Myth Drannor Sites

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Myth Drannors Sites: Past, Present, and Future.

Althen Artrens Collected Writings


This essay is a description of the keyed locations of Myth Drannor as they appeared in
the various sourcebooks, boxed set, magazines, forum messages, and my own material over the
years. Please be aware that I do not have a complete library of works that include Myth Drannor;
there will be some differences between this guide and other published material. (For example, I
do not have the Pool of Radiance module, so the info on the building that adventure plays in will
be incomplete.) I have done my best to include references from all sources I have.
For differentiating sources, I have used citations to denote where the information can be
found. My own writing will appear in italics to differentiate it from the published material. I have
altered some text due to the cut and paste of the Adobe file did not create an exact character-tocharacter translation.
If we are to survive as is the Peoples right, one Coronal must vow to unify the
tribes of this great land. One Coronal must unify sun and moon, sky and sea, earth, tree,
and root, and his promise to all is long-lasting peace and strength in unity (CEoE p.27).
The real tragedy of The Fall wasnt that thousands of beings lost their lives in the
Weeping War, that was tragedy plenty. Nor was it that the most beautiful city in Faerun
was thrown down to dust and rubble; it was that the trust between the races, which took
so many centuries to build and nurture, was so easily destroyed in so short a time. We
should remember this so as not to repeat our fathers and grandfathers mistakes. We
also need to understand that no race should ever try to stand-alone. Faerun is a great
tapestry, and each person is a thread. Remove enough threads from the tapestry and the
entire tapestry falls apart.
Althen Artren under the Tree of Knowledge in Semberholme giving a history
lesson to school age children of many races, including half-elves, a half ogre, and a halfdragon. Ches 12, 1378 DR.

Major Streets & Byways


The streets, roadways, and byways often reflect the neighborhood through which they
travel in many ways. The major ground routes tend to be paved stone, while lesser roads
along the ground are either gravel, corduroy (wooden plank), or plain dirt and grass
paths; the paving or materials of the roads often denote the neighborhood and the wealth
of those who often use it or its importance to moving trade about the city. Below are quick
references for the general descriptions and constructions of the pathways, followed by a
listing of the many major thoroughfares of Myth Drannor.
Common Pathways: These paths are merely footpaths worn into the ground and are
often worn-bare dirt or heavily trampled undergrowth or grass. Most of these are
unnamed and hardly even mapped; they operate more like unnamed alleys in more
urban sites. After 800 DR, occasionally the crumbling piece of bone or rusting piece of
metal can be found along these paths. Rarely, a useful item will be discovered.
Corduroy/Wooden Parquet Pathways: These roads, among the mercantile areas and
those of up-and-coming wealth rather than old, established nobility, are carefully laid-out
parquet-wood pattern roads. Their elaborate design features are not easily discerned
except at high-sun or with other light to see the patterns of wood grain in the layout of the
wood panels and tiles.

Gravel Pathways: These gravel paths are magically empowered (and permanently set) to
arrange the subtly colored gravel in comforting patterns. Not even rampaging armies can
disturb the delicate design unless the magic upon the path is dispelled first.
Paved Stone Roadways/Pathways: The richest and most important roads in the city are
all paved in white marble; while that remains a constant, the curbsides provide an easy
guide to the wards of the city: Cormanthor uses green marble curbs and stepping stones;
Sheshyrinnam brackets its stone streets with a golden-hued marble; the blue marble
curbs of Kerradunath also are often carved or lined with statuary; and the curbs in
Dlabraddath are not marble at all but granite embellished and carved by the dwarven
craftsmen of that ward.
Skyways: These walkways among the higher levels of Myth Drannor serve to link the tree
dwellings or provide alternate access to areas other than the forest floor. While few are
officially named due to their short spans from a tree home to a nearby business or from
one shop to another, there are a few major web-works of ramps above the ground that
are major avenues of traffic. Within the western city wards, the walkways above the forest
floor are almost all 5-foot-wide solid crystal, wood, or magic ramps arcing from tree to
tree, and the lack of hand rails or supports make them a nervous proposition for any less
agile than an elf. Other areas, especially the eastern Dlabraddath ward, have suspension
bridges among the trees; most link small spans between the trees and over the ground
routes, though a few link a multitude of ramps and ground routes and stairs to allow
someone to travel from one end of Myth Drannor to the other without setting foot on the
ground. (CEoE p.68)
Skyways: As of 1356 DR
All the skyways within the city have been destroyed unless crafted through High Magic, due to the
level of devastation visited on the city during the Onslaught of the Weave on Alturiak 22 in 713
DR (FoMD p.24), the final campaign of the Weeping War starting on Kythorn in 714DR (FoMD
p.38), and the several hundred years of neglect, wild magic surges, and destruction by
adventuring companies and rogue monsters also played a part in the devastation. .
Skyways: As of 1375
The Crusade has started building rope suspension bridges between strategically important
tree/buildings around the city. However, this above ground road system is nowhere near as
complete or as complex as before The Fall. A tree road exists from the Cormyrean Embassy at
building C15 (#123, the old Dahast estate) through the trees to the road north of the northentrance of Castle Cormanthor. Another tree road runs between the new barracks at building K7
(#11 the old Irithlium) east to the next eastern barracks at building K15 (#10 the old Tyrintars
Hall) and north to the road near south-entrance of Castle Cormanthor. Others will be discussed
and constructed as the population of Myth Drannor grows through the years and new trees are
planted when rubble is cleared out.
Axols Run: (Common/Dirt) This short path was named after a halfling who fled the Guild
of Naturalists Hall (D31, #18), and the fire elemental dogs that nipped his heels helped
initially clear this path from Gondrims Ride to the southern clearance of Candledance
Way.
#93 Bellshield Ride: (Paved Stone)
#90 Berduins Ride: (Paved Stone)
Bridge of Hoelros: (Skyway-Wooden Suspension Bridge & Ramp) This bridge runs from
its landing on the Street of Song to rise up to and over three landings and links with other
skyways. Used mostly as an access to other upper level businesses and homes, the
bridge at night becomes a walk for romantics who travel to the northern end and climb up
into the open treetop piazza to stare at the stars in their lovers eyes. This skyway was
destroyed during the Weeping War.
#96 Candledance Way: (Gravel)

#88 Danglestar Street: (Paved Stone)


#95 Darthil Street: (Paved Stone)
#89 Dragoneyes Street: (Paved Stone)
The Dragons Drive: (Wood/Parquet) The most elaborate patterned road in Kerradunath,
this cherry-wood and duskwood parquet seems just a richly textured and fine-grained
wooden road until one views it, from above. Seeing it from at least 30 feet up and seeing
its full-length allows the textures to form the elongated pattern and shape of a red dragon!
#84 Eldansyrs Ride: (Paved Stone) Eldansyrs Ride is a long winding street that
continues around the northern and western edge of the city. Its meandering length ran
from Blackstar Tower (C16, #70) west and south to House Symbaern (K2, #19) where it
met Withercloak Street; the southern arc of this perimeter road from the Symbaern villa
around and up to the Street of Song later became known as the Srinshees Stroll.
Gardners Ride: (Gravel) Picking up Eldansyrs Ride at Blackstar Tower (C16, #70), this
outer-arcing path winds through some of the many flower, vegetable, and herb gardens
tended by the servants and commoners throughout the city. At Jalbaerths Tower (D42,
#75), the gold-white gravel path gives way to the distinctive blue-black gravel of
Gondrims Ride.
Gondrims Ride: (Gravel)
#82 Halidom Street: (Gravel)
Kurvhans Way: (Common/Dirt)
The Manysteps: (Skyway-Wooden Suspension Bridge & Wooden Stairs & Ramps) This
linked group of four bridges among the higher trees and dwellings of Dlabraddath has no
links with the ground other than through the ground connections and entrances of other
businesses.
Still, despite this inconvenience, the bridge-stairs and ramps and landings provide easy
access to over 30 businesses and rowhouses serving as dormitories for students of the
Six Tyryl Towers (D25, #12). This skyway was destroyed in the Weeping War.
Moonopal Way: (Common/Dirt)
#85 Moonshadows Street: (Paved Stone) This road gains its name for its unique magic
that seems to have been in place long before even the Rule Tower of Cormanthor rose
above the city; under the light of the full moon, the shadows of those walking along its
length glow a deep azure hue.
Naocons Ride: (Wood/Parquet)
#99 Phelindra Street: (Gravel)
Scabbard Street: (Wood/Parquet)
#94 Scatterhorn Street: (Paved Stone)
Shandol Street: (Paved Stone)
#80 Sixstar: (Paved Stone Intersection) This meeting of six stone pathways (including
Shandol Street, the Street of Song, and Dragoneyes Street) is a standard meeting place
for nearly anyone in the city. Many benches line the grounds around Windsong Tower
(S16, #42), where many wait to rendezvous with others. The magical signpost at the
exact center of the Sixstar provides directions and distances of other locations about the
Realms by replying in flawless elvish (or the native tongue of the seeker). Due to the
strategic importance of this intersection, there is a great deal of remains from both sides
at the Sixstar. Numerous battles were fought here as each side was able to retake the
position multiple times. (RoMD Card)
After 1356DR, one of the stones in Sixstar has been lifted up and reveals and
underground complex that leads to a buried underground level under the surrounding
buildings.
Soldiers Cut: (Common/Dirt) One of the lengthier common paths in the city, the Soldiers
Cut gains its name for the many akhvelahrn scouts who use it to run from the eastern
edge of the city to Phelindra Street and toward their command posts at Castle
Cormanthor.
Srinshees Stroll: (Paved Stone)
#100 Street of a Dozen Dreams: (Paved Stone)

#83 Street of the Evening Star: (Paved Stone) The street that curves along the
southwestern side of Castle Cormanthor is the Street of the Evening Star. It acted as the
boundary between old Cormanthor and the newer quarters of Sheshyrinnam and
Kerradunath. Its primary function provided the main avenue of activity for military
mobilization, and was marked along its edges with its unique purple marble curbs.
The street that curves along the southern western side of Castle Cormanthor,
between it and the Speculum, was known as the Street of the Evening Star.
Today, its path is clear: from the great heaps of rubble that swallow one end of it,
in the destroyed area at the center of the city, to a much smaller band of
destruction at its northern end. A still-splendid building rises on the other side of
that rubble, its empty windows still staring down the length of the street (CGtMD
p.18).
#81 The Street of Song: (Paved Stone) The main street of Myth Drannor, the Street of
Song runs from Sixstar through the entire city in a winding southeasterly course. Once it
passes the Wintertop Tree at the eastern end of Dlabraddath, it becomes the road
through Cormanthyr and it eventually branches south toward Semberholme or the Dales
or east toward the Darkwoods, (a long-unused overgrown path).
Street of Sorrows: (Gravel)
#87 The Stroll of Minstrels: (Paved Stone)
Suldars Walk: (Gravel) This long, meandering path is one of the quietest, most peaceful
walks in all of Myth Drannor. From Berduins Ride to Halidom Street, this white-and-green
gravel path provides a beautiful stroll past Glyrryls Pool. (K25, #1)
#86 Sunblade Street: (Paved Stone) Legend has it that a intelligent sunblade of ancient
construction lays in wait under the paving stones of Sunblade Street, awaiting a time to
find its new wielder and work against a future great evil.
The Talltangle: (Skyway-Crystal, Magical Ramp) These crystallized ramps, including one
invisible (and warded) magical arc leading into Castle Cormanthor, are among the oldest
of the skyways of Myth Drannor. There are nearly twelve different levels of skywalks and
ramps among the petrified trees and stone villas of Cormanthor, and the landings where
they link have become courts of a sort with folk gathering there to trade news and gossip
in the early morning. Some elderly natives can be found up on the same benches on
these landings every day, either arguing with their comrades or providing directions and
advice to those who stop and chat. All of these skyways were destroyed during the last
campaign of the Weeping War. They were destroyed by the fierce magical battles that
raged around Castle Cormanthor and because of the magics unleased by the baelnorn
that joined the battles after infernal forces entered the city.
Templeshadows Ride: (Wood/Parquet)
Toreks Arc: (Skyway-Crystal Ramp). This skyway was destroyed in the Weeping War.
Towerstroll: (Skyway-Wooden Ramp) The longest single-spanned arch is a longer walk
from Eldansyrs Ride to Sunblade Street, but it does create the thriving business area of
the tree shops along its length. The two lesser ramps that lead to it are unnamed and fall
under this collective name. This was destroyed in the Weeping War.
Two Hooks: (Common/Dirt & Skyway) This shortcut from Darthil Street to Kurvhans Way
is a dirt path that parallels the path of a wooden suspension bridge running west toward
the Onaglym. The bridge normally runs about 40 to 60 feet above the ground, but as it
passes over this area, there are two metal protrusions along either side of the bridge as it
dips to within 10 feet of the ground; with a running jump and a grab at the hooks, a spry
person can clear the eight feet and grab the hook to pull herself onto the bridge here. The
skyway was destroyed by Coalition forces to slow down a large division of yugoloth
reinforcements who were advancing to the front lines. As a result, under the debris will
be large bones left over from the battle and the occasional magic item that escaped
destruction.
Walk of the Sevenwing: (Wood/Parquet)

#92 Withercloak Street: (Paved Stone) While the sites are many and magnificent in Myth
Drannor, visitors miss quite a few sites as they look only for buildings or the largest aweinspiring towers. In truth, much of Myth Drannors wonder is in its simpler things. The best
way to learn and see all of the City of Song is to take it slowly, walking for a tenday about
the city and stopping often to sit and watch the life and the wonder around you. Youll be
amazed at what youll find; below are some of the more obvious landmarks and sites of
interest, followed by the primary key and breakdown of Myth Drannor. (CEoE pp.68-69)
Burial Glen
To the north of the Westfields is a small glade, the Burial Glen, a cemetery for the city.
Crypts in the Burial Glen are done in many styles of architecture, from pillared and
domed mausoleums to elaborate pyramidal tombs surrounded by plinths to barrow-like
mounds of carved stone. Smaller tombs take the form of caskets surmounted by statues
depicting the fallen. The least of the grave markers are headstones atop a grave, the
stone holy symbol of the deceaseds patron god; the deceaseds name is carved along
with dates of birth and death along the outer edge of the thick stone, and attendants to
the Burial Glen maintain it such that the names are never obscured by mud or grass or
debris. Obviously, this is the primary burial place for the City, though by studying its
tombs and graves, one finds that it was of infrequent use until the Opening. The variety
and opulence of all the graves leads many to believe that only the rich are buried here,
though all have a place here if they wish. Magics among certain tombs like the Sepulcher
Sylvan (a stone arbor crawling with gray roses) or the Crypt of Air (a blank grassy knoll
cornered by four glass plinths) allow access to small interdimensional burial spaces with
the proper command words, allowing nearly unlimited burial space (a feat later duplicated
in Waterdeeps City of the Dead). Largely, only the gold elves among the TelQuessir
inter their dead in ceremonial fashion, and most of the elder Houses of gold elves have
burial crypts beneath their villas. Thus, more than half of the tombs here in Burial Glen
are either for gold elves of lesser nobility or less-affluent families. Still more tombs are for
those elves or other persons whose lives were given heroically in the service of
Cormanthyr and Myth Drannor. Many small heroes crypts dot the open fields, often
topped by a statue of the hero in full glory. Among the largest and most famous of these
tombs is Warriors Gate. (CEoE pp.69-70)
As of 714 DR
Due to the fiends relentless pursuit of elven magic, numerous tombs of the dead were violated
during the First Sieges from Alturiak to Ches 712 DR (FoMD p.23). The dead were animated and
made to attack the city. After the city fall, in the year 718 DR, the undead were destroyed by the
elven patrols assigned to keep the outside world out of Myth Drannor. The remains were put back
to rest and the tombs resealed. However, the dead have not forgotten their desecration.
As of 1346 DR
Baatezu first appeared in ruined Myth Drannor at the behest of priests of Bane sent by
the High interceptor (who sought magic to increase his power, in his struggle to
overthrow Manshoon and Fzoul of the Zhentarim, and regain control the Zhentil Keeps
clergy of Bane. The priests enlisted wizards to help in their exploration of the ruins, but
some of these dark mages where secret agents of the Zhentarim, and manipulated the
priests into agreeing to the summoning of baatezu to fight the fearsome monsters of Myth
Drannor (which then included the Phaerimm in the dark depths and several feuding but
not yet fully-grown dragons on the surface). The wizards then intended to confine the
baatezu to the city, but otherwise letting them roam freely, devouring the priests if they
wished. This occurred, and the wizards hastily withdrewThe Knights of Myth Drannor
came in their battle-might to the Burial Glen (Year of the Prince), and destroyed the gate
in a battle that saw the destruction of four pit fiends, a dozen or so gelugions, many
outcast baatezu from Avernus, and evil dragon consorts of Tiamat. (CGtMD p.69)

