the explosion and blossomingfire of this spell implodes, drawing in and snuffing out its ownfires at the end of the round.

In other words, the mage points a finger, speaks the range indistance and height, and a streak of flame arcs from the pointingdigit to the range at which the spell is to detonate. Once itexplodes, the forest fireball deals 1d6 points of damage per expe-rience level of the spellcaster to all animal and mineral matterwithin its area of effect (save vs. spell for half damage). All trees,grass, wood (including wooden weapons, axe handles, wands,and even parchment from wood pulp or leaves) is unaffected byeither the explosion or the flames. All vegetable-based beings(treants, dryads, shambling mounds, etc.) are immune to theeffects of the forest fireball, as are any items they carry (like theimmune items on a PC who makes a successful saving throw vs.a standard fireball).

If the spell is memorized and the casting is reversed, the forest-raze fireball harms only plants, plant-based material, vegetablematter, and plant- and vegetable-based beings. All plant materialmust make item saving throws against magical fire or be con-sumed. Plant-based creatures suffer damage (or half-damage, ifsaved) as normal characters.

Symkalr�s Friendly Fireball(Abjuration, Evocation) ReversibleLevel: 8

This spell duplicates the statistical (range, damage, casting time,etc.) and visual particulars of the fireball and Symkalr�s forestfireball spell. Its differences lie in its effects: The magical flamesand explosion of a friendly fireball are utterly ineffective againstone specific type of animal type or race (and any derivative mat-ter) stated during casting. Like the forest fireball spell, there areno lingering fires after a friendly fireball; the spell�s fiery explo-sion soon implodes, drawing and snuffing its own heat and firesout at the end of the round in which it is cast.

A human caster can name his own race immune to a friendlyfireball, detonate the spell, and no humans within the area ofeffect are harmed by the spell. Just like the standard fireballspell, any items carried or worn by a character immune to thespell�s effects are likewise immune despite the magic�s specificactions. This spell cannot be discriminatory to singular beings orethnic types (i.e., a human wizard cannot name himself the soleimmune character); the recipient of the immunity must be a dis-tinct race or racial type.

While whole racial types are protected as named (elf, dwarf,etc.), half-breeds such as half-orcs and half-elves suffer half dam-age (or 1/4 damage with a successful save). Of course, a half-elfwizard can make all half-elves immune to her friendly fireballand then these effects apply to the two races of the caster�sparentage (i.e., elf/human, orc/elf, etc.). This also applies forother mixed race beings like cambion and tieflings.

The reversed spell, unfriendly fireball, makes the stated ani-mal/race the sole target(s) affected by the spell. Nothing else,from paper to grass and flowers underfoot, is damaged in anyway by the spell. In fact, an unfriendly fireball set againsthumans will visit full effects on them, but leave no effect on theiritems or environs; thus, opponents can be killed, but their trea-sures and weapons remain intact.

Of all of Symkalr�s spells, this spell was the most widespread inthe early days of Myth Drannor. One of the mage�s apprenticesallowed money and wine to influence him; he stole a copy of thespell from his master, and gave it to his benefactress, the LadyImra Maendellyn. The reversed spell soon found its way into

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Starym and other bigots� hands, and it rained down upon humansand other N�Tel�Quess with abandon, harming only them and nota whit of the forest. Thus, once the use of this spell becamenoticeable to the Coronal, the use of unfriendly fireball on anyallied races of Myth Drannor (dwarf, gnome, halfling, human)became a crime punishable by banishment or death. This stric-ture was justifiably lifted during the Weeping War to allow its useagainst the Army of Darkness.

Symkalr�s Deathbane Fireball(Evocation, Necromancy) ReversibleLevel: 8

This spell duplicates the statistical (range, damage, casting time,etc.) particulars of the fireball and Symkalr�s other fireball spells,though its visuals are different; the flames are black and purple,rather than the standard orange and red blossoming blaze. Itsmajor differences lie in its effects: The magical flames and blastof a deathbane fireball affect only undead beings.

In fact, this fireball variant is less a physical explosion of flameand fury and more of an explosion of Positive Material planeenergy that burns away at the undead creatures� links to the Neg-ative Material plane. Like all of Symkalr�s spells, there are no lin-gering fires after a deathbane fireball; the spell�s fiery explosionimplodes as quickly as it explodes, drawing and snuffing its ownheat and flame out at the end of the round in which it is cast.

Given its unique effect, no nonliving items that might normallyshield an undead person from the effects (such as a ring of fireresistance or a ring of spell turning) have any effect, since theflames and effects of a deathbane fireball occur more on a life-energy level rather than a physical level. Innate powers of flameresistance or magic resistance still apply, as do savingthrows and other defensive spells active when thedeathbane fireball was cast, but items offer no pro-tection against this.