In spring of the year of the Bloodbird (1346 DR) after two years of careful exploration of
the ruined city by Banite agents, the Eighth High Interceptor of Bane, Szchulan Darkoon,
ordered the creation of a portal from the Warriors Gate to Avernus, the 1st level of the
Nine Hells. The Dark Lords followers intended to call forth a limited number of baatezu to
deal with the demons and yugoloths still lurking in the ruins, dating back to the Weeping
War. Their plan went awry when Malkizid, the Branded King, intervened, causing the
portal to remain open and allow hoards of devils to enter the Realms. Myth Drannor was
quickly overrun with devils, but the Banites erected a 2nd sphere of magic encircling the
mythal, keeping the legions of the Nine Hells bound within the citys ruins (Dragon 359
pp.102-103).
As of 1356 DR
Around the gate (which, despite its name, contains no magical gate at all) stand a dozen
tombs large enough to house a band or family, as well as many smaller crypts,
monuments, and markers. Magic keeps the overgrowth at bay here, but has not stopped
undead from lurking. Elminster warns that magical traps still guard many of the tombsand created some of the undead, from tomb robbers who were alive when they arrived in
the Glen.
Crypts in the Burial glen represent all sorts of architecture, from domed, pillared
mausoleums to barrow-like mounds of carved (now cracked) stone. Smaller tombs take
the form of caskets surmounted by statues depicting the fallen. Most of these stone forms
have been vandalized by the baatezu, who still delight in crushing humans they meet in
the ruins by flying over them and dropping a stone statue from aloft (CGtMD pp.18-19).
Within the Burial Glen, there laired a corpse gatherer (MM2 pp.51-52) that had spontaneously
animated after the Elves called the Retreat. The energies left over from the Weeping War sank
into the soil, coupled with the magic that escaped from Avernus when the portal opened, mingled
with the wild magic surges that took place at Godsfall brought about the rise of this creature. The
movements of the creature have destroyed part of the underground tunnels between the
Warriors Gate and the Throne of Thought. The tunnels have collapsed up to a third of the way to
the Throne of Thought, and the rest of the tunnels are haunted by incorporeal undead. At this
point, Pirfel Haladar (CG baelnorn Wiz 22/Arc2/ EHM3 em) and Thesel Haladar (NG Wiz
19/Arc3/EHM 6 ef), 2 baelnorn of House Haladar stir in their secret dungeons within the Burial
Glen (CEoE p.114) They deem the corpse gatherer an affront to nature and seek to destroy it, but
are not sure on how to destroy it and leave the remains and souls of the dead elves in peace
without spawning them into individual zombies. So for now, the baelnorn wait and experiment
with necromantic magics while they try and find a solution to this problem. Anybody who comes
along and destroys the corpse gatherer without disturbing the individual elven souls will receive
the gratitude of the baelnorn and great gifts for their service to the elven people.
As of 1375 DR
The Feyri army destroyed the corpse gatherer when it invaded Myth Drannor in Mirtul of 1374
DR. The gatherer kept attacking Feyri forces when they went on patrol in the Burial Glen. The
individual zombies fled after the destruction of the parent creature, but a great many were
destroyed by the attacking forces of Feyri and outsiders. After this, the baelnorn readied to leave
their crypt to fight the Feyri hoard from plundering the city and disturbing more of the crypts.
However, they received a divine messenger from Corellon Larethian to be patient and wait for the
right time. The Crusade forces arrived later in the year and the baelnorn left their hidden crypt
and provided spell help to the Dalelanders army who has the weakest of the spellcasting
support personnel of the Crusade and who were attacking south through the northern ruins of
the city from the Burial Glen to the Glyr (Final Gate p.326). The rest of the zombies from the
corpse gatherer were slowly destroyed as the Crusade worked to make the city safe and
habitable again. The baelnorn introduced themselves to the elven commanders after the coalition
disbanded and offered their services in the restoration of Myth Drannor. They served as High
Mages, supplemental spellcasters for the army, and acted as wizard teachers.

By the Srinshees return in 1377 (GHoTR p.158), these baelnorn will have set up a new wizard
school by reopening the Windsong Towers with other surviving baelnorn, and several members of
the Army such as Althen Artren and Taglian Durothil (see below) to strengthen the magical power
of the military.
The Burial Glen was expanded to include the remains of those Crusade members who died in the
Reclamation and the following war with the Black Network. Every soldiers remains that were
found, be they Sembian, Dalesmen, or Elf received a burial with honor and an enchanted wooden
plaque that spoke of their deeds when touched. All Crusade members that fell in the previous
battles before Myth Drannor were taken to the Vale of Lost Voices for burial there. Finally, for
those who had no remains left but were known to be lost in battle received a place on the Stone
of the Valiant. This memorial is a 40 tall square tetrahedron of moonstone that stands on the
eastern edge of the Burial Glen. It has been enchanted by High Magic to be impervious to all
damage outside of the engraving process (and other epic level magics). The name of each being
who lost their lives fighting has been etched in gold upon the surface. When a particular name is
touched, the name will glow with golden light for a minute. That light will burn itself onto any
surface it touches, so that loved ones may created memorials or tattoos of their fallen.
Tomb: The Warriors Gate
In the center of the Burial Glen stands the Warriors Gate. The tomb is cross-shaped, with
four wings radiating west, south, east, and north. There are doors on the east and west
wings, each surmounted by the words Only the Brave, and the carved images of two
crossed swords. The tomb rises in sweeping curves to a central pinnacle 100 feet up in
the air. Witch-fire (intermittent, harmless faerie fire) dances about its peak, making it an
eerie landmark at night.
Inside this tomb of fallen akhvelahrn soldiers and officers, there are four one-way gates
known only to senior officers of the AkhVelahr. Standing in the center of the tomb
beneath the pinnacle, the traveler speaks the command word, and then turns and walks
toward one of the four wings. Each direction is a separate gate leading to major outposts
for the armies (near the Darkwoods, Semberholme, the Tangled Vale, and the buried
remnants of Moander at Darkwatch-this gate was destroyed in the Two Gates Fall battle
in Flamerule of 714DR (FoMD p.40). Unknown even to the AkhVelahr Arms-Major, the
Coronal and the High Mages of Cormanthyr know of secondary command words that
allow these gates to also act as two-way gates leading directly to Evermeet-this gate
was also destroyed in the battle of Two Gates Fall in Flamerule 714DR (FoMD p.40),
Evereska, and Ascalhorn (and one last site to be determined by the DM). (CEoE p.70)
Building/Dwelling Types
There are generally only three types of buildings or dwellings to be found inside Myth
Drannor:
A: Ground Dwellings
These are artificially constructed buildings at ground level with possible underground
chambers that do not exceed the levels above by half. In other words, this is the standard
building of the Realms but not a standard for elves. Made from various materials, most
often wood or stone (or a mix of both), ground dwellings (before Myth Drannor) were
either larger, grand buildings like temples or small homes for the rare non-elven settlers
or for elves of very advanced or very young ages. This type of dwelling also can include
natural hollows in rough terrain above ground, such as hill or mountain caves, though
only if the cavity lies above the majority of the surrounding land. Another rare ground
dwelling is a hollow around or partially beneath ground level within a tree trunk; despite
its link to the tree, this is still considered a ground dwelling rather than a tree since it is
immediately accessible from ground level.
B: Tree Dwellings
The tree dwellings of the elves are quite often artificially constructed treehouses resting
on platforms among the branches or against the tree trunk(s). Some tree dwellings are

magically created and are actually living trees arcanely hollowed and shaped to create
the dwelling. In either case, the dwellings are never closer to the ground than 20 feet, and
some have their lowest levels hundreds of feet further up into the tree canopies; thus,
Cormanthyran tree dwellings are very difficult to spot unless you know where to look and
what to look for. They may be reachable by ropes, stairs, or magical means, including
flight.
C: Burrow Dwellings
Almost exclusively NTelQuess dwellings, burrow dwellings are subterranean sites built
with more than 70% of their space underground. Mapped locations often simply mark the
opening leading into the dwelling, and it can be anything from a stairwell leading
underneath a facade building, a smaller ground building which has far fewer rooms above
than the many more below, or even as little as a dead tree with a split trunk providing
access to the subterranean site. As might be expected, many burrow dwellings have low
ceilings, tight quarters, and most often are constructed of stone (or magically altered soil
and root work, etc.). Of course, as is nearly the norm here, Myth Drannors under
buildings hold as many surprises as do those buildings above.
Note that many a nobles villa and many grand buildings (or any building, for that matter)
may have cellar levels for storage, burial crypts, or other more sinister purposes, and
these are not marked as subterranean. To be dwellings of this class, the main function of
the dwelling must be underground and the surface connections and outbuildings are only
for access and some storage.
Building/Dwelling Classes
1: Minor
Despite its connotations, the minor classification merely suggests the overall size of a
place rather than its importance or its opulence. Minor dwellings are lesser buildings used
as single-family abodes, minor shops, taverns, stables, storehouses, or perhaps a guard
post for a small contingent of defenders. They rarely consist of more than one or two
levels, and there are rarely more than a dozen rooms in all for the structure.
2: Major
Major buildings are large buildings with a variety of purposes. They most often are
multileveled residences with living space for elves and others. Other uses for major
dwellings include
guildhouses, rowhouses (multilevel homes with the lowest levels, or highest, in burrow
dwellings given over to businesses), public buildings and most military posts, etc. In
general, major buildings have at least two and up to six levels, and an average of about
30 rooms (with no maximum). These, like minor dwellings, are built from common
materials like wood and stone, with few remarkable details.
3: Grand
This class denotes those buildings and dwellings that are major landmarks simply by their
size, structural scope and style, and importance to the settlement around it. Grand
dwellings are often multiple building complexes, enormous single buildings, structures
with unique building materials, and those with unique architecture. The most common
grand buildings are the noble villa complexes of Kerradunath and the temples of
Sheshyrrinam. This class of dwelling defies normal descriptions and types, and often its
distinctiveness comes less from its looks and structure than its purpose or its inhabitants.
No matter how large or elaborate any subterranean dwelling might get, these types are
never considered Grand dwellings, (or else many nobles crypts would turn even a vacant
villa into a Grand site).

4: Fortified

This class of dwelling has additional protection for its owners and patrons beyond that
which keeps out the weather. Fortified-class buildings could have hired guards, additional
exterior and interior doors with trapped locks, a curtain wall surrounding the property
complete with guards and gates, etc. In fact, some places could be considered fortified
simply by their massive stonework construction and their basic defenses, not any noted
desire to secure an area by force. In general, a fortified dwelling is one that has taken
extraordinary methods to prevent the entry of anything or anyone without an owners or
patrons knowledge. As a general note, most if not all locations are closed and often
locked when not in business or their inhabitants not in residence. They are protected by
their owners or basic hirelings when not open for business or other purposes. Fortified
places always have structural, magical, or other extreme and expensive measures to
protect locations from harm or theft. As a general rule, Grand buildings are all considered
Fortified, though the nature of such defenses are commonly magical in nature and quite
often hidden and mysterious. Grand structures also marked as Fortified are nighimpregnable without an extended siege or extremes of force or magic in play.
If this site is exclusively for military use, it gains a separate classification as a
Fortification. With this mark, the site forgoes other details and amenities in favor of
making it more defensible and more apt for its purpose as a watchpost, garrison, etc. For
example, no matter what type of dwelling, a Fortified Ground Dwelling is a dwelling with
defenses and some guards, while a Ground Fortification has no design other than to
protect its surroundings as a watchpost or garrison or armory.
Dwelling Generation Tables
The following steps can be used for speedy generation of building features as desired.
Obviously, all can either be randomly determined or by choice of the DM.
Step 1: Dwelling Type.
Determine which type of structure the dwelling is; Roll 1d8 and check results below:
1-3 Tree Dwelling
4-5 Ground Dwelling
6-7 Adapted Tree Dwelling*
8 Burrow Dwelling
*Adapted Tree Dwellings are a type that arises in Myth Drannor after
370 DR, when folk are allowed to adapt former Tree Dwellings by adding
dwellings and businesses at ground level or beneath ground level. Thus,
some places that are marked as Tree Dwellings could later be adapted
to having Ground Dwellings or Subterranean Dwellings at their bases,
creating multiple sites in one location. Unless all of these dwellings
(tree & those beneath) are unified by one business, owner, or purpose,
they are still considered individual sites rather than a combined Grand
dwelling site.
Step 2: Dwelling Size
Determine number of levels in the dwelling (in stories of height or levels of depth,
depending on its type as an aboveground or subterranean dwelling):
.
Minor Class Dwelling: Roll 1d4 and check results below:
1 One level;
2 One level, fortified;
3 Two levels;
4 Two levels, fortified.
Major Class Dwelling: Roll 3d10 and check results below:
3 One level + one level above/below-ground;
4 One level + one level above/below-ground, fortified;
5 Two levels, no above/below-ground structure;

6 Two levels, no above/below-ground structure, fortified;


7 Two levels + one level above/below-ground structure;
8 Two levels + one level above/below-ground structure, fortified;
9 Three levels, no above/below-ground structure;
10 Three levels, no above/below-ground structure, fortified;
11 Three levels + one level above/below-ground structure;
12 Three levels + one level above/below-ground structure, fortified;
13 Four levels, no above/below-ground structure;
14 Four levels, no above/below-ground structure, fortified;
15 Four levels + one level above/below-ground structure;
16 Four levels + one level above/below-ground structure, fortified;
17 Four levels + two levels above/below-ground structure;
18 Four levels + two levels above/below-ground structure, fortified;
19 Five levels, no above/below-ground structure;
20 Five levels, no above/below-ground structure, fortified;
21 Five levels + one level above/below-ground structure;
22 Five levels + one level above/below-ground structure, fortified;
23 Five levels + two levels above/below-ground structure;
24 Five levels + two levels above/below-ground structure, fortified;
25 Six levels, no above/below-ground structure;
26 Six levels, no above/below-ground structure, fortified;
27 Six levels + one level above/below-ground structure;
28 Six levels + one level above/below-ground structure, fortified;
29 Six levels + two levels above/below-ground structure;
30 Six levels + two levels above/below-ground structure, fortified;
Grand Class Dwelling: Roll 1d6 to determine the number of buildings and/or separate
parts of each Grand dwelling; then either roll on the Major Dwelling Class table for each
separate
building/part or roll 1d12 for a singular building and check results below:
1-3 Singular Building;
4-5 Two or Three Building Complex/Villa;
6 Multiple Building Complex (more than three buildings).
Singular Grand Building
1-2 Five + 1d3 levels, no below-ground structure;
3-5 Five + 1d3 levels, no below-ground structure, fortified;
6-9 Six + 1d2 levels + one level below-ground;
10 Six + 1d3 levels + one level below-ground, fortified;
11 Six + 1d4 levels + two levels below-ground, fortified;
12 Six + 1d6 levels + two levels below-ground, fortified.
If desired, the random amount of upper levels could be contained within separate towers
in the grand structure. Note that any structure of more than six levels (total of both upper
and subterranean) either should be a tree dwelling or a petrified tree dwelling fortified
with stone as well. The only exception to this in Myth Drannor is Castle Cormanthor, a
free-standing stone castle of multiple towers, though its magical construction helps
support the weight of its walls.
Step 3: Dwelling Conditions.
Roll 1d6 or choose the condition of the dwelling below:
1 Vacant; Derelict, in need of trimming (if a living dwelling);
2 Overly worn and badly in need of repair or attendance;
3 Well-worn and in heavy daily use, with evidence of recent repair work or trimming with
more minor work needed;

4 Well-kept and clean, in good, healthy condition;


5 New or pure condition, freshly decorated or carefully maintained;
6 Currently under creation, construction, or extensive repairs and/or shaping (includes
dwellings with recent damage).
Step 4: Dwelling Function.
Roll 1d20 or choose the dwellings purpose below; under each are suggestions as for
particular types of that role suitable for the site. If this is a Grand site with multiple
buildings (or a multi-dwelling i.e., a Ground dwelling within the same tree as a Tree
Dwelling above), each dwelling can have a distinct role or they all share the same
function (at DMs discretion):
1-5

Minor: Business (Market, Shop [Common Goods], Shop [Specialties]);


Major: Business (Guild Hall), Market, Shop [Common Goods],
[Specialties]);
Grand: Business (Guild Hall).

Shop

6-7

Minor: City/Public Property (City/Public Offices, Guard Post, Stables, Temple,


Warehouse);
Major: City/Public Property (City/Public Offices, Gate, Garrison, Temple);
Grand: City/Public Property (Gate, Temple).

Minor: City/Public Property (Fortifications: Armory, Guard Post, Temple);


Major: City/Public Property (Fortifications: Armory, Guard Post, Temple);
Grand: City/Public Property (Fortifications: Temple).

9-10

Minor: Educational Establishment (Library, Guild or Group affiliated);


Major: Educational Establishment (School, Wizards, School, Library [City or
Group affiliated]);
Grand: Educational Establishment (School, Wizards, School, Library [City]).

11-13

Minor: Entertainment (Bath Hall, Dining Hall, Tavern);


Major: Entertainment (Bath Hall, Dance Hall, Dining Hall, Festhall, Inn, Tavern);
Grand: Home/Domicile (House, Row House, Wizards Domicile).

14-20

Minor: Home/Domicile (House, Row House, Wizards Domicile);


Major: Home/Domicile (House, Row House, Wizards Domicile);
Grand: Home/Domicile (House, Noble Villa, Wizards Domicile).
The Tour Key
Each of the four sectors of Myth Drannor is individually numbered with a special
prefix that identifies its location tags (see below). Each area is described and
keyed separately, with special locations mentioned and referenced out of
sequence from the main location key. The map key and the numbering system
are organized in a chronological pattern starting from the oldest part of the city
and arcing around to the newest corner of the city. The keys are all in a standard
format as follows:
Tag # Location Type: Location Name
Building Class/Type & # of stories. Note that building complexes with multiple
dwellings may only note the highest/ lowest levels of the collective dwellings,
whether it is a tower with one level of keep below or a three level keep with a
four-level cellar. Extra information is here; much of this text either references
other chapters for more on the place in question, NPCs that frequent this
location, and any details not immediately evident or those most memorable to
many patrons.

Location Terms
Bath Hall- Public bath-house with minor entertainment facilities
Business- Place of business; examples include Common Goods (Food, supplies, bulk
items, many products under one roof) and Specialties (store with one type of product, like
barrels, rope, leather goods, etc)
City Building- Place for the Coronals, armathors or public use
Dancing Hall- Open Hall for dancing and music with tavern facilities
Dining Hall- Restaurant with limited entertainment
Festhall- Place of entertainment with dining, dancing, and inn facilities, and escorts
Gate- Magical-transportation site of varying size and access; these are classified as
public (open use, non-keyed) or private (restricted use to certain groups, keyed), and all
are noted if they are one or two-way gates
Guild Hall- Guild Headquarters (many also act as Business)
House- Privately owned abode of noted/wealthy person
Inn- Tavern with beds and meals provided
Library- Public (or private) storehouse of knowledge
Market- Market areas; marked as Open (courtyard for market stalls) or Closed (enclosed
area for established specialty shops/businesses)
Noble Villa- Complex of buildings owned by noble family or clan
Row House- Multi-story building with rented living space above and a business on the
lowest story
Tavern- Establishment for drinking with some food
Temple- Singular place of worship or confined complex
Warehouse- Storage for saleable/raw goods
Wizards Domicile- Tower or home of wizard (danger imminent)
Wizards School- Place for education of spellcasters under apprenticeship system (CEoE
pp.64-68)
The first number for the map notations will be keys from the full color poster map of Cormanthor
Empire of Elves (TSR 1165). The second number will be the key from the poster maps in the
Ruins of Myth Drannor (TSR 1084) box set, and the keyed locations I have included from my own
game. Both of these numbers will be in parentheses after the name of the building they mark.
Each location should have notes as to their current status in any or all three time periods for DMs
who play in different eras:
714 DR: Year of Doom
1356 DR: Year of the Worm (The Seizing)
1375 DR: Year of the Risen Elfkin
These years are used for these reasons. Cormanthor, Empire of Elves and The Fall of Myth
Drannor accessory covers the Myth Drannor/Weeping War in detail, fates of specific structures
can be easily found, so 714 DR is used as one of the time markers. The Ruins of Myth Drannor
box set is set in 1356 DR, and these are the next most current full set of published maps we have
of Myth Drannor. Finally, 1375 DR is used because of the Map found in Dragon #359 gives what
structures are still standing in a canon sense. I have done the best job I can in cross-referencing
all the maps with the descriptions given in the various Realms publications I possess. Please feel
free to post messages on the forums for discussion and dissection.
Tags Placement of Location
B
Byway: street, walkway, bridge (in all sectors)
C
Cormanthor location
D
Dlabraddath location
K
Kerradunath location
S
Sheshyrinnam location (CEoE p.67)

Castle Cormanthor
C4 (#8 RoMD)
City Building: Castle Cormanthor
As of 650 DR Year of the Falling Tower
Ground Dwelling, Grand, Fortified; Elder Castle (six levels) with the Rule Tower
(ten levels), Blade Tower (eight levels), and Art Tower (eight levels); Lower
Castle (four levels) with four towers (six levels each); three primary subterranean
levels, with one additional secret level beneath each Elder Tower.
This structure contains the oldest buildings of Cormanthor and Myth Drannor,
though not all of its construction runs the gamut of Cormanthyrs history.
Coronal Kahvoerm Irithyl, with the acceptance of the Jhyrennstar nobles and
Semberholmes Council of Trees, proclaims all the domains of the forest to be
one realm and one people, and he renames the forest Cormanthor, and the
realm is Cormanthyr. He repeats the elder Coronals wish as his solemn vow to
unify the woodland folk, and he declares this new nation needs its center, a great
city in celebration of all that is life and all that is elven, for I would give our land its
crowning jewel Cormanthor, the Place of Great Promise!
Coronal Kahvoerm spent the early part of his rysar seeking the site for the
capitol, walking the breadth and length of his new realm of Cormanthyr. After 15
years of wandering about the forest seeking a sign, the Coronal fell into reverie
on a low hillock beneath a shadowtop tree in the northern forest. Here is how the
legend of the Founding Song tells it:
His body glowed arcanely, his eyes shining of a golden
gods touch, and he walked upon the air as lightly as a
sylph. The First Coronal journeyed among the branches and
the treetops, knowing not where he went, until he arrived at
a grand glade with many clearings to greet the sun. There
he walked and approached a low rise, drawing the Rulers
Blade as he strode thrice around it. Mounting the hillock,
the Coronal saluted the highsun, and then drove his sword
home till all that was seen was the hilt amid a circle of violets
and bloodflowers.
And it was this time that the Rulers. Blade did shimmer,
and sheer sunlight erupted from the hilt in a wave that engulfed
the whole of the forest. All TelQuessir felt the touch,
the call, the summoning to the Place of Promise the Coronal
did swear. The trees glistened with magic long forgotten, as
the Trek to Destiny led the elves to their leader. When the
People of Cormanthyr stood before him, the Coronal and his
Council wove High Magic about this place, cleansing it for
its great purpose. When the Coronal bent to draw the Rulers.
Blade from the hill, it grew and rose rather than yield the
blade. Up it grew, a magnificent tower of gleaming white til
the Coronal touched the sky above the green. His blade now
free from the tower summoning, Kahvoerm proclaimed to
his People, Look upon the Rule Tower and know this land
and its laws are destined! (CEoE p.27)
When the Coronal Khavoerm drew the Rulers Blade from the soil and raised the
Rule Tower, Castle Cormanthor began to take shape. The later raisings of the Art
Tower and Blade Tower created the three major towers and further High Magic

saw the creation and growth of the Elder Castle, the crystal-and-stone keep to
link the three as one. In all, the walls of Castle Cormanthor are 40-60 feet thick
and rise as high as 300 feet above the forest floor (the top of the Rule Tower).
Over the course of the next five millennia, Castle Cormanthor grew in fits and
starts, adding small outer towers or supplement buildings. An orc horde attack
incurred damage to the outbuildings and the massive blockhouse called
Gargoyles Grim in the Year of Silver Wings (-249 DR); after that, the young
warrior, krym, and Coronals heir Eltargrim Irithyl convinced his father to rebuild
the structures as a unified part of Castle Cormanthor. Within two decades, the
Lower Castle was completed. Physically covering more ground area than the
Elder Castle, the Lower Castle did not rise to the heights of the older structure,
and its roof (partially connected to the Great Keep) provided an upper rampart
courtyard for the Coronal and his Court to enjoy the best of summers days out
under open sky. The courtyard the castle walls enclosed provided drilling
grounds for the armathors and armies and stable areas for horses. As always,
the Elder Towers contained the primary postings and command offices of the
AkhVelahr and the AkhFaer. The Blade Tower uses three of its levels as
armories and one of its cellars even contains a full smithy (its smoke and heat
magically commuted out of the city), with other levels each for the scouts, the
Protectors, and garrison quarters for bachelor officers. The Art Tower is more
magically enhanced than either of the other two, and its heavy magical shielding
is all that has kept much destruction from felling the castle. The lowest levels are
utilitarian offices and quarters for the AkhFaer officers. The fifth and sixth levels
are the library and study where the military mages exchange information and
learn of new magic or new tactics; these levels further serve as the impromptu
school for apprentices whose legacies have sent them into the AkhFaer. The
uppermost levels of the Art Tower are the Spell Chambers, wherein massive
numbers of spells are hurled in practice within a changeable illusory landscape
(created by the High Magic of the elfblade that created the Tower) that allows
mages to fully test out combat tactics and practice without being truly in battle.
The Rule Tower almost seems pedestrian, compared to these ever-bustling other
Towers, though its ten chambers and lone winding spiral stair exhibit far more of
the elven condition: Sumptuous tapestries, carvings, statuary, and magical
murals line the walls, stairs, and ceilings all about the Rule Tower. Each level is a
single open chamber, providing living space for the Coronal, his two top advisors
(the High Court Mages), the Coronals Herald, the Coronals heir, and three
rooms used as a study, library, and meeting room. The Keep contains the major
business offices of those services that keep the city and realm operating. The
major rooms within the Great Keep are the Coronals Court (the throne room),
the Great Hall (dining area and lesser throne room) and the Twelve Room (the
council chamber). The Lower Keep contains the Grand Ballroom, the Solarium,
and the Lesser Hall (the smaller dining area, for family or small gatherings). The
subterranean features of Castle Cormanthor are deeply held secrets, and those
few who are privy to them are not privy to more than one or two unless they are a
High Court Mage or above. However, as common knowledge of record, its first
cellars in all towers and the Greater and Lower Keeps are larders for food and
water storage, in case of siege (despite the peace of centuries) or some natural
disaster. The semi-secret prisons beneath Castle Cormanthor have remained
empty for more than three centuries, given the lack of serious crimes befitting
these punishments; despite this, the cells and equipment are kept spotless and in
good working order by a guard contingent. The subterranean levels of the towers
and the keeps are riddled with secret rooms and passages and private offices
and libraries where none can scry. In all, Castle Cormanthor can collectively
provide shelter for nearly 2,000 persons comfortably and up to four times that
number in emergencies with full use of certain magical storage spaces and
safeholds. As are most citadels, Castle Cormanthor is a city unto itself and its

shining walls of crystal and marble and white granite stand tall as a great beacon
of goodness and a sign of Myth Drannors stability. (CEoE pp.70-71)
War Tower
Level 8: Magic Armory
Level 7: Offices of the Captains
Level 6: War Armony and special
equipment stores.
Level 5: Officer Quarters (extra-dimensional)
Level 4: Barracks (extra-dimensional)
Level 3: Barracks (extra-dimensional)
Level 2: Guard Armory and Lounge
offices.
Level 1: Mess
Level 1: Brief Stations & Sergeants offices
Level 2: & -3: Food Storage
Level 4: Prisons
Level 5: Secret Offices and Stores

Art Tower
Level 8: Spell Chambers
Level 7: Spell Chambers
Level 6: Master Library & Vaults
Level 5: Studies, Lounges, Spell Labs
Level 4: Instructors and Spell Officers
Level 3: Enlisted Barracks
Level 2: Mess & Stores
Level 1: Brief Stations & Sergeants
Level 1 &-2: Food Stores
Level 3: Prisons
Level 4: Secret Offices and Stores