The reversed spell, lifebane fireball, predictably affects all liv-ing beings within its area. It unleashes its 1d6 points of damageper caster level on only living beings. As noted above, items andphysical defenses offer no protection against the effects of thisspell, though they are protected from any damage by this spell.

The KeryfaertelStrictly translated, the Keryfaertel is �The Lore of Battle Magic,�and this certainly applies to its primary writers and users, theCourt Mages and armathors of the Coronal�s Court of Corman-thor and Myth Drannor. While no evidence exists to support theidea, the folk of the Court believe the solid silver cover and bind-ings of this small 1�-square, 5�-deep book were crafted in long-lostUvaeren for its greatest Lorekeeper, the Coronal Intevar, sincethe major decoration on the covers is a highly stylized ancientmoon elf rune for �I,� the symbol most folk attribute to the greatmage Intevar. The pages of the Keryfaertel are far more recent,made during the last three centuries of the city of Cormanthorbefore the raising of the mythal and the city�s renaming as MythDrannor. To many among the armathors, the book is a symbolthat embodies Cormanthyr�s changes.

In the past, armathors and Court Mages were allowed merely touse their own family�s and clan�s spells, and they were not re-quired to share their spells or knowledge with their comrades-at-arms. Both the Coronal and the Srinshee, Eltargrim�s High CourtMage for centuries before resigning to become a baelnorn andprotector of the Vault of Ages, grew tired of seeing some armath-ors fail where others succeeded not due to flawed ability but tolack of shared knowledge. At the Coronal Eltargrim�s insistence,the Srinshee began training the Court Mages and armathors, and

forcing an exchange of information. While some �clan-exclusive� magic were learned among the armathorsand Court Mages, far more of the Srinshee�s teach-ings leaked out to the clans.

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Therefore, the Keryfaertel is simply the book that tells thebasics of armathor duties, the details on how to prepare anddefend the Coronal�s Court for (and from) an audience, and somerecorded spells for use by Court Mages and armathors alike. Thistome survived the Fall of the city by leaving centuries before thecrisis. The Srinshee and Coronal Eltargrim assigned its safekeep-ing to Elminster Aumar upon his exodus from Myth Drannor inthe Year of the Cold Clashes (331 DR), while keeping copieswithin the offices of the High Court Mages. Though many ob-jected to such a treasure leaving the city, Eltargrim wanted it towander the Realms with Mystra�s Chosen so others unable to visittheir fabled realm could see some of the glory of its craftsman-ship in silver and spells. Aside from its theft for a decade duringthe Harpstar Wars, the Keryfaertel has remained secure in Elmin-ster�s keeping for the long centuries.

Note: In fact, Elminster is oddly more secretive about thiswork than many other tomes far more dangerous, of which hetalks more freely. The few spells that we are privy to are hardlythe extent of this book�s collective magic. Gauging by thesebelow, whatever other secrets the Keryfaertel holds must bepowerful and dangerous, indeed.

Bladechill(Alteration, Conjuration/Summoning)Level: 4Range: TouchComponents: V, S, MCasting Time: 4Duration: 3d4 roundsArea of Effect: One target weapon and 10�-radius globeSaving Throw: Special

Bladechill is a highly specific and localized weather-affectingspell developed by the armathors for fighting dragons and othercold-blooded creatures. Cast on a sword or other slashingweapon, the spell causes both the temperature of the weapon anda 10-foot radius around it to drop 2d20 degrees per round untilreduced to -40 degrees Fahrenheit. The cold generated within theradius forces all those within the area to make successful savingthrows vs. paralyzation to fight and move normally; failed savesresult in -2 penalties on all rolls and Armor Class. Rings ofwarmth and boots of the North provide complete protection fromthis spell and all its effects, but even the heaviest of furs are pen-etrated by the cold created by this spell. In addition, creaturesstruck by this enspelled weapon must also make a successful sav-ing throw vs. spell or suffer 1d6 points of additional cold damage;creatures vulnerable to cold attacks receive no saving throwagainst this effect.

The bladechill lasts for 3d4 rounds only, and then the targetweapon returns to normal temperature instantly with no illeffects or saving throws needed; any ice or snow generated with-in the bladechill’s radius area melts as normal for the season andthe climate.

Keep in mind that the magical cold generated by this spell islimited to the weapon upon which it is placed, the reduced tem-perature radius is actual cold. Thus, magic-resistant creaturesonly gain a bonus against the additional cold damage dealt bysuccessful strikes. The cold generated by the enspelled weapon isnot inherently magical and thus gets past many defenses.