As of 714 DR The Year of Doom


With a resounding roar of one hundred thunders, the golden Diamond Tower (as it
became legend), the Srinshee, her High Mages, and the Rulers Blade of Cormanthyr
disappeared from the mortal realms (FoMD p.6).
From this point in 666DR, until the Srinshees return in 1377DR (GHTR p.158), the Rule Tower is
missing from the castle complex. The hole that appeared in the Elder Castle was built over either
using an Elaorman Ritual or some mundane spell casting in conjunction with artisans still within
the city at this time, for in no full maps that remain of Myth Drannor is there any indication of
where the Rule Tower once stood. Only in the minds of such survivors of Myth Drannor such as
Elminster, or in obscure tomes that describe Castle Cormanthor to outsiders is there any
indication of where the Rule Tower once stood in relation to the rest of the complex. Castle
Cormanthor finally fell out of allied hands on Flamerule 18 in the next to final major battle in the
Weeping War. (FoMD p.41) It was said that several squads of Coalition forces were still in the
castle complex when it fell. These groups using their knowledge of the secret ways to move
around the magically expansive complex used the building traps, guardians, and secret
teleportation methods for hit and run raids to destroy over 400 Army of Darkness soldiers before
the last survivors escaped. It is said that the last of these soldiers escaped through the old
dwarven tunnels of Clan Tarynstone (FoMD p.18), which held a connection to the lowest level of
the Lower Castle subterranean levels. These tunnels had already seen action in the beginning of
the battle cluster know as the Wars Awakening in Alturiak 712 as evacuation lanes for those
citizens not able to be of service (FoMD p.24). These actions helped the Final Flight escape the
burning ruins of the city by decreasing the number of chasing forces.
As of 1356 DR
Rising above this tumbling desolation sliding stone rubble to the northwest are the dark,
unbreached walls of Castle Cormanthor, the citadel around which the city was built. This
many-spired castle still looks like the beautiful elven stronghold it once was, but for many
years it has housed a clan of gargoyles, In recent times, when baatezu were let into the
city through gates, cornugons slew the leaders of this winged tribe, and assumed control.
Their brutal rule enables some of the gargoyles to service the whims of the baatezu (who
liked to tear apart or devour alive gargoyles they caught), and over forty of the fell
creatures still lair here, flying over the ruins to hunt(CGtMD p.16).
As of 1375 DR The Year of Risen Elfkin

Castle Cormanthor has resumed being the center of government for Myth Drannor. The War
Tower serves as the headquarters for all the military forces and the primary living quarters for the
army until later in the year and in 1376 DR. Until the city is secured, these will be the main
quarters for all the remaining Crusade members. Primary spellcasters are allowed to stay in the
Art Tower to uncover what Art remains, to unlock the wards that still protect what is there, and to
study and practice in security and quiet. The Elder and Lower keeps are carefully and slowly
being explored and cleared of remaining traps and monsters and mapped out for the leadership
to discuss future plans. Due to the interconnectedness to the two realms during the war with the
Feyri, a massive 2-way gate to Evereska that can accommodate up to 20 soldiers a round has
been constructed within the Lower Keep near the southern entrance, so that each realm can
come to the aid of the other. Only high ranking members of the government of each realm is privy
to this information and to the means of opening the gate. Several other portals have been
discovered within both castle complexes, however due to the shortage of experience wizards and
the fighting with the Black Network, they have yet to be explored by the start of 1376 DR.
The southern steps into the Lower Keep harbor a visible reminder of the War of Reclamation. It
was on these steps that Seiveral Miritar met his end at the hands of Xhalph, nephew of Sarya
Dlardrageth. It wasnt until after the conflict with the Zhentarim, did the elves try and clean the
blood from Seiveral and several other fallen soldiers off the stairs. Many cleaning methods, both
mundane and magical were used in trying to clean the stains off the stones to the southern
entrance to no effect. Finally, after several days of these attempts, the elves awoke from their
Reverie the night before to find a message placed upon the stair right above where the bloodstain
started. The message, magically written so all races could read it in their own language said,
The price paid.. It is thought among the city leaders that this was a message sent by the
Seldarine so that the sacrifices of the dead would never be forgotten, and that fellowship in Myth
Drannor endure. It is interesting to note that Seiveral, a human out of Daggerdale, a dwarf from
Deepingdale, and a halfing adventurer out of Mistledale all were killed on these stairs, and all
their blood still stains the stairs to this day.
The Glim-Gardens
Out along Gardners Ride is a splendid walk among the most magnificent collections of
floral and vegetable gardens ever seen this far north. Despite the dappled and uneven
sunlight that filters through the trees, even the most delicate flowers grow strong and full
due to minor magics that enhance the lights effects on them; the magic and the mythal
subdue the extremes of weather enough that most plants can survive the short seasons
here. Among the greater arrangements within the Gardens are the arcing trellises loaded
down with the Coronals beloved green and gray Cormanthyran roses, the trails lined by
blue-and-white Bards Ivy (which sways and responds to music by cupping its leaves as if
to listen more intently), and many more rare and wondrous plants brought here from all
corners of Faern and beyond (such as the overly emotional violet moss that only reveals
its lovely flowers when fawned over vocally and given water, or the flame lilies of the
Calishar, which only bloom in winter and almost seem to emit heat and fire when they do
so). The name of Glim-Gardens comes from the glimmering wisplights that meander
about the flowerbeds at night, magically shaped to appear as tiny winged elves or
pegataurs. (CEoE p.71).
Several treasures were buried by desperate elves during the Weeping War. Some are
now exposed to the elements, others still are buried under the flora waiting discovery.

Cormanthor
This central section of the city is the oldest part of the city. Once called Ahkiilor, this place
of duty holds the castles and keeps of the central authorities in all of Cormanthyr: the
Coronal, the commanders of the AkhVelahr and AkhFaer, and other notables (including,
secretly, many High Mages). Cormanthor was once the name of this whole city as well,

though Coronal Eltargrim changed that with the opening of the city to outsiders. Now,
Cormanthor is the Old City, with its stately sites and places of power. While nothing is
official, the social power of suggestion figures greatly in who is welcome in this area.
While none of this prejudice is overt, it is felt everywhere by nonelves who walk about this
sector that they are not welcome there. In fact, despite numerous official reprimands to
the contrary, many armathors take it upon themselves to enforce a curfew upon
NTelQuess; if they are on the streets or out of doors in Cormanthor after dusk, they are
escorted out of the Old City at the nearest ward boundary (unless bribes or other options
present themselves). The Coronal fumes at this, but due to the subtlety of the bias,
nothing can be proved and few elves of this neighborhood will corroborate anything.
(CEoE p.71)
C1 (#34RoMD) Noble Villa: House Moonglamaer
Multi-dwelling Complex Grand, Fortified; One 2-story Ground (one level subterranean) &
one 4-story Adapted Tree dwelling (connected to two walls of other dwelling) (CEoE p.71)
As of 714 DR The Year of Doom (RoMD poster map)
House Moonglamaer was partial destroyed in the Weeping War. The south outer wall and the
southern wall of the ground building became rubble, allowing free access into the villa on both
floors. The villa was mostly looted, however dozens of humanoids and outsiders were destroyed
by the waiting spelltraps and guardian wards left by the last of the family spellcasters.
As of 1356 DR (RoMD p.17 and poster map)
House Moonglamaer further decayed as part of the southern roof collapsed and sealed off the
second floor to the outside. House Moonglamer was partially under dead magic field brought on
by the casting of the phaerimm spell Draindoom Wiz 9 (see below)). The villas integrity failed
faster due to the magic dead area nullifying the spells that fortified the construction material.
As of 1375 DR (Dragon 359, p.104 map)
House Moonglamaer was beyond saving due to the failure of its fortification magics in the magic
dead area. However, when the last known senior phaerimm was destroyed in Mirtul 1372 DR by
the Shadovar, this area of dead magic was restored. The villa was destroyed by elven
spellcasting, however the rubble has not yet been removed due to the war with the Zhentarim.
The underground level of House Moonglamaer is blocked by rubble and wards. They have yet not
been explored.
C2 (#35 RoMD) Noble Villa: House Silverspear
Multi-dwelling Complex Grand, Adapted Tree Dwelling, with interconnected 3-level
subterranean, 2-story ground, and two 3-story tree dwellings
The lowest levels of the two tree dwellings that are part of the Silverspear villa are 60 and
95 feet above ground.
As of 714 DR (RoMD poster map)
The villa of House Silverspear survived relatively intact during the Weeping War. There was
some fire damage on the outer walls and some holes in the roof and floors where shrapnel from
buildings exploded and fallen bodies made contact. House Silverspear was partial looted, but the
underground facilities were intact and untouched. Several flying yuogloths took the two tree
dwellings as their lair. They destroyed any connection with the ground and sealed all the ways in
except for the main front door for added protection against enemies.
As of 1356 DR (RoMD p.17 and poster map)
Tree rot started in the tree limbs that held up the building, however, the building was still study
enough to allow full exploration. The yugoloths were killed fighting against the baatezu that were
unleased by the Banite portal. The gelugon Belubaer made this his primary lair and constructed
several magical and mechanical traps to protect it.

As of 1375 DR (Dragon 359, p.104 map)


Due to the War of Reclamation, Villa Silverspear fell down to the ground. The branches that were
holding up the floors broke due to infestations of tree rot and insects and nearby explosions. The
house fell straight down onto the ground buildings and destroyed the entire complex, except for
the underground levels. The elves are almost through clearing away the rest of the rubble. The
underground levels of the villa have not yet been explored. Within these levels is a younger
phaerimm with a beholder servant and some mind slaves who have been able to avoid the
extermination patrols of the Shades and the feyri guard patrols. They are close to completing a
tunnel between the bottom level and an offshoot branch of the Tarynstone tunnels and will try and
escape into the Underdark and back to Anarouch.
C3 (#46) Business: Samblars Swords
2-story Ground Dwelling-Major, Fortified with one level subterranean
This shop earned its reputation long before the Opening as a place for well-crafted
swords and enchanted blades. Upon accepting the later apprenticeship of a few dwarves
and gnomes, Samblars craftsmanship now creates nearly any bladed weapon with
dwarven integrity and strength and elven finework, rather than just the slim, delicate
weapons preferred by elves. (CEoE p.71)
As of 714 DR (RoMD poster map)
Samblars Swords was looted thoroughly by the Coalition army and then the Army of Darkness
during the Final Fall campaign. There existed an extra-dimensional storage pockets sealed with
strong and well--hidden wards that were within the building to hide more powerful arms Samblar
was waiting to sell. There existed a haunting of the last defender of the store showing the battle in
which a half-elf fighter fell, head crushed by a spiked club of a large gnoll wearing scarred bonemail armor.
As of 1356 DR (RoMD poster map)
Samblars still stood, but had completely looted of all valuables by the elves as they finish off the
remnants of the Army of Darkness after the Fall, and by adventuring bands and wandering
monsters who took advantage of a phaerimm cast draindoom (see below) within the area. Due to
the buildings stone construction, it weathered the centuries well. There was no magical damage
to the foundation from Weave. This was a common place for the gargoyles of Castle Cormanthor
to take shelter when they tried to avoid the wrath of the cornugons that took control of their clan.
As of 1375 DR (Dragon 359, p.104 map)
The magic dead area was healed when the senior phaerimm that cast the spell centuries ago
was killed by Shade extermination patrols in 1372. The building still stands and first served the
elves as a sergeants office as they expand the safety zone around Castle Cormanthor in the first
days after the reclamation. Afterward, it becomes a mess building for wandering patrols so
entering the Castle complex isnt necessary. By the end of 1375, the building is empty and the
government is deciding on which soldier or adventurer group shall be granted the title to the land
and building due to their service in the war.
C5 (#24) Noble Villa: House Neirdre
4-story Ground Dwelling Major, Fortified with one level subterranean (Secretly, this has a
second, secret subterranean level which is a crypt complex guarded by numerous iron
golems
Seal/Arms & House Colors: Black dragon couchant on a red field; black and ember red.
The half-elven clan of Neirdre, known for its warriors and explorers. . . . (CEoE p.72)
As of 714 AD:
To protect the complex, several spell symbols littered the level, many of them unknown to modern
spellcasters outside the Neirdre clan. The basement was controlled by the baelnorn Gebelas
Neirdre (Wiz 16/Incantrix 10 CG em) who protected what is left of the Neirdre possessions and

crypts. The villa received a dread reputation because all the creatures that tried to take it as their
lair were destroyed within a sunrise and their bodies left within the walls for the next creature to
see. In addition, magical traps and hanging spells were left in strategic area waiting for a
creature to trip them. Gebelas gathered all the Neirdre treasures and the spoils from the slain
humanoids and stored them within the secret crypt.
As of 1356 DR:
Only a shell remains of the once-proud seat of the half-elven family of Neirdre, know for
its warriors and explorers. A hole in the floor of the high-ceilinged central hall of riven
House Neirdre is the only way down into the crypts The hall is the lair of many gargoyles,
chocked with the rubble of fallen galleries and rooms above. The circular stairs that lead
down into the crypts have collapsed, taking the floor with it, leaving a large irregular hole
in the corner of the hall. (RoMD card)
Gebelas has sealed up the secret door to the ladder that went down to the second crypt.
However, he left clues in the form of items with tactile writing and items that appear to have been
newly used or created, things not appropriate for a decades-long abandoned building. He was
testing the intelligence of any elves that would enter the villa to see if they could figure out that it
was still occupied. He also enhanced the constructs within the bottom level to have alternative
abilities and to immune to rust attacks.
As if 1375 DR:
Gebelas has watched the events from the past 2 years from high above the city by a crystal ball.
He now watches the Crusade to try and guess their purpose and competency. He plans to join
the Crusade forces when he sees a sign from the Seldarine appear. So far, no captains of the
Crusade has given the order for the underground levels to be explored, but the hole down is
known and has been sealed in a hemisphere wall of stone until the near future.
C6 (#36) Noble Villa: House Hawksong
5-story Ground Dwelling, Grand with two levels subterranean (CEoE p.72)
As of 714DR:
House Hawksong sustained severe damage during the Weeping War with the number of battles
that took place within its walls, and the waves of wild magic that tampered with the existing
enchantments within the building. The inside was not safe for exploration for any being over 100
lbs of weight, due the structural integrity of the inner floors, and due to Minok Hawksong
(Wiz22//Arc3/EHM 2 CG), a baelnorn wizard who stayed Myth Drannor to protect the family
property. He stayed within a large safehold within the bottom subterranean level, setting up wards
and spell-traps to protect the rest of the villa.
As of 1356 DR:
Minok developed a formula for the construction of living spells. He has created several for the
repairs of the villa, which by this time became strong enough for exploration. Minok has set up
spell fields around the villa so that the living spells were prohibited from leaving the villa and
bother the rest of the inhabitants of the ruined city. He had also sealed away any way into the
subterranean levels and waits.
The walls of the above ground building were bowed in, and but will not give way with a bit of
damage. All of the wards and spell traps had been used, and the villa above ground was empty
of anything of value and was missing a roof.
As of 1375 DR:
The above ground building collapsed before the Feyri arrived. The villa is now only a pile of
rubble and a bunch of memories with the living survivors of House Hawksong. The Crusade has
not had the ability to clear the rubble, and the way down into the subterranean levels are still
covered. Currently, Minok is watching the actions of the Crusade leadership and judging whether
or not their moral standards are high enough to warrant his joining. So far, he likes the actions

and decisions he sees, and he plans to reveal himself within the next decade or three. Minok
currently is researching new casting techniques with alternative spell components to change
known spells into slight variations.
C7 (#32) Noble Villa: House Haevault
4-story Ground/Tree Dwelling, Grand (CEoE p.72)
When the infernal forces of the Army of Darkness invaded the mythal during the Final Fall,
several forces of nature and magic came into play and created a temporal anomaly within the
walls of House Haevault. Here are the reasons:
The presence of a safehold weakens planar fabric, allowing translocation and
dimension-spanning magic to penetrate a location more easily, and unintended visitors to
slip through the cracks and arrive unwanted and unheralded. This was one contributing
factor in the fall of Myth Drannor, in the battles in the Year of Doom, both opportunistic
monsters and the forces of the Army of Darkness often appeared without warning in the
heart of the city, taking folks by surprise and slaughtering them in the most private
chambers of their house (Safeholds, Part 1).
The Knights of Myth Drannor adventuring band found several safeholds while exploring
ruined Myth Drannor, and they were told that the city hosted hundreds of small, hidden
secret safeholds, private to a family, a business, or an individual- so many, in fact, that
they started to intersect, collapse, cause wild magic in tiny, immobile areas, and cause
unintended planar interpenetrations that allowed marauding outsiders to creep into the
city and prowl (Safeholds, Part 2).
The mythals presence and the use of much magic in and around Myth Drannor over the
years, have weakened the planar fabric of Faerun in the vicinity, making the occurrences
of portals to other worlds and planes fairly frequent (CGtMD p.26).
Finally, due to the mythrals wards warring with the presence of so many prohibited beings inside
its borders, and the strain on the Weave due to the level of death, destruction, and spell casting,
the Weave fluctuated and sent wild magic racing through the mythal.
All these factors contributed to a bubble universe being formed within Villa Haevault. Several
yugoloths tried to gate in more of their allies all at the same time, their gate spell-like ability went
wild and caused a tear in space/time to take place. The battle in the villa was shunted to this
bubble universe through the attempt of translocation magics going wild, and due to time magic
out of ancient Netheril created by the Chronomancer going wild, this universes time loop was
closed.
So, this battle has continued on for the last seven centuries. The allies feel that something is
wrong, but are not able to think on it due to the threat of death from the yugoloths. The loop lasts
for 1 minute, then the battle starts again. For those on the outside looking into House Haevault,
they see to be an opaque silver bubble that will allow items and body parts to pass inside. Beings
in the normal universe do not disappear until completely enclosed in the bubble. Once they are
enclosed, they they join the battle at the beginning of the first round. There is no escape except
stopping the number of the events that created the bubble universe in the first place. If the wrong
actions are taken, the bubble is closes from the normal timeline and the characters start playing
in an alternative timeline. Some of the major participants include Staffron Neirdre (Wiz 22/EHM3
CG em) trapped since 714 DR, Meliasel Haevault (Brd 8/Bld3 CG me) trapped since 714 DR,
Melas Tashaharra (Fig 11NG hm) trapped since 714 DR, Tharren Emmerstone (Fig10/Clc14
Moradin LG dm) trapped since 1312 DR, and Aluvae Neirdre (Fig4/Wiz21 NG ef) trapped since
1312 DR.
As of 1375 DR:
The Company of Axe-Blades, an adventuring group thirty-seven strong of dwarves out of the
western Vassaran mountains, were helping the elves with dungeon cleansing stumbled into the
pocket universe and made short work of the humanoids and outsiders there. The elven survivors

are horrified at the time that had passed, and have been quarters within the War Tower so they
can sort out their minds and to accept what has happened to them.
C8 (#23) Noble Villa: House Ammath
3-story Tree Dwelling-Major, Fortified
The lowest level of this tree dwelling rests 110 feet above the forest floor and Eldansyrs
Ride. (CEoE p.72)
As of 714 DR:
Villa Ammath still stood, in fine condition due to its distance above the ground during the Weeping
War. No melee fighting took place within its walls and the spells that hit it were resisted by the
enchantments laid by the family wizards over centuries. This was a popular spot for Myth
Drannan archers and spellcasters attacking the Army of Darkness due to the vantage point and
the fortifications of the villa. The only thing destroyed in the Weeping War was the ladder that
could be climbed to reach the platform. At this time, the villa had only been lightly looted as the
guardian traps were discovered and avoided. Phantom archers who died in the Weeping War
haunt the property and shoot arrows at creatures of evil alignment who come within 200 yds of
the villa.
As of 1356 DR:
Villa Ammath was still in strong condition. Without spellcasters around to fortify the
enchantments, all the enchantments on the walls, floors, ceilings, and furniture had expired. Wild
magic surges had not damaged the building. Flying monsters occasionally made Villa Ammath
their lair, and in this year a pair of gorgimera laired within the villa, preparing to mate and have
offspring. The phantom archers still haunted the building, but only shot at evil creatures of
average intelligence or better.
As of 1375 DR:
The Crusade cleared the building for habitation and has contacted Aumaethe Ammath
(Sorc6/Rog5/Shad3 CG fe) in her villa southwest of Deepingdale to see if she would like to take
over the property. The Crusade has not heard an answer back from her and Althen Artren has
grown concerned, due to the level of activity of the Storm Kings humanoid armies in the Thunder
Peaks. Agents are being sent down to her estate to see if anything is amiss. The phantom
archers are now sporadic in their attacks on evil intelligent creatures who pass within 100 yds of
the villa.
C9 (#31) Noble Villa: House Raedrimn
Ground Dwelling Complex Grand, three Major buildings, (2 Ground, 1 Subterranean)
covering up to four levels above ground and two below. (CEoE p.72)
As of 714DR:
Villa Raedrimm received a great deal of spell damage during the Weeping War due to being a
halfway between 2 platoons of opposing spellcasters. One of the above ground buildings was
destroyed down to the outer walls, and the other building was missing its roof. After the war,
several tribes of orcs made this villa its lair as they plundered Myth Drannor. Unknown to all,
there are three survivors of House Raedrimm within a hidden safeway on Glembaunt Isle, a
family High Mage and 2 teenagers. They are in Adoessuer, waiting the touch of an Elven High
Mage to release them from their Reverie.
As 1356 DR:
The only thing that held up Villa Raedrimm at this point were large oak trees that had taken root
within the buildings and have grown up inside the walls. Limbs and branches have grown outside
the cracks in the walls and out the windows. A young adult red dragon had taken the
subterranean levels as its lair, digging out the walls to make one large complex with a very well
hidden entry and exit point. KCMaisserpees enjoyed capturing anything that is edible and
cooking them slowly using a sauce he made himself from wild leeks, ground tomatoes, wild

peppers, and some herbs and seasonings he knows how to procure. For a red dragon, he was
an excellent cook.
As of 1375 DR:
House Raedrimm is destroyed in the Siege of Myth Drannor against the Feyri. A large group of
Feyri and outsiders took a defensive stand here, determined to take out as many Crusade
soldiers as they could. However, the Crusade did not take the bait and brought down the entire
complex with a couple of earthquake spells, crushing all who were inside. Since the Siege, the
rubble had been cleared away, but the underground dragons lair had not been discovered,
though the dragon was killed by the Feyri the year before. The way down is a hole 1 diameter
across (this dragon had gaseous form as a spell-like ability) at the root system of the one oak tree
that grew up inside the villa. By the end of 1375, the magic dead area that prevented the opening
of the safehold on Gemblaunt Isle has been repaired, but the safehold itself has not yet been
discovered and the family still waits in Reverie.
C10 (#58) Festhall: Serpentspires
3-story Ground Dwelling Major (CEoE p.72)
As of 714 DR:
The Serpentspires was such a well-loved place that after the Weeping War, phantom images of
the clients started appearing after they died in battle. All counted, over thirty different phantoms
haunted the burned out halls of the Serpentspire. This festhall became a succession of monster
lairs, each with a more powerful inhabitant after the last. Finally, a nycaloth by the name of
Czakiak took over the Serpentspire and started planning to create a new Army of Darkness to
attack the surrounding human areas.
As of 1356 DR:
There were no major changes to the Serpentspire except that Czakiak was slain long ago. A new
parade of monsters used the building as their lair. The building was more worn down due to the
elements and the occasional battle that took place within its walls. The phantoms that haunted
the Serpentspire had one-by-one realized their fate and have drifted off to their afterlife
destinations except for 3 different souls.
As of 1375 DR:
The Serpentspire is destroyed in the Crusade when the building is toppled over by desperate
Feyri forces trying to create a defensive wall against the elven attackers. The Feyri that cast the
earthquake slightly miscalculated the best spot to cast the spell, and the building fell upon the
Feyri defenders and their infernal allies. The crusaders had a hearty laugh at their good fortune
and pressed forward.
C11 (#101) Noble Villa: Khaalvandar
4-story Tree Dwelling Grand, Fortified
House Irithyls guesthouse and villa for the majority of the family, including lesser
cousins; its main entrance at its lower levels is at least 90 feet above ground. Similarly to
the Rule Tower, Khaalvandar is festooned with art and sculpture, and the Lord-Speakers
Library has tomes that span the days back to Uvaeren! Any clandestine meetings
between the Srinshee and the High Mages or others often take place here, as the spell
wards here are among the strongest in the realm. (CEoE p.72)
As of 714 DR:
As Myth Drannor was preparing for the Final Fall, the Srinshee returned to Faerun briefly to start
setting numerous spell-traps within the Khaalvandar villa. The reason was that numerous
treasures still reside within the vaults of the villa, and she was determined that they not fall in the
hands of the invading forces. The forces of the Army of Darkness went in three rooms before
they decided that the losses they have incurred in trying to take the building were not worth it, due
to over 300 humanoids and yugoloths having been destroyed by tripped spell-traps.

As of 1356 DR:
Althen Artren rescued the Arcstaff of Khavoerm from the clutches of a power Zhent exploratory
group. The band that Althen Artren was a part of was diverted from reaching Castle Cormanthor
by the appearance of numerous foes and ducked into Khaalvanda for safety. Exploring the villa,
they found a Zhent guard patrol outside an opened secret passage into an inter-dimensional
space. The band arrived in time to prevent several Zhentarim wizards and numerous guards
from entering the final vault of Khaalvandar. The final battle was long and deadly, and only
Althen Artren and his rogue companion Fingers Mcgillicotti survived the fray. After resting, they
found out how to open the vault and claimed the treasures inside, which included several
spellbooks and research materials out of Uvaeren and the Arcstaff. Fingers retired after this
adventure and moved to the Moonshae to avoid Zhentilar retribution, and Althen held a very low
profile for several decades, studying the new spellbooks and avoiding attention from Zhentil
assassins and from elven travelers due to his outcast status and his possession of a priceless
elven artifact.
Khaalvandar is still in fine shape despite the fierce battle that took place within the secret vaults.
The roof was blasted off in a magical misfire within the battle, but the rest of the building is still
very study and still contains some of the fine artwork and furniture that it held before the Weeping
War. Unknownst to all, there stands an open one-way portal to Evereska, well-hidden by a secret
door within the master bedrooms closet.
As of 1375 DR:
Khaalvandar stands and has been fully repaired by the Crusade. The extra-dimensional secret
rooms have been destroyed by mythal corruption and by wild magic. This was a popular place
for Feyri to fight over, due to the ancient furniture and the grandeur of the villa design. Until the
final day, non-lethal spell battles still raged over which clan of Feyri got to claim the villa as its
own.
When the Crusade claimed Myth Drannor, it serves as the foreign ambassadors quarters for any
visiting dignitary of a country that does not have an embassy within the city limits. The finest in
Calimshan linens, elven furniture, halfling alcohol, and half-elven dancing girls are furnished to
the guests at any time of the day with no limit. There have been secured quarters built to allow
some privacy, however, numerous scrying spells are layered within the public rooms to watch the
conduct of the guests and to find out the nature of other countries visits.
C12 (#102) Library: The Ursplindaar
4-story Ground Dwelling Major, Fortified (CEoE p.72)
As of 714 DR:
During the Final Fall, a human librarian mad with grief and despair over the course of events that
destroyed his world, triggered a rip to the Astral plane by placing a portable hole within a bag of
holding. It is said in conflicting elven legends that this librarian was in the throes of a vision of the
future when he cried out either the words Cyric did WHAT? or Whats a Spel. seconds
(reports have never been specified) before stuffing hole into the bag. Several yugoloth were
sucked into the Astral plane and the defenders near the Ursplindaar were granted time to
evacuate their position and regroup.
As of 1356 DR:
The Ursplindaar was standing, but had been heavily looted over the years by adventure parties
and wandering monsters. The only things left in abundance were books magically enchanted to
withstand damage. All these books were of little practical application (such as Memories of a
Talking Goat, My Life as a Love Child of Larloch, and the ever-popular chapbook The Madams of
Lapaliiya. For any of the books found within the building, their value is between 10% and 70%
truth on any topic they cover.
As of 1375 DR:

The Ursplindaar becomes of home of Sentren Artren (CG em Wiz10/Figh6/MysticKnight10)


Althens younger brother who previously lived in the High Moor working on opening Kraanfhaors
Door. After the Artren clan is given back their nobility status in 1377 DR, Sentren purchases the
Ursplindaar and moves into it, with his wife Melbellus Aunglor Artrenin (CG ef Clc10/Cont2/Aris3
Sehanine) and his children Welyndia Artren (CG ef Wiz12/Incan 2) and Coroniss Aunglor (NG ef
Trans 11) and his Coronisss new baby Davell (N m infant). Sentren becomes a member of the
army and shortly becomes a captain of the Ahk Faarn due to work done along the forest border
near the Spiderhaunt Woods.
C13 (#45) Business: Blackbuckles Wines & Tonics
3-story Ground/Tree Dwelling Major, with one level subterranean
Famous for its supplies of rare wines, spirits, and herbal medicines, Tyullac Blackbuckle
(LN halfm F0) recently bought out the tree dwelling farther up the trunk of his tree-built
business and opened up a tavern above the store. His special drinks have built quite a
reputation for this halfling, and his clientele includes numerous akhfaern enlisted and
officers who enjoy his blended elverquisst-and-stout, a heady, semi-hazardous (and,
many elves say, blasphemous!) concoction. (CEoE p.72)
As of 714 DR:
Blackbuckles was looted completely as desperate human forces without any magical backup
grabbed any liquor that could be used as a flaming grenades and tossed them into throngs of
gnoll and goblin squads.
As of 1356 DR:
This building had long since been looted of anything of value, and the building was frail due to the
level of rot and warping within the wood part of the structure. Trees had started growing on the
ground level and had started to create large cracks within the foundation.
As of 1375 DR:
Blackbuckles is destroyed in the battle of Myth Drannor. All that stands in its place is a small pile
of rubble and a grove of burned up trees.
C14 (#63) Inn: Saunders Halls
2-story Tree Dwelling Minor
This inn rests 60 feet above the ground at its low point. (CEoE p.72)
Through all the years, this tree dwelling had been a favored monster lair for creatures that can fly.
Most often chimera out of the forestuse this building as a breeding ground due the small number
of windows and the size of the doors to the outside, keeping out larger predators. Presevation
enchantments had kept this inn building in good order up through the present day of 1375 Dr.
C15 (#123) Noble Villa: House Dahast; 1375 DR: Cormyr Embassy
Multi-dwelling Complex Grand; one 3-story Ground and two 3-story Adapted Tree
Dwellings (two subterranean levels connecting all dwellings)
Villa Dahast has seen better days. Despite the prestige and position of this elder House
and its Lady Alea, the family line is nearly extinct and the upper tree levels of the villa are
in need of repair and pruning. Lady Alea made plans long ago to leave this villa for the
city to turn into a rental villa after her abdication and Passing. (CEoE p.73)
House Dahast had a hidden connection to the Tarynstone tunnels. Lady Alea, being a High
Mage, was a friend of the court and allowed her house to be many things: school, vault, secret
entrance and exit of the city, and safehouse. Many elven military patrols and missions left from
the subterranean levels so that spying eyes couldnt report to interested parties.
As of 714 DR:

In a bitter battle between some elementalists of the Speculum and a large group of trolls and
yugoloth infantry forces, the entire interior of the villa was burned out to one large room and large
piles of ash. The victorious elementalists teleported to the site of another battle to shore up a
flagging defensive line, and the Army of Darkness decided that this building lacked strategic
purpose after this fight.
As of 1356 DR:
The tree holding up the dwelling had grown tremendously, and created all sorts of new rooms by
the growth of branches and limbs within the old burned out shell of the villa. The villa became the
lair of a group of Alhoon who used the Tarynstone tunnels to conduct their attacks against the
Phaerimm and to quietly move about the city in cover of darkness.
As of 1375 DR:
With the consent of the captains of the Crusade, this building is turned over to Cormyr as an
embassy. To counter to the Empire of Shade, the Steel Regent quickly makes diplomatic ties to
Myth Drannor to gain an ally in the area. The Tarynstone tunnels are never talked about in the
walls of the Embassy so that scrying magics will not reveal their existence, and numerous
sunlight spells and defensive wards are placed in the connecting room along with a defensive
fortification. A dozen Purple Dragon Knights and six War Wizards are stationed here for the
defense of the ambassador Melindier Hiloar (Rog8/Ari2 hf NG), who is new to service in the
Crown and is desperately wanting to prove herself to her doubting elders. She was chosen for
this duty due to her familys connections within the Dalelands and the Moonsea region, her
magnetic personality, and to her personal loyalty to the ruling family of Cormyr.