The archwizard Tsiilmas Durothil created bladechill, one ofthe oldest elven spells in Faerûn, as an aid in fighting the dragonsand wyverns infesting Arcorar and the rising Elven Court duringthe time between the Fourth and Fifth Crown Wars. This spellrarely came into use even among the armathors due to its manydrawbacks to all but the magically protected. Still, its effective-ness came into play during the Weeping War, as this spell gavemany bladesingers and Akh�Faer the edge needed to help themdefeat the many mezzoloth commanders of the Army of Darknesswhose only vulnerability seemed to be cold.

Bloodbriars(Alteration, Illusion)Level: 4Range: 1 mile + 100 yards/levelComponents: V, S, MCasting Time: 4Duration: 1 turn + 1 round/levelArea of Effect: One target creatureSaving Throw: 1/2

By manipulating and enchanting a mere drop of the target crea-ture�s blood, the caster can entangle the target in invisible bram-bles and briars, intangible to all spells and physical attacks yetstill greatly evident in the target�s painful wounds and immobility.

When cast, the target creature need not be in sight, though theblood of that creature must be at hand. When cast, effects areinstantly felt by the target if within the spell�s range. Likewise, thecaster feels a tingling that continues to grow stronger the closerhe moves to the target, allowing the caster to catch the target.

The target creature feels as if its body were tightly bound byrazor-sharp briars, brambles, and thorns. Any attempt to movebeyond simple breathing or speaking inflicts 1d8 points of dam-age automatically, leaving deep scratches and cuts, as if the crea-ture had stumbled through a thick hedge of thorns. A successfulsaving throws vs. spell allows the target creature to reduce thedamage by half. Keep in mind the simplest way to negate the dam-age of this spell is to immediately cease movement entirely, limit-ing its effects to the initial onset. The spell lasts for exactly oneturn plus one round per level of the casting wizard.

The brambles and briars are intangible and invisible to all thingsand magic, including the target�s armor and magical items. Thus,the target could be walking along and suddenly gashes andscratches from unseen bloodbriars instantly appear. Only a nat-ural Armor Class of 3 or better or magic resistance allows the tar-get to escape damage. Note that magical rings of protection andother defensive magic are ineffective against the offensive effectsof a bloodbriars spell, though any benefits they might have for sav-ing throws still apply. Characters bound within bloodbriars canstill move if they so choose, but they must take damage (halved bysaving throws). If they incur only one point of damage in a round,there is a 40% chance that a spell cast by the target creature willbe successful, but any greater damage hinders even this slimchance to cast any spell. Dispel magic will negate this spell onlyif cast by the target creature, and bloodbriars is usually effectiveenough to at least leave a slight trace of blood by which the crea-ture can be tracked. Often, spellcasters wrapped in bloodbriarseither fly or teleport out of the spell�s range (especially if withinthe mythal). However, the unexpected nature of the bloodbriars’pain and injuries make many cry out, and that sometimes isenough for witnesses to aid the armathors in catching a criminal.

As hinted above, this spell�s primary function was the appre-hension of criminals. While its use was semi-barbaric in its tortu-ous overtones, the armathors justified its use by claiming the onlyhurt done by this spell was self-inflicted by those resisting arrest.It was rarely used during the Coronal�s rysar, though it becamemore common with the rise of the Ruling Council and more ag-gressive tactics condoned among the armathors. In fact, a num-ber of gold elf armathors and at least two Court Mages used thesespells as shackles when escorting questionable supplicants intothe Ruling Council�s presence to ensure their cooperation. Manydecried the spell�s use during the Weeping War as a way to cap-ture or restrain deserting or AWOL Akh�Velahr and Akh�Faer. Asa result, all remaining copies of the spell within Cormanthan con-trol were destroyed as of the Year of Lost Wayfarers (757 DR), butothers had copied the spell and passed it on to those willing topay well for such knowledge.

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Glasshields(Abjuration, Alteration) The Khidell SpellsLevel: 9Range: TouchComponents: V, S, MCasting Time: 7Duration: PermanentArea of Effect: One magical field/spellSaving Throw: None

With a touch, a wizard can transform the most powerful of magi-cal fields into common glass! Any constant field of magic, be it awall of fire, shield, or globe of invulnerability, becomes nonmagi-cal glass. The effect looks like ice crystallizing at the touch of thecaster, and swiftly spreading and encompassing the entire fielduntil it becomes regular glass.

Only abjuration or evocation spells are susceptible to this spell,though one type must be chosen at the time of casting. Of thoseschools, only spells with a set, independent field effect are affected,since the field must be touched to work the transformation. Thecaster must cast the spell and physically touch the barrier or spelleffect to change it; the caster suffers all effects of contact with themagical field for one round and then the glasshields transforms thefield (even if the caster is killed by contact with the field). This spellonly affects an external magical effect; it cannot affect active, pre-set spells such as contingency or invisibility, though it can touch aBigby’s hand spell and change the magical hand to glass. Once themagic changes to glass, any magic used to maintain their mobilityfail. Bigby’s hands fall and shatter, while globes of invulnerabilitymerely become glass domes surrounding their casters.

While this spell usually only affects a single magical field effect,it also has been designed to affect spells with multiple fieldeffects, such as prismatic wall and prismatic sphere. Glas-shields can affect all seven layers of these particular spells (andany similar workings that link one field within another) with onespell, and the transformed glass spheres effectively create aprison around that whom they once protected.

Even the magical field generated by bracers of defense and aring of protection can be turned to glass; if this occurs, the per-son wearing the item is surrounded by a very thin layer of glass(though it thickens depending on the AC bonus or rating). Themagic is temporarily disrupted for 1d3 rounds, during which theglass field provides the wearer with an AC of 8. No Dexteritypenalties apply to the glass-encased character, since the stiffglass prevents any major movements. When this field is shattered(either by the target�s movements or attacks), the wearer incurs1d3 points of damage from glass shards (unless natural AC with-out Dexterity exceeds AC6). Once the glass shatters or the spellwears off, the wearer�s normal magical defenses immediatelyshore up and restore the character�s normal AC.

Curiously, while this spell affects nearly any other magical fieldeffect, the glasshields spell does not function on these spells andeffects: Alustriel’s mantle, Alustriel’s improved mantle, Alus-triel’s queenmantle, eye of Mystra, moonlight, the Simbul’s spellsequencer, and the Simbul’s spell trigger. It also has no effect onmythals or wards that cover more than a 40� radius, and eventhose are only transformed and negated for 1d3 rounds.

Created by the aged wizard Mythanthor (who also created thevery mythal that rises over Myth Drannor), glasshields became awell-hidden secret among the ranks of the Court Mages andsenior armathors. Its usefulness as a final surprise captured manyrebellious spellcasters who thought themselves safe behind mag-ical defenses as they laughed at their pursuers.

Truthfully, this is a scaled-down and surviving version of thespell; Mythanthor�s original version of glasshields was a 10th-level spell, though it was recorded thus only in his personal Folio.That spell, should it be uncovered, allowed the caster to trans-form all standing field-effect spells of both the evocation andabjuration schools within a 20� radius of the caster to glass.

Khidell Nhaéslal, one of the earliest Court Mages of Cormanthor,trained many armathors in his day, and he always stressed learn-ing from each encounter and from every source possible. Hismaxims still teach many armathors up through the time of theWeeping War, especially �Knowledge of one�s enemies makes onestronger for the next meeting.� He developed many spells over hiseight centuries, and these are the two most enduring; created toallow armathors and Akh�Faer to claim items and weapons fromvanquished foes (and used quite extensively when rummagingthrough the spoils of wars with Netheril) and safely handletrapped or harmful items. By the time of Myth Drannor, thesespells had lost their exclusivity among the magical military andthe wizards among the general public found them quite a boon inanalysis of uncovered magical items from other lands and the cre-ation of new items.

Khiidel�s Glamour Glove(Abjuration)Level: 2Range: PersonalComponents: V, S, MCasting Time: 2Duration: 4 rounds +1 round/3 levels of casterArea of Effect: Caster�s handsSaving Throw: None

This spell wraps the caster�s hands in glistening magical fieldsthat protect them from contact with any fell substances, be theypoison or magic. While the spell is in effect, the glamour glovespell allows the caster to touch places and things without incur-ring any ill or beneficial effects, since nothing comes into contactwith his hands. He can touch portals coated with contact poisonand open them safely; this doesn�t apply if the trap�s damage isnot limited to the hands of the intruder or if the poisons areinjected by a puncturing needle trap. (Gloves protect only the sur-face of the hand.)

Cursed magical items can be touched or worn (and identifiedwith other spells) without affecting the glamour glove wearer,unless the items remain in contact with the wearer after the dura-tion expires. This spell makes it safe to handle any magical items,but without other magic, the caster cannot determine if the item�seffects are good or ill. Magical items worn on the hands at thetime of or previous to the casting of this spell continue to operatenormally (gauntlets of ogre power or a ring of protection and thelike), but if removed and placed on while glamour gloves are inplace, they too are negated and do not affect the wearing caster.

The only drawback of this spell is the delay in casting otherspells while this continues. All spells cast by a wizard using Khi-idel’s glamour gloves add a casting time penalty of +3 due to care-ful castings needed to not have both spells disrupted. The castercan cancel the gloves any time before the spell�s duration expires.