C16 (#70) Wizards Domicile: Blackstar Tower


5-story Ground Dwelling, Major, Fortified (CEoE p.73)
As of 714 DR:
Josibias Blackstar (Abj 15/Inc2 NG mh) fortified his tower to prohibit interdimensional travel and
scrying magic, as he was always suspicious of the elder elven houses trying to spy on his spell
research. (He was right, he had a natural talent for crafting new spells especially in his chosen
school). The only way into his tower outside the front door was a minute drain pipe on the south
wall so that he could pass through in a gaseous form state if he ever lost his magic dagger. The
dagger, a main-gauche, was enchanted to serve as the only key that would open his front door.
In the Final Fall, he was still inside the city after the Final Flight was gone, slinging spells at the
hordes and trying to buy more time for the evacuees. Finally, exhausted except for one battles
worth of spells, he tried to escape by using the portals within the Naturalists Guild, but was cut
down before he got to safety.
As of 1356 DR:
Blackstar Tower had sustained considerable damage due to the enchantments going wild during
wild magic surges. There were several fist size holes within the walls. Because of these holes,
the tower was the secret hideout of an adventuring group called the Gashouse Gang, due to its
liberal use of gas spells such as gaseous form and acid storm.
As of 1375 DR:
Blackstar Tower was destroyed in Eleasis 1374 DR, when the great green dragon Yoorr-Acht and
a mysterious rider attack the feyri and their hordes in an aerial battle over Myth Drannor.
Blackstar Tower was hit with a larger than normal meteor strike and is blasted apart in the
opening salvo to announce to the whole city of the duos arrival. At this, a small number of
dragons that made their lair in Myth Drannor took to the air and battle against the feyri and their
infernal allies. The battle lasted for several hours, and stopped when the lasted of the native
dragons fell to feyri forces and Yoorr-Acht and his rider mysteriously disappear. All that remained
after the Crusade take control of the ruins is a pile of melted stones covered in a fast-growing
creeper vine.

C17 (#36) Noble Villa: House Omberdawn


Multi-dwelling Complex, Grand, two Major buildings (1 Ground, 1 Tree) covering three
levels above ground and two below (ground) and an additional three levels 40 feet above
the tree) (CEoE p.73)
As of 714 DR:
The baelnorn guardian Elacia Omberdawn (Wiz15 CN ef) lost her mind due to despair and loss,
and killed all that walked into the villa except for Omberdawn relatives. She laired in a safehold
on the bottom subterranean level of the villa.
AS of 1356 DR:
Elacia was destroyed several Zhent mages in her subterranean level. The Zhentilar made this
villa base of operations due to the draindoom magic dead area that blankets ground level and
above. The underground levels were not under effect by the magic-dead area, and that was
where the Zhentilar stay.
As of 1375 Dr:
House Omberdawn is destroyed in the Crusades battle to retake Myth Drannor. Due to the
collapsing of the surrounding subterranean area, the safehold that Elacia used collapsed as well
and spewed out all the items in her lair into the surrounding soil.
C18 (#14) Temple: The House of Song
5-story Ground Dwelling, Major; two levels subterranean
This near-fortress temple to Oghma contains the greatest depository of music and
libraries of lyrics and ballads and poetry in all of Cormanthyr. More fabled are the many
hidden rooms accessible only to those both capable of whistling or playing particular
melodies and actually knowing the tunes that open the doors. Stairs within this entire
blockhouse are levitating stone steps without railings or any obvious supports beyond
magic, spiraling wide throughout the central grand entry chamber to walk around the
second or more floors and link all to the echoing entry chamber. (CEoE p.73)
The House of Song has unique defenses; the constructs and animated weapons used are
controlled by song and music. Certain stanzas of elvish music used to activate or deactivate the
commands of the guardians. Also, numerous glyphs are used which are much more powerful that
the glyphs that are commonly used around Faerun.
As of 714 DR
The House of Song was looted of anything of obvious worth by the denizens of the Army of
Darkness. There were some guardians that survived the Weeping War and still guard over
certain sites within, such as a prismatic golem that protects the main alter area. There were
numerous secret and hidden rooms within the temple, but the commands to open them had been
taken by a junior cleric to Silverymoon. It resided in a false songbook to Oghma, awaiting
discovery within the vast libraries of the temple there.
As of 1356 DR
North and East of the Castle, on the edge of the city, stands a fortress with a large tower
at this south end, a huge central block, and a long wing extending due north. This was a
temple to Oghma, the House of song, and it appears largely intact. It is said to include
libraries of written music and the lyrics of ballads, as well as hidden rooms crammed with
long-lost magical instruments. From time to time, at night, haunting mournful music is
heard coming from this fortress, but its cause is unknown (CGtMD p.17).
An avatar of Oghma occasional visited this temple to reminisce over the grandeur that once
graced his favorite house of worship. As the sorrow of past times fill him, he started playing

music, both as a reminder of what this place once was, and as a call to the surrounding lands to
try and reclaim what the city once was.
As of 1375 DR:
The temples in Waterdeep and Silverymoon teamed up and send in several senior priests to help
in the restoration of the city and to rebuild the temple. They have notes that there are several
hidden secret rooms within the church grounds, but have no idea on how to find them.
Divinations have proved ineffective (Oghma wished them to teach them a lesson about the
forgotten knowledge of the past), and the one master guide has been forgotten due to its
disguise, waits within the master library in the temple of Oghma in Silverymoon.
C19 (#14) Noble Villa: House Starym
Multi-dwelling Complex, Grand five buildings (three Ground Dwellings, Major, one Tree
Dwelling, Minor 60 feet up, one Burrow Dwelling Major) spanning up to five stories high
and three levels subterranean. (CEoE p.73)
House Starym has a secret connection to the Tarynstone Tunnels that is hidden by illusionary
walls and spell-traps. When the banishment of Clan Tarynstone was announced, House Starym
wasted no time in claiming that part of the tunnel complex for itself (silently, as they had dark
designs for using the dark ways). They enchanted the entrance into the crypt, and started using
the tunnels to move contraband into the city, move people in and out of Myth Drannor so as not to
be seen, and to spy on other Houses and their affairs.
During the Weeping War, a large battle took place here as the Army of Darkness tried to dig in at
the Starym villa to establish a defense bulkhead. Because of the desperation of the elves, and all
the backstage political maneuverings of the various Starym speakers over the decades, the elves
purposely destroyed the building to kill the Army forces held up, and to make a statement to any
Starym family member that might return over the years. All rubble had been cleared by 1375 DR.
The underground levels have not been discovered and still contain several traps, guardians and
treasures left over from the centuries.
C20 (#15) Guild Hall: The Onaglym
4-story Ground Dwelling Grand, Fortified two towers of five levels and two subterranean
levels beneath central keep (one shared with both towers) enclosed by a curtain wall.
Also called the House of Gems, the headquarters and central business of the
Gemcutters and Jewellers. Guild is a massive fortress not of elven design or
construction. This site actually predates the coming of Coronal Kahvoerm and the
Summoning of the Rule Tower, though this fortification was in ruins at that time. Rebuilt
time and again by rich patrons who wished a secure villa or business location in the rising
days of Cormanthor, this small, square keep is one of the few buildings in the city not
owned directly by the city to have crenellations, arrow slits, and a portcullis. With the
Opening and the entry of the dwarves to Myth Drannor, dwarves swiftly bought it after the
owners abandoned the site merely because non-elves were welcomed in Myth Drannor.
Focusing first on weaponsmithing and later on gemcutting, the dwarves became the
cornerstones of the guild of gemcutters. This blockhouse, long known as the Friendly
Fortress, was later named the Onaglym and was used by the gemcutters of the city for
both creation, storage, and the sales of their wares at this spell-guarded place. (CEoE p.
73)
South of the House of Song and east of the Castle, on the northern edge of the large
field of broken rubble, stands a small, square keep, of stout, olden design: one of the few
buildings in the city to have crenelations, arrow-slits, and a portcullis. This was originally
a fortress built by the dwarves as a storehouse, in the days when orcs roamed the area in
numbers, and the city was not yet strong. Later, it was named the Onaglym, or House of
Gems, and was used by the gemcutters of the city, who brought their wares to this spellguarded place. Here the gems were graded and safe-stored for later sale to visitors. The
dwarves built many pumps so that their fortress could draw deep water from sources that
surface besiegers could not poison or cut off

In the final hours before the army of evil swept through the city, a gemwarden who did not
live to see the next dawn opened the pumps, so that the cellars flooded, and the gems he
was sworn to defend could not easily pass into the hands of pillagers (CGtMD p.18).
This gemwarden rose as a spectre due to the anger at having to sacrifice himself to keep his
charges from being plundered. As the years pass by, he killed other creatures that tried and get
to the gemstones and turned them into spectres under his control. However, due to the nature of
the oath he gave, he does not leave his charge and orders his spawn to stay within the
underground complex as well.
As of 1356 DR
The whispers of Dale Realmslore have no doubt increased the riches to be found within
these walls over the years, but it is certain that several caravan-loads of gems still lie in
its storage cellars, guarded by the ghosts of the dead (CGtMD p.18).
By this time over thirty spectres haunted the flooded halls of Onaglym. All the intelligent
creatures of Myth Drannor knew that trying to claim the treasures inside the subterranean levels
was equivalent to suicide, so the spectres did not add to their numbers for a long time.
As of 1475 DR:
Over forty spectres now haunt the flooded hall of Onaglym by 1375 DR, due to numerous feyri
trying to explore the flooded levels. The Crusade captains have declared the entire building offlimits due to the number of casualties that have been reported due to trying and reclaim the
subterranean levels. The building is guarded against intrusion until sometime in the near future
when there are more resources available to combating the spectres.
C21 #25) Noble Villa: House Ulondarr
Multi-dwelling Complex Grand, three 2-story Tree Dwellings Minor, one four-story Ground
Dwelling Major, (lower tree levels at 30-120 feet above the ground, one level
subterranean) (CEoE p.73)
As of 714 DR:
The battle of Villa Ulondarr was the first recorded battle of the Blinkblade riders, a group of
halfling (wizard/fighter/halflings outriders) that rode on a friendly pack of blink dogs. The
Blinkblades teamed with a group of gnomish illusionists from the Speculum and fought off the
Dwarfsplitters, an ogre warband noted for their berserker charges into battle and the high survival
rate of its warriors. Though the liberal use of the Blinkblades Manyjaws spells, and the gnomes
castings of illusions of other halflings riding blink dogs, the ogres were fooled into thinking the
allied forces were four times larger in number that they really were! The Dwarfsplitters retreated
with heavy losses, while the allied forces only lost a total two halfling riders and their blink dog
mounts. The allied forces saved a group of non-combatants fleeing to one of the last flights out of
the burning city and the Blinkblades offered the gnomes a ride out of the town, and both groups
escaped to help cover the retreat of the Final Flight.
As of 1356 DR:
Villa Ulondarr served as a base for the Eldath Veluuthra as they explored the ruins for magic
items and for raids into the surrounding dale areas. A one-way portal was constructed to the
High Forest so that messages between groups did not suffer much travel time. As many as eight
members of the Eldath Veluuthra from the Dales and the Border Forest could be found here at
any time, looking for equipment to continue their quest for human genocide or sharing information
about the events in the surrounding areas.
As of 1375 DR:
When the feyri forces arrive in Myth Drannor in 1374, the Veluuthra realized that this is a threat
worth combating. They abandoned their base in Villa Ulondarr, closed the portal to the High

Forest, and joined the Crusade. When the Dalelanders armies joined with the elves, all the
members of the Veluuthra quietly left their posts and started working on trying to break the sense
of camaraderie between the elves and the humans. So far the favored tactic is to set up traps that
an elf would get caught in and have evidence that a human did it intentionally. The Veluuthra
realize how careful they must be, due to the number of spellcasters that are within the army. Villa
Ulondarr still stands empty at this time, because there were no family members serving within the
Crusade. The captains are deciding on what family will get the estate now.

C22 (#26) Noble Villa: House Maerdrym


4-story Ground Dwelling, Major; two levels subterranean (CEoE p.73)
714 DR to 1375 DR
Villa Maerdrym was in dreadful condition after the Weeping War due to Melosius Maerdrym (Wiz
18/ArcD 8 CG em baelnorn Pentad) leaving the subterranean levels and hurling spells in fury at
the Army of Darkness forces within the area. Toward the end of the battle when he was running
out of spells, he summoned a sphere of annihilation out of his lair in the underground and pushed
it into to a large nycaloth force gathering outside the villa for a final push to reach him. He
dropped a delayed gate right into the sphere seconds before he transferred his conscious into
another body. When the spell went off, the explosion tore off the front of the building, severely
weakened the entire structure and ended the battle. From that point on until the Crusades return
in 1375, Melosius worked on running out looters and monsters from the villa and repairing the
building for the next generation that would live there. He plans to help the Crusade for a short
time, perhaps a decade or so, and then leave and go to Arvandor.
C23 (#76) Wizards Domicile: Gargoyles Hall
3-story Ground/Burrow Dwelling Major; three levels above and below
This building is the home of the archmagistress Joylith Hurlbolts Dlanyr (N hef W(D)9), a
half-elf encikkar dualist wizard. Bitter since the death of her brother in the Darkwoods
Massacre, she has been watched by the armathors as a possible danger to some of the
senior officers involved in that military tragedy, despite their acquittal or exile by an Elven
Court. (CEoE p.73)
As of 714 DR
Gargoyle Hall escaped real damage in the Weeping War due to its location. There was heavy
fighting within the area, but the focus of the fighting was all on the House of Song. The reach of
destruction in the area stopped at the walls of Gargoyles Hall. After the Weeping War, it was a
haven for gnolls and orcs as the tribes looted and left the ruins. After 718 DR, when the last
traces of the humanoid armies were killed, the only things found within the burrow were undead
creatures and nycaloths.
As of 1356 DR:
Mutant beholders had taken over the subterranean levels of Gargoyle Hall. These beholders
shoot prismatic rays out the central eye instead of an anti-magic cone, and are capable of taking
spellcasting levels and not have to gorge out their center eye. Their leader had a freak called
Xallatier, a beholder of unusual size and nasty disposition (he has filed his teeth so they are
serrated, better to eat his prey with). They had taken to expanding the subterranean levels, and
now there are five underground levels, all with vertical tunnels to reach the above and below
levels. All the stairs up and down had been filled in with rubble.
As of 1375 DR:
Gargoyle Hall has yet to even be looked over by the members of the Crusade. The beholders
have maintained a very quiet presence, partially due to losing numbers to the Feyri when they
took over the city. For now, they have sealed the tunnel up to ground level with a large boulder
that has been melted into place, and debate on their next course of action with how to deal with

the elves above. Some call for a parley (the beholders alignment run the full gambit of
possibilities and they do not possess the typical xenophobic paranoia that the rest of the race
exhibit and it is mostly a democracy), other call for a retreat into the Underdark assuming the
elves will go on the offensive when their presence is known, and some (including their new leader
Xallatiera, daughter to Xallatier???) wish to go on the offensive.
C24 (#113) Gate: The Silversgate
City Building, Major
This high-arcing carved arch of stone and silver detailing is a public two-way gate that
leads to Silverymoon Pass far to the west. It used to deposit folk directly into the central
square of Ascalhorn, but with the rise of Silverymoons status as a kindred city of learning
like Myth Drannor, the gates destination was moved to allow travelers the choice of
visiting either location. The Two Hooks suspension bridge has many daredevils leaping
across the 20-foot gap from the bridge to the top of the arch, though this sport has long
since lost its danger with the mythals protective featherfall magics in place. There are a
quartet of armathors posted here at, all times, both to guard the gates use and to sound
the alarm if something evil should attempt to enter the city from the other side. (CEoE
p.73)
As of 714 DR:
The battle at Silversgate is one of the most storied and heroic tales of the entire Weeping
War, as one who was denied his name by Myth Drannor apparently gave his life in its
cause. In short, the Army of Darkness was driven east, and its northern and southern
factions merged and punched through the elf defenders on the western front as they
passed, allowing them a second charge on Myth Drannor. The bulk of this battle occurred
among the streets of the old city Cormanthor, and its climax centered on the Silversgate,
the magical gate to Silverymoon Pass and a link to the sister cities of Ascalhorn and
Silverymoon. While the military fought bravely on all fronts, this battle was primarily one
of magic and thus spearheaded by Spell-Major Josidiah Starym, Elminster, Symrustar
Auglamyr, and the Nameless Chosen. With many elf forces exhausted from the previous
battles, only the cavalry and two-thirds of the available AkhFaer forces were in the city
for its defense until the arrival after battles start of the Wing cavalry, some gold, silver,
and electrum dragon allies, and the Three Chosen. The spellcasters and military worked
together to isolate and destroy the reduced and tired battalions (the Cruelty, the
Colossus, the Grievous, Battalion Arcane) of the Army of Darkness. In all, the Army of
Darkness suffered the loss of a battalions worth of troops, losing 11 marches and 4
regiments in the melee. Among them, four entire tribes of gnolls were totally destroyed as
was the most powerful march in the Army, Cvors all mezzoloth March of the Second
Cruelty Regiment. Cvors March, or the Whipmasters March, as more commonly known
among the troops, laid siege to the Silversgate in upper Cormanthor at highsun on the
second day of battle, following his orders to guard the gate against any allied incursions
while the Fourth Cruelty Regiment sought magical items and plunder in the surrounding
buildings and ruins. The Nameless Chosen became enraged by the destruction of his
native city and the abrupt slaying of a trio of young bronze dragons that had emerged
through the gate to lend aid requested a tenday ago. As their overall plan were capable
of moving the Army out of the city, the other mages were sadly resigned to the losses,
since the Armys battalions had learned to tighten their ranks and attack and raid as an
army rather than random hordes. Still bereft of Gaulguths commanding presence, the
troops and attacks were tightly organized to prevent any major losses unless their
formations were broken. The Nameless One lost his temper over the insufferable waiting
for the Army to trip hidden spelltraps with no guarantees for success. We are supposed
to be the pride and glory of Faern, but we cower like rabbits waiting for a fox to stop
stalking their warren!
With a roar of anger and vengeance, the Nameless exploded through the roof of one of
the Six Tyryl Towers, his body glowing and his hair and robes ablaze in silver flames!
Similar to the dragon Garnets rash charge, he dove headlong into the amassed,

impenetrable forces of the besieging Army, scattering many gnolls, ogres, and orcs like
chaff before a hurricane wind. Driving a wedge through the forces, he converged on the
Silversgate, where Colonel Cvor and his mezzoloths stood. Spreading his arms wide, the
Nameless One scrawled one line in the shattered marble of the street before him with a
beam of silver fire, and no mezzoloth crossed that line that day. On his arms, he formed
massive wings of silver fire, raising them high and knocking many creatures down from
high towers or parapets. As he walked slowly and steadily forward, the blazing line
advanced with him, forcing all back before him. Fully aflame now, the Nameless reached
out with his silver wings and flung the nycaloths into the gate, which opened at his merest
word. Spelltraps lying in wait activated at his will, causing explosions that claimed more
evil lives as he walked unharmed within them. Over 600 mezzoloths, goblins, and other
creatures fell before the fury of the Nameless, and Myth Drannors defenders rallied once
more. With a large wedge driven into the Armys forces, the AkhFaer and the cavalry had
openings they could exploit and drive the Army before them again. The Nameless
Chosen stood before the Silversgate, driving the Whipmaster Cvor before him, and he
laughed at the mezzoloths challenge. As Nameless turned to bid his comrades-at-arms
good will and luck in battle, the razor-studded whip of Cvor wrapped about his throat, and
the two fell into the gate, struggling. Flying to his aid, Elminster the Crafty entered the
Silversgate and shut the gate behind him to isolate Cvors March. The Nameless
Chosens full intent in his mad attack was to open up the Armys lines and isolate sectors
of it to destroy more easily. Alone but undaunted, the fire-engorged form of the Nameless
One towered over the battle. Back to back with the elder Chosen Elminster, he fought
hundreds of mezzoloths within the rocky Silverymoon Pass, and the glow of his silvery
form drew attention from Silverymoon. Still, while his successes led to victory for the
Allies of Cormanthyr, the hubris of the Nameless One led to his undoing. Trusting that his
flaming form would be proof against any attacks, he was caught unawares by Colonel
Cvor when it used a captured elf artifact (the Harness of the Giant-Slayer Alayris) to grow
to a giants size and seize the flaming mage by hand and foot. More swiftly than the
reactions of either Chosen, Cvor brutally pulled the Nameless Chosen nearly in half by
sheer strength! The explosion of magical power and fire utterly consumed Cvor and over
200 nearby mezzoloths, but not the one who wielded it. As the fireball subsided, the
Nameless One lay dying, the silver fire desperately draining away out of his laid-open
torso. While Elminster later reported that Mystra herself preserved his life as he lay
wounded, at least three sources (two half-elf histories and one elf song) suggest that
another power such as Sehanine saved him in return for his aiding her People. Still, the
High Mage of Silverymoon Ecamane Truesilver and his supporting wizard forces
protected the body of the fallen Chosen from the remaining mezzoloths. Together, while
the Nameless One was sent magically to Silverymoon for healing, Elminster and the
elderly and frail Ecamane destroyed the gate to Myth Drannor, detonating it from within
and at its exit. The explosions slew the remnants of the Fourth Regiment surrounding it at
Myth Drannor as well as clearing Silverymoon Pass of its remaining brethren. As a result
of this battle, Myth Drannors forces won the day, but unknowingly paid a high price.
Elminster was lost among the planes for a time, due to his task of destroying the gate
from within, while Ecamane Truesilver died due to the strain of breaking the gate from its
exit point at Silverymoon Pass. The Nameless Chosen lay like one dead for more than
the next year, though Mystra spoke to those who tended him, calling him he whom
magic, duty, and honor defines. His elf nurse, who heard this in her own tongue, gave
him the name Akhelbhen; upon his awakening, the Nameless Chosen, once called Aruns
Son is introduced him to the new High Mage Aglanthol as Khelben Arunsun. His body
healed but forever scarred across his chest and back where he was nearly torn in twain,
he banishes his vanity and keeps the wedge of silver-white hair and beard to remind him
of the silver flames dancing within it and how it does not make him invincible. It also
signifies his debts, as it reminds him of Silverymoon and what he owes its people as well.
(FoMD p.27)
C25 (#41) Wizards School: Dragondark Tower

4-story Adapted Tree Dwelling, Major, Fortified with 1 level subterranean (CEoE p.73)
Dragondark Tower was destroyed down to the foundations during the Weeping War.
As of 1356 DR:
A few burned-out walls are all that remains of this school of wizardry above ground. Pcs
exploring this will find a stone door that opens onto a circular stair that leads down-and
then ends, broken off above darkness (RoMD Card dungeon).
There is still treasure and traps that have been down here since the end of the Weeping War. The
creatures that lived down there are creatures such as oozes, slimes, and jellies. Occasionally a
burrowing animal appeared within the rooms.
As of 1375 DR:
The remains of Dragondark have been cleared and the underground level has been emptied of
anything of value. This lot of ground is available to any member of the Crusade who would wish
to build a new habitat over the dungeon level.
C26 (#37) Noble Villa: House Mistrivvin
Multi-dwelling Complex, Grand; one 4-story Ground Dwelling, Major with one level
subterranean and one 3-story Burrow Dwelling with one level surface access building
(crypt & hidden libraries et al) (CEoE p.73)
As of 714 DR:
Villa Mistrivvin was looted completely after the Weeping War. Except for the hidden libraries and
the crypt, all valuables were taken by the Bloodtooth orc clan back north to the Tortured Lands.
Items included in the looting were the Fieldstone of Maretta (a magic item that facilitated the
growth of gardens, especially made for putting in plants outside their natural habitat), the
Spyglass of Sirestur (a spyglass that acted as a gem of seeing and as a potion of treasure finding
1/day), and a box of medallions that acted as blood oaths on the honor of the family. Any request
made of the family by the bearer of these medallions could not be refused, and the honor of the
family left intact. This house was under the effects of a magic-dead area brought on by the
destruction of the Weeping War.
As of 1356 DR:
Travelling members of House Mistrivvin had occasionally journeyed into Myth Drannor and set up
mechanical traps to deter any attempts of monsters and cultist to take over the villa and make it
their lair. The magic dead area shrunk over the centuries, but still completely covered Villa
Mistrivvin at this time.
As of 1375 DR:
House Mistrivvin is standing in fine condition. The magic-dead area that sheltered it from the
worst of wild magic fluctuations has been repaired by the slow regeneration of the Weave. The
traps installed by House Mistrivvin members kept out creatures that might have damaged it
through their actions.
C27 (#73) Wizards Domicile: Jendarks Tower
3-story Ground Dwelling, Major, Fortified; one level subterranean (CEoE p.73)
As of 714 DR:
Jendark Metalmind (Wiz16 N hm) transferred his mind into a construct of his just before the final
invasion of the Army of Darkness. During the Final Fall, he destroyed all who fought into his
tower through his magic and the strength of golem body he inhabited. After the Fall, he sealed up
the tower to continue his studies into constructs, occasionally teleporting out to the ruins of the
great magical empires of the past and exploring for more arcane lore.

As of 1356 DR:
His tower still sealed at this time, Jendark had lost most of his mind due to the lost of touch. In
the times that he was lucid, he worked on trying to restore a living body in which he could transfer
his mind into again, but every time he cast a clone or similar spell, the body quickly decayed
despite his more careful precautions. In his clouded times, he wandered outside his tower and
attacked anything that moved.
As of 1375 DR:
When the feyri arrive in 1374 DR, Jendark teleported outside his tower and attacked the whole
horde. The battle was short, and in the process the entire tower was destroyed to the foundation.
Their remains are cleared for other use by 1376 DR. The subterranean level has not yet been
discovered, and contains many mechanical traps and several tomes on the construction of many
types of constructs, some commonly known and some golem formula lost to the ages!
C28 (#122) Noble Villa: House Durothil (Home Game)
Multi-dwelling Complex, Grand; one 8-story Tree Dwelling, Grand with one 2 level subterranean
(portal-linked) and one 1-story Ground Dwelling small
Due to an earthquake, the bottom subterranean level is now connected to the Tarynstone
Tunnels through a collapse-prone sinkhole.
As of 714 DR:
Due to the High Magic defenses employed by the Durothil High Mages on their occasional travel
to Myth Drannor, the Durothil villa was not damaged by the Army of Darkness. Disintegration
fields, animated weapons with the skills of master bladesingers, instantaneous gates that teleport
intruders to the Negative Material plane, spell-traps that shoot dragon breath, and Lady Synnorha
Durothil (baelnorn fe LG Wiz21) destroyed all intruders that enter the villa. After the remains of
the Army of Darkness were cleared from the ruins in 717 DR, the senior members of House
Durothil came and collected the important items and artworks left within the halls and transported
them to Evermeet for use and storage, leaving Lady Synnorha in her vigil of safeguarding the
hidden libraries and crypts of the Durothil family. The wards were renewed and the house sealed
to prevent any intruders.
As of 1375 DR:
Ilianard Durothil, Speaker and clan Archmage of House Durothil left right before the transfer of
the speakership over to Sheshurra Durothil. He took with him the telkiiara of House Durothil,
Redethemer (an highly enchanted axe), and the unclaimed Durothil moonblade and left for parts
unknown to the rest of the family. In truth, he was so distraught over the isolationist stances held
by his successor and the secrets that he had long kept to protect the name of Durothil, he left with
the proofs of wrongdoing in the telkiiara and the clans major weapon of honor. Because of a
vision granted to him by Corellon Larethian, he journeyed to Myth Drannor and maintained a
hermetic existence, discussing policy and ideas with Lady Synnorha, studying the surrounding
lands and preparing the villa for the time when Myth Drannor would be inhabited again. He found
a young elf of Durothil blood in Deepingdale and ensured that the elf found Redethemer to use in
the future conflicts he knew were coming. He also prepared the telkiiara for discovery, knowing
that a future descendant of his would arrive and claim the telkiiara and be privy to the secrets he
had to carry for centuries. After he finished spell research he started decades ago, he says his
goodbyes to Lady Synnorha and journeyed to Evertrees and departed for Arvandor.
A deepspawn took to lairing in the deepest of the Tarynstone tunnels under House Durothil
around 1242 DR, and since the earthquake had sent its spawn on several attacks into the deep
levels of Villa Durothil. For the most part, Lady Synnorha had been able to keep the levels free of
destruction, but in the course of one of the battles lost the unclaimed family moonblade to the
spawn of the deepspawn. She was not able to leave and pursue the creatures to reclaim the
blade, and had since sealed up the sinkhole with prismatic spells to keep out the spawn.
When the Crusade took back Myth Drannor in 1374, the captains started giving out land and title
to the soldiers who stayed within Myth Drannor. While nobility was not recognized for special
treatment by the government, previous proof of land ownership was. So, House Durothil is

granted again their villa. The bladesinger Velgaas Durothil (me CG Fig5/Wiz1/Bladesinger10)
produced the deed from the family archives and was granted ownership of the villa. He moved his
personal effects and his family to Myth Drannor and continues serving in the military.