Khiidell�s Hand(Abjuration, Evocation)Level: 5Range: 10 yardsComponents: V, S, MCasting Time: 5Duration: 2 rounds + 1 round/3 levelsArea of Effect: One caster-sized handSaving Throw: None

This spell summons a magical, immaterial hand identical to theprimary hand of the caster, though it is transparent and formed ofsmall sparkles of light. It can touch and handle only items with aninnate enchantment, so it can be used to detect magic by willingit through an item or place. Khidell�s Hand is designed to help a

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wizard identify the relative power and dangers of handling magi-cal items in a dungeon.

When mentally commanded to touch such an item, its reactiondetermines the general power level and hidden dangers of theitem. The greater the overall power of the item contacted, themore �solid� Khidell’s hand appears, as the sparkles increase innumber and coalesce into more solid lines and textures on thehand. The hand’s glow, normally equal to a standard candle, in-creases if the contacted item�s primary purpose is for combat,and the glow increases to levels of torches, moonlight, or daylightin relation to its relative bonuses for combat (whether a +1 dag-ger or a vorpal sword).

If the item carries any harmful curses of any kind, the hand�ssparkles flare up into small purple flames (rather than the normalwinking light they generate); the flames react to power as did thelights. How �solid� the hand appears is sketched out in glowingred lines, as if the hand were now made of coals.

Shalantha�s Delicate Disks(Alteration, Enchantment)Level: 7Range: TouchComponents: V, S, MCasting Time: SpecialDuration: PermanentArea of Effect: SpecialSaving Throw: None

This spell creates a number of pellucid disks of magical energy,each about 1� in diameter and an inch thick. The disks are fragile,appearing physically as formidable as rose-and-ivory tinted egg-shell; while they can easily be broken, they can contain powerfulmagics. Their purpose among the elves was in laying spelltrapswithin them and hiding the disks where prey would break themand unleash the spells within.

Casting Shalanatha’s Delicate Disks creates one disk for everythree levels of the caster�s experience. During the castingprocess, the caster first prepares a cleared, flat area upon whichto summon the disks. The casting occurs in three stages, thoughthe delicate disks conjuration flanks only the central stage. First,this spell is cast, and the appropriate number of glowing circlesappears before the caster within a 3� radius. Next, the caster (oranother attending caster or casters) separately casts one spellwithin each glowing circle; the spells placed within the disks canbe either wizards� spells of up to 5th level or priests� spells of upto 4th level. No matter the standard effects of the spell being cast,the caster places his focusing hand into the circle, and the magicis stored within by the delicate disks’ magic. Lastly, the originalcaster completes the disks spell�s casting, which causes eachmagical circle to seal itself and harden into the thin, rosy shellsthat are Shalanatha’s delicate disks. The spell lasts indefinitelyuntil the disks are broken.

Once the casting is complete, a delicate disk can be handled byanyone, and it can be moved to any locations whether by physi-cal or magical mobility, now that its magic is not tied to its cast-ing place. Contact with a disk of more than 20 pounds of pressureor 1 hit point of damage breaks it and releases the spell storedwithin it. The broken disk acts as the spell�s point of origin, andthe spell within reacts as set by its caster. Touch-oriented spellstake effect immediately upon the being or object that breaks thedisk; thus, shocking grasp or chill touch work to great effect onwhomever contacts the disk. Ranged spells that require no line ofsight to targets are either set to use the disk as the center point(turning a fireball into more of a hemispherical effect) or theyfire straight up from the disk (limiting the effectiveness of a light-ning bolt to the target who breaks the disk and any creatures thathappen to be flying directly overhead. Obviously, the DM (and theNPCs or PCs who cast the spells) can set particular conditions toalter how the spell unleashes itself from the disk. For example, a

dig spell could be set within a disk and be set to affect the ground10 feet south of the disk to deter pursuers (this sort of tacticworked well for many elves with the time to prepare a site for bat-tle on their terms), just as a phantom steed might be storedwithin a disk, waiting for someone to release the magic so itmight appear instantly beneath the contacting being.

The delicate disks themselves can be affected by magic as well.Damage-causing spells will shatter them as easily as the crunchof a heel, unleashing their magic either ineffectually or at leastprematurely. They also can be cloaked with illusions to hide themor gifted with levitation, spider climb, or cling spells to placethem where they might not normally go, since they are as subjectto gravity as mundane things.

This spell allowed armathors and the Akh�Faer alike to placehundreds of trap-spells throughout the forest of Cormanthor, thedisks set with hold spells to trap game or prisoners, filled withcreate water during droughts to provide the forest with neededmoisture, or even hidden within tree hollows known to theAkh�Faer so they might break them to fly out of danger to home,etc. The bulk of this spell�s uses during the time of Myth Drannorwas peaceful. Only during the Fall did these begin to get loadedwith offensive spells such as ice storm, fireball, or stinkingcloud; the elves also took to carefully setting the disks beneathunderbrush or burying them just beneath the surface soil to cre-ate areas of spell-mines.

One of the most canny tactical uses of this spell came from aforgotten faernae and his Akh�Faer troops early in the WeepingWar. He would create an array of delicate disks loaded with dis-pel magic spells within them (since the spell was inactive anddidn�t disrupt the primary casting) and command his frontlines tothrow the disks at opposing spellcasting troops to bring downshields or other such defenses. Much to the chagrin of some mez-zoloth commanders and their troops during the Weeping War asthey discovered hidden delicate disks, casting dispel magic on anactive, unbroken disk only canceled it, while the magic insidewas unleashed as it was set to do.

Shalantha Omberdawn, who would later become acquaintedwith some of Mystra�s Chosen after the Fall, was a short-termAkh�Faern turned wizardess adventurer. This spell, she admitted,was an intermediate-stage spell, as she was attempting to createa spell-bottle that would perform as these disks did but have a farstronger shell or a particular activation key. With such a spell,spellcasters could easily grant spells to travelers and such spellscould be saved until needed (like granting a cure serious woundsto a courier). It is unknown if she ever completed this sought-after spell, since she survived the Fall of Myth Drannor only towander the Realms beyond Elven Court and Cormanthyr for theremainder of her years. Her death was never recorded, thoughnone have heard of anyone encountering this red-haired silver elfsorceress for more than 400 years.

The Srinshee�s Spellshift(Abjuration, Alteration, Divination)Level: 10Range: 100 yards + 10 yards/levelComponents: V, S, MCasting Time: 1 roundDuration: 1 round/levelArea of Effect: SpecialSaving Throw: None

At the least, this spell cloaks the caster (or a target creature) inan immobile, faintly shimmering magical 10�-radius sphere. Thissphere prevents all spells from entering its boundaries to affectthose within, though spells can be cast from inside with noeffects on the sphere or cast spells. If the spell is focused on itscaster, the spellshift�s full capabilities are discovered, as thecaster now views the Weave in all its glory, using the sphere as thelens through which it is viewed. With this sight and the magic

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active to a wide range, the caster can reach outthe Weave for various effects on active spells.

and manipulate

With the expansion of senses through the spellshift, the castercan visualize an opponent�s forming spells and targeted area ofeffect by observing the manipulations in the Weave around them.The caster can now manipulate the Weave a bit to either focus orblur it around one target per round, causing wild and dead magiczones. If the spellshift - protected caster has initiative, he can for-feit his normal spellcasting or other actions to reach out andaffect an opponent�s forming spell (or a pre-existing spell), chang-ing its effects without the knowledge of its caster. The rules forand primary effects of such maneuvers are below:



l Aid: Any spell forming or existing within range can beboosted for a round, increasing its range, damage, or area ofeffect by double its normal effects. Thus, a comrade�s fireballcould be spellshifted to explode with a 40�-radius or its dam-age could be boosted to double the caster�s level in six-sideddice! This effect can be used only on wizards� spells, so it can-not double the amount of healing gained from a priest�s curelight wounds spell.

l Cancel: The spellshifted wizard can snuff one forming spellwithin the Weave before it is fully formed, so none of itseffects ever manifest. The casting wizard of the cancelledspell, unless aware of the actions of the spellshifted charac-ter, would merely believe that the spell failed or was improp-erly cast.

l Deaden: The spellshifted caster can place a 5�-radius globe ofdead magic around one target creature or areas within rangefor the remainder of the current round. All magic and all mag-ical items within that area are canceled. This allows charac-ters a way to pierce magical fields or penetrate the defensesof a previously invulnerable foe.





The range drops to 25 yards + 10 yards per level.The duration is reduced to 4 rounds plus 1 round per every 5levels of the caster.The sphere prevents only spells of up to 7th level from pene-trating and affecting those within it; 8th and 9th-level spellsnow can pierce the spellshift.Now, the Manipulate effect is all that remains of the spell-sight ability. As long as the caster of the spell to be affected iswithin 50 yards, one spell per round can be manipulated sothe spell�s target is of the spellshift caster�s choice. Also, thecaster can only manipulate and change the course of spellsequal to his level in spell levels (i.e., a 19th-level wizard canspellshift two meteor swarms and a magic missile spell totargets of his choosing). Once the maximum is reached, thespellshift burns out and dissolves, no matter what the dura-tion is.

In fact, many learned scholars who have heard of this incredi-bly rare and ancient spell postulate that this spell was one of theprimary precursors for the globe of invulnerability spells that arenow quite common. Others argue that ancient mantles paved theway to those spells, and they don�t believe this spell ever existedin it 10th-level form. As in most things cloaked in the past�s mys-teries, truth depends entirely on one�s point of view.

Manipulate: The spellshifted wizard can reach out using thisnew spellsight to reshape a concurrently forming spell,changing either its range or area of effect. In other words,someone using spellsight can take the time to manipulate thetargeting of another�s mage�s fireball and have it explode atopits own caster with normal areas of effect. The spellshiftingmage cannot move the spell effects beyond the range of thespell as cast by the opposing mage. Alternatively, he couldallow it to travel to the caster�s intended target but minimizeits area of effect by up to 75% (reducing a normal 40�-radiusfireball�s explosion to a 5�-radius explosion at the target).Wild: The spellshifted wizard can focus and tighten the Weavein a 10�-radius globe around a target creature or area to createa wild-magic zone. All magic cast within that target area mustcheck against wild-magic surges to ensure that it is cast with-out complications. If wild-magic rules are unavailable, thesimplest effect is to have the caster within the wild magic tar-get zone take shock damage (shock from agitated magic dur-ing the casting) equal in hit points to twice the level of thecast spell. Any magical items worn within this area will alsospark, dealing an additional and unavoidable hit point of dam-age each. The wild magic endures only until the end of thecurrent round.

Only one of the above options can be used each round, or allcan be ignored in favor of standard spellcasting. Given the spell�srange, it could be cast at a far-away comrade, whether that per-son was a spellcaster or not. In cases like this, when the caster ofthe spell is not the focus of the spell (as was common), the spell-shift only provided the protection as noted above. The target ofthe spellshift gained no insights or control over incoming magics,even if the target is a wizard of proper levels. For all intents andpurposes, the spell becomes solely a protective globe of invul-nerability.

The spellshift is unknown as the 10th-level spell as notedabove, except within the Srinshee�s own personal and long-hid-den spellbooks; of all her apprentices and students, only AravaeIrithyl, Mythanthor, and Elminster Aumar learned this powerfulmagic. However, she and Elminster Aumar created a 9th-levelvariant of the spell with the same name, which is now among therarest of spells on Faerûn today. The differences between the 9th-level version and the 10th-level form detailed above are these:

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The Fall of Myth Drannor & Dragons [multi]/2nd...Ruins of Myth Drannor, TSR #1084), so there are more than 600 years during which the PCs could adventure in and around Myth Drannor - [PDF Document] (64)

Glossary of Heroes & Villains of the FallName Birth Death/Other StatsAmmath, Khyssoun -323 713 CN moon em W24

Argentaamn, IrhaalAudark, PhraanAuglamyr, Symrustar

Aunglor, Leilatha

355 834 LG moon ef W23/HM211 712 NG green em F9/T10-97 261/713 (CE) CG gold ef W24

Position/StatusHigh Court Mage; House AmmathElder; CouncilorCouncilor; High Court MageLord of House Audark; CouncilorChosen of Mystra; Court Mage; HouseAuglamyr

414 714 NG moon ef W24 High Court Mage; led the LastGuardians

Braerindra -442 -21/714 LN baelnorn moon ef W21 Last of House Calauth; guards CastleCormanthor

Frayhammer, Artox 175 712 CG dm P11�Moradin

Haladar, Paeris 108 712 N gold em W17Hawksong, Grathgor 512 714 CG green em R19

Honedaxe, Kovimal 88 712 LN dm F9/P9�MoradinHykoshold, Vuth 466 714 CG dm P12�Moradin

Ildacer, Amara (Audark) 8 821 LG green ef F12/T12Ildacer, Aolis -90 713 LN moon em F16/W14

High Hammer of Moradin; founder ofTemplestarsSpell-Major; Spell-CaptainPenaal of the Akh�Velahr; led the LastGuardiansCouncilor; Chief of Clan HonedaxeHigh Hammer of Moradin; head ofTemplestarsSecond Shadow of N�VaelahraAkh�Faern faernaa; First Shadow ofN�Vaelahra

Ildacer, Shyael -227 714 NG moon ef W22 High Court Mage; Telessrin of EternalSrinnala

Irithyl, Aravae 146 664 LG gold ef C8/W9

Irithyl, Eltargrim -612 661 LG gold em F25/HMLaummas the Liegelord -244 -180/712 CE lich W22

Maerdrym, Kharis - 4 678 N moon em P12�SehanineMaerdrym, Yrneha -302 713 NG moon ef F10/W10Mentor (Wintercloak) 219 ? CN hm P4�Oghma/W15 (Dual)Morningdove, Ithosra 361 714 LG moon hef W13/P14�AzuthNezras the Traitor 613 714/? CE hm W18Olortynnal, Kelvhan 331 714 NG gold em F16Selorn, Hachaam 420 714 CG green em R14Sévoll The Syolkiir 688 738 LN hem T8

Heir of Coronal Eltargrim; last ofHouse IrithylCoronal of CormanthyrFormer Hlondathan wizard; ally ofMalimshaerLord of House Maerdrym; CouncilorHouse Elder; Councilor; bladesingerSenior Incanist; CouncilorSpell-CaptainPawn of Laummas, AulmpiterArms-Major; CouncilorArms-Captain; �Elven Court�s Captain�Inter-troop liaison; fastest being ofCormanthyr

Srinshee, the ? 666 LG moon ef W30/HM Grand Mage of Cormanthyr; High CourtMage

Starlaughter, Ailos 551 713 CN gm I13 Councilor; Armathor officerStarym, Josidiah 101 714 LG gold em F15/W15 Spell-Major; Councilor; bladesingerStarym, Venali 111 924 NE moon em F11 Lord of House Starym; CouncilorTallhill, Jarrod 601 712 NE halfm F5/T6 Councilor; Hill Voice of the halflingsTankardtoes, Heumar 582 689 CG halfm T7 Councilor; Hill Voice of the halflingsTrasaal the Gold Mage 429 713 LN hm Tr23 Senior Armathor; CouncilorTromostar, Artair 313 714 LN gm I9 Akh�Faer officer; CouncilorUalair the Silent -110 712 LG gold em W29/HM Councilor, Grand Mage

Special NPC/PC SlotCaptain �Fflar�(LG ?m Warrior?)The Captain�s true name and race are long lost, as descriptions of the hero vary to fit the race that tells it; bards of all stripes sing ofFflar being a human paladin, an elf bladesinger, or even a half-elf ranger, and all insist that their versions of the legends a re the truth.Of course, only those who stood by Fflar�s side under his command on those last dark days know the truth, and of them, few survivedthe Final Fall.

Glossary I � 63

The Fall of Myth Drannor & Dragons [multi]/2nd...Ruins of Myth Drannor, TSR #1084), so there are more than 600 years during which the PCs could adventure in and around Myth Drannor - [PDF Document] (65)

Glossary of TermsAkh�Faer













Court Mage


Grand Mage

High Court Mage

High Mage




Opening, The



Rule Tower

Rystall Wood


Army of Art; magical military of Cormanthyr (collective term)

One soldier of the Army of Art

Army of Arms; standard military of Cormanthyr (collective term)

One soldier

An elder gold elf realm

�Ruler�s Blade�; the elfblade of the Coronal of Cormanthyr

A defender of Myth Drannor proper, and often more exclusively the nobility & royalty;armathors were most often wizards or wizard/fighters, though a wide variety existed laterwith the Opening.

�Artblade�; the elfblade of the Spell-Major of Cormanthyr

�Soldier�s Blade�; the long-lost elfblade of the Arms-Major of Cormanthyr

Holiday of Corellon Larethian celebrated every 4 years; became Shieldmeet on Calendar ofHarptos

Multiple meanings based on context and pronounciation: Capital of Cormanthyr before themythal; the oldest part of the city of Myth Drannor; the forest that encompassesCormanthyr

The elf realm within the great eastern forest

Ancient title for a leader of an elf realm; used most often in Cormanthyr

The commanders of the armathors of Myth Drannor; six of these exclusively femalewizards in all

The �New Ward� of Myth Drannor; the eastern quadrant of the city; �N�Tel�Quess Ward�

Leader/Senior of the High Mages

The commanders of the Courtleast one is a High Mage).

Mages; the �Coronal�s Hands�; two wizards in all (and at

Secret caster of High Magic; exclusively elves

One of the former realms that unifiedcurrent lands of Myth Drannor

into Cormanthyr; Northern central forest, including

The �Nobles Quarter� of Myth Drannor; the southern and central parts of the city

Coronal of Jhyrennstar who unified the elves into Cormnathyr on his deathbed.

The event whenCormanthyr

Coronal Eltargrim allowed the first nonelves openly into the city of

�Shadow Soldiers,� covert operations (collective term)

One member of the Shadow Soldiers

The oldest structure in Cormanthor/Myth Drannor; primary tower of Castle Cormanthor

A former realm of the Cormanthor woods which abuts the desert

The �Temple Ward� of Myth Drannor; southwestern quarter of the capital

64 � Glossary II

The Fall of Myth Drannor & Dragons [multi]/2nd...Ruins of Myth Drannor, TSR #1084), so there are more than 600 years during which the PCs could adventure in and around Myth Drannor - [PDF Document] (66)

The Fall of Myth Drannor & Dragons [multi]/2nd...Ruins of Myth Drannor, TSR #1084), so there are more than 600 years during which the PCs could adventure in and around Myth Drannor - [PDF Document] (2024)


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