Sheshyrinnam
Loosely translated to its simplest of Common terms, Sheshyrinnam is the homes of the
faithful; the humans who frequent this neighborhood of Myth Drannor refer to it as the
Temple Ward, since many of the major temples of the city are found here. As the secondoldest sector of the city, many of these buildings here are also stone or petrified trees,
with very few nonelves among this quarter as well. Many of the military officers and
enlisted prefer this quarter of the city for their homes, though none know the origin of this
old custom. (CEoE p.74)
S1 #5 Open Market: The Westfields
At the western edge of the city is a large, lush rolling meadow (magic keeps trees from
growing over this area) known as the the Westfields. It was once a visitors camping
area and paddock, and livestock pasture for city-owned beasts (CGtMD p.15).
The Westfields are a beautiful pasture and clearing where magical fields set long ago
prevent any trees from growing over this area. From the start, it has been used for a
multitude of purposes from visiting adventurers. Camp sites to paddocks or a livestock
pasture. Now, while it still provides areas for all those activities, primarily acts as Myth
Drannors primary open market area every other day. (CEoE p.74)
As of 1356 DR:
A temple to Lathander called the Dawnspire stood within the northern half of the Westfields.
The temple consists of a simple conical tower erected by the priests, that rises above an
oval walled compound, perhaps five acres in extent. Except for a small clear space in
front of the tower (used for erecting new experiments and inventions), the compound is
crammed with growing things: the garden, fed by a network of pipes and channels, that
feed the priests. The cellars of the Dawnspire itself contain much stored food, mushroom
growing areas, and rooms where priests work on recovering Myth Drannan items, or
devising new things. The walls are guarded, both by priests and the giant beetles they
magically control (CGtMD p.81)(and hidden ju-ju zombies, apply corpse template to a
base creature).
The Dawnstone: This smooth rose-crystal sphere is a large around as most shields. It
floats above the raised chancel, in the innermost, holiest chamber of the temple, where
the rays of the dawn can reach it on every clear morn. It glows with an internal light, and
is a thing of magic, not a real gemstone: those who touch it find that their hands pass
freely into and through it. It can be moved only by magic, or the hand of Lathander, or a
priest of 12th or greater level faithful to him
In addition to other powers, the Dawnstone prevents wild magic in its area of affect, and
allows any magic used by those of the faith of Lathander to be maximized in all ways.
(CGtMD pp.81-82)
As of 1375 DR:
The Dawnspire was destroyed by the feyri when they arrived in Myth Drannor. (See Farthest
Reach pp. 26-27 for exact details.) Some priests of the temple escaped using a portal created for
just such an emergency, but the Dawnstone was destroyed in the conflict.
After the Crusade forces retook Myth Drannor and opened up the city to the surrounding areas,
the surviving priests of the temple and new recruits returned to rebuild the temple, with the
consent of the Crusade leaders. The new head priest of the Lathander church is Namain

Broadword (hm Clc8/Cont6 LG), a man of impressive oratory skill and of steadfast belief in the
triumph of good over evil. He received word of the attack and was called in by an omen given to
him by Lathander, he comes from the church of Lathander in Waterdeep.
S2 #77 Wizards Domicile: Crownfrost Towers
3-story Ground Dwelling, Major, Fortified; two levels subterranean, seven levels in tower.
This building is the home of the archmage Klaern Kadelaryn (NG hm W22), one of the
rare human armathors of the realm. Rumors abound on what the Crownfrost Towers
actually hold, given Klaern cavalier use of magical items (as opposed to hoarding
apparently rare items of power). Actually, Klaern had cultivated that interest for years,
and his current secret plans on turning Crownfrost Towers into a wizards school have
many buzzing in taverns and elsewhere. In fact, all the confirmation most need is the
ongoing construction. The stone curtain walls around the small estate are currently being
shored up and expanded; most had forgotten when Crownfrost was built centuries back
(by other owners) that the single spire above the main house was supported by
buttresses, since they had long since been rendered invisible. Now, more buttresses arc
down from the rising construction of two more towers to rest just inside the walls. A small
outbuilding with some subterranean digging also seems on the plans for a dormitory of
sorts. All signals point to the opening of the Crownfrost Towers School within four years,
and the roster of interested students and faculty is already full! (CEoE p.74)
As of 714 DR:
As a result of the Crownfrost Capture in the Final Fall, Crownfrost Tower had been completely
looted by the Army of Darkness forces. Even the secret safehold location in the grand library
behind the largest bookcase was pillaged and the magic used against the elves in the Final Fall.
This happened to be a favored lair for the forces of yugoloths left over from the Weeping War, as
they enjoyed the thought of their leader being trapped within these halls, screaming in impotency
and frustration at being denied the battlefield.
As of 1356 DR:
Due to its proximity to Moanders Road, the Crownfrost Tower was used as a Zhent base for their
explorations of Myth Drannor. Heavy abjuration magics were used to shield the tower from the
outsiders running in the ruins. At any time, up to six different adventuring bands in league with the
Black Network were staying at the Crownfrost, resting from the journey to get here, or preparing
to enter the ruins and scavenge for treasure.
As of 1375 DR:
Crownfrost Tower is given over to the Harpers to be used as a secret base. The idea is that
word of this location will be spilled out to the spies of the Harpers enemies, so that possibly those
spies might be caught by watching the tower too closely, or feints can be made by Harpers as
they send their agents out on missions and show different agents moving around the city proper
Also, several vaults and guardians will be constructed so that this can be a safe house or prison.
S3 #52 Tavern: The Fall of Stars
2-story Tree Dwelling, Minor This small supplemental building rests about 75 feet above
the ground in the crook of three massive branches of the shadowtop in which it sets. A
20-foot-diameter hole lies in the center of the taproom, through which patrons enter by
flight or by the magical elevating platform at the trees base that brings patrons all night
long. (CEoE p.74)
As of 1356 DR:
The remains of the tavern were claimed by the gelugon Dlithgorkh. He enjoyed the view afforded
him, mainly so that he could see adventures sneaking into Myth Drannor first. He tried to be the
first infernal at all times to attack adventurers so to gain food, entertainment, and treasure. He
maintained a large force of erinyes for pleasurable company, and a force of other baatezu to act
as the guards and the cleaners of the building, he was a very tidy devil.

As of 1375 DR:
The Fall of Stars is destroyed as the tree was disintegrated down by the base, and the entire tree
fell over onto a force of canoloths running toward one of the battle-lines. The building and tree
have been cleared away and the stump has been removed. New trees have been grafted on the
old root system and are magically tended to make them grow faster.
S4 #17 Temple: The Throne of Thought
Temple to Labelas Enoreth. 5-story Adapted Ground/Tree Dwelling, Major; includes one
subterranean crypt level. This temple, long forgotten or at least purposefully left cryptic,
maintains a secret subterranean tunnel leading from its crypt level out to a false burial
crche in the Warriors Gate tomb. (CEoE p.74)
As of 1356 DR
To the west of Ilbrannaths tower, five buildings down at the extreme northwesternmost
extent of the city, is a temple of Labelas Enoreth (detailed in DMG, Monster Mythology).
In recent days, it was taken over by Tyranthraxus, the Posessing Spirit, who established
the Pool of Radiance there after fleeing Phlan. (See Details in FRC2, Curse of the Azure
Bonds.) A tunnel links the temple with a shrine like tomb in the center of the Burial Glen,
the Warriors gate (CGtMD p.18).
Due to the movements of a corpse creature in the Burial Glen, the tunnel had collapsed almost
two-thirds of the way to the Burial Glen. Several incorporeal undead haunt the tunnel due to the
disruption of their rest by the corpse creature (See the Burial Glen entry above).
As of 1375 DR:
The Throne of Thought has been reconsecrated and opened again to the public. The tunnel to
the Warriors Gate has been cleared of the remaining undead, but construction on reopening the
tunnel has not yet started, due to concerns over city security with a possible hidden entranceway.
An ancient moon elf priest Melovia Arcaras (Clc 18 em CG) has arrived from Evermeet. He is
boorish, studious, completely blind, wrinkled and worn-out, but has a razor-keen mind, sees far
more with his ears and touch and most see with their eyes, and retains more information about
the faith and practices of Labelas Enoreth that any other being outside Evermeet. He brings with
him his trusted assistant and the main temple speaker Belamar Willowslost (Clc 15 NG em) an elf
of amazing oratory skill and people skills so smooth he can talk berserking orcs into a helpful
attitude. Together, they have the blessing of the Crusade captains to rebuild the temple and
succor the elven people.
S5 #104 Temple: The Parentree
Temple to Corellon Larethian. 12-story Ground/Tree Dwelling, Grand This High-Magic
created massive shadowtop is 100 feet wide and 400 feet high, and its entire form has
turned to ivory. Its massive, echoing hollow interior provides the breathtaking temple
space, open at top and bottom for ventilation and acoustics. The Corellons Choir usually
performs at the floor of the temple or in strategic points along the sides. The few
influential people who get seated pews within the temple rest on platforms at various
places up along the walls (none closer than 20 feet from the floor), while most attendees
remain outside. The Parentree is a cathedral for religious celebration and performance,
magically set to allow all those around the tree to hear the beauty of the choir. The
Parentree is only used for performances on major holidays of the Seldarine, though
highly-placed noble (or simply allies.) weddings do take place in this holiest of
Cormanthyran temples from time to time. Most of the temples clergy live and handle the
temple business out of their rowhouse directly east of the Parentree. (CEoE p.74)
As of 714 DR:

The Parentree stood until the Final Siege. A powerful group of Corellons faithful stood firm in the
defense of their temple, resigning themselves to death and determined to take out as many of the
Army of Darkness they could. They stood from the beginning of the Final Siege until the Banes
Duel, when the magical explosion caused by the deathblow of Keryvian created a wild magic
surge that enveloped the entire Mythal. The enchantments that ivoryfied the Parentree reversed,
and the tree became a massive piece of dry-rot. The tree broke right after and fell, killing all the
defenders of the temple and several divisions of the Army of Darkness. After the Weeping War,
elven forces came back to the ruins and salvaged what religious articles they could find, but many
important relics of the faith remained buried in the rubble.
As of 1356 DR:
The rubble of the Parentree was still there. Most of the wood has rotten or been broken down by
fungus and termites. All that was left is the stonework from the temple that was created through a
High-Magic ritual and the remains of the buildings the Parentree fell on. The elven clerics that
died at the Parentree reanimated, becoming juju zombies that fiercely defended the ruins from
any form of invasion.
As of 1375 DR:
The rubble of the Parentree has not yet been cleared by 1375, however the Feyri did destroy all
the juju zombies that defended the site. The Crusade has looked over the site looking for faith
items and destroying zombies and have rediscovered several important relics from the past.
S6 #55 Tavern: The Dancing Dryad
2-story Tree Dwelling. Major, 1 level subterranean. This tavern sees its many patrons
cavorting and dancing out onto the broad, strong branches of the tree it rests in, and
these dancers are more than 50 feet from earth. (CEoE p.74)
From 714 DR, all the way through 1375 DR, monsters laired here. Its common for stirges to lair
here given the many nooks and crannies within the limbs that have slightly rotted or worked over
by woodpeckers and carpenter ants.
S7 #105 Temple/Library: The Scholars Hope
Multi-dwelling complex; 2-story Ground Dwelling Minor, 2-story Tree Dwelling, Minor, Sstory Ground/Burrow Dwelling, Major with 2 levels subterranean. This is one of the first
unified temples to multiple gods of the same ethos in Myth Drannor and Faern. This
temples faithful worship Dugmaren Brightmantle, Oghma, Deneir, and Corellon
Larethian, though not as a collective religion; this is a religious commune/complex with
shrines to all the gods above, with the lowest being the cellar shrine of Dugmaren and the
highest the open air shrine to Deneir set 200 feet above the trees base. Despite its
temple atmosphere and religious background, this is not the focus of the complex. The
great libraries where all clergies share their knowledge and learn from each other is the
true heart of the Scholars. Hope. (CEoE p.74)
The Scholars Hope was destroyed in the Weeping War. The rubble of the buildings remains
uncleared in 1375 DR.
S8 Tavern: The Ample Chalice
Row House: Arnarras Branches
Adapted Tree Dwelling: 2-story Ground Dwelling, Minor (tavern) with 1 level
subterranean; 4-story Tree Dwelling. Major (row house)
This ground-level access tavern became a success primarily due to the irreverent and
boisterous hostess and primary barkeep, Arnarra Gildenguard (CG ef T3). This loud,
raucous tavern and its hard-drinking military crowd might get in more difficulties with
nearby House Miritar if not for the constant patronage of the Lord-Speakers son Ilphas,
an up-and-coming officer of the AkhVelahr. Still, the common-born Arnarra made enough
money from this tavern (the ownership of which she won in a dice game) to purchase four

abandoned levels of the tree above her tavern and open them as a rowhouse for soldiers
and others. In fact, the lowest level of the rowhouse is often unrented, to allow rooms for
overzealous party-goers or Arnarras adventurer friends. (CEoE p.74)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
S9 #106 Temple: House of the Nights Sun
Temple of Selne. 3-story Ground Dwelling, Major; 1 level subterranean (CEoE p.75)
As of 714 DR:
The temple was desecrated by yugoloth forces during the Weeping War, looted by the retreating
humanoid forces after the fighting was over, and left to crumble. Occasionally, a monster laired
here within the broken columns of the temple, but never stayed more than a tenday due to a
feeling of malevolence that permeates the building. However, shadow creatures could been
found in abundance here once the Weeping War was over and the elves finished off the nonoutsider remnant of the Army.
As of 1356 DR:
The House of the Night Sun was converted into the House of Freezing Dusk by a powerful cleric
of Shar, Midnight Devourer Nelvellus Gemdark (Clc 12/Wiz10/MTh6 NE gm Shar). He was called
here by a direct servant of Shar to establish this place of worship to reach out to the Dales, to
prepare for a future gambit in Shadowdale, and to serve as a way station for clerics called to go
to the Moonsea area. Within this complex, clerics of Shar casted spells stronger that they
experience would allow otherwise due to an alteration of the wards by Nelvellus. The clerics of
Shar were extremely careful and discreet, not wanting to reveal their presence within the ruins
and fight all the monsters that would come and the adventurers that would follow them.
As of 1375:
The followers of Shar flee Myth Drannor at the arrival of the Feyri, recognizing it as a powerful
force that would not convert. They flee the city in darkness of night, completely razing the temple
to destroy any clue of their presence. By 1375, the Crusade has cleared the rubble and filled in
the cellars.
S10 #54 Tavern: Silvershield Hall
2-story Ground/Burrow Dwelling Major; 2 levels subterranean
One of few dwarven-owned and operated businesses in this quarter, Silvershield Hall is
the home and business of Arrak Mithrose (NE dm F3) and his staff of humans and
dwarves. This is a massive tavern with storage and offices on its top floor, with the
ground level as the major taproom and the two cellar levels acting as the brewery and
spillover taprooms. Arrak is an influential member of the League of Innkeepers whose
word could either spell ruin or riches for any tavern owners. (CEoE p.75)
As of 1375 DR:
Silvershield Hall still stands and is in usable shape. However, it is not unoccupied. Arrak and his
dwarven staff survive as wights in the basement, guarding the remains of their treasure and
occasionally adding more with the death of adventurers that penetrated Silvershield Hall looking
for shelter.
S11 #106 Temple: The High Axes Hall
Temple of the dwarven gods: 3-story Ground Dwelling. Grand; 1 level subterranean
This temple has one major nondenominational temple with statuary of all the dwarven
gods and goddesses lining the walls, and it also has individual chapels for each of the
gods, including a rough-hewn cavern beneath the temple for Dumathoins chapel. Offices
and cells for the dwarven priests are limited to the top two floors, while storage space and
secret rooms are in the finished cellar adjacent to the cavern of Dumathoin. Most elves

are impressed by the changes the dwarves made upon purchasing a long-vacant noble
villa and consecrating it as ground holy for the dwarves. (CEoE p.75)
The High Axes Hall was destroyed in the Weeping War. However, within the subterranean level
are several living spells that were created during the Fall from the spells the dwarven clerics were
casting to defend their temple from desecration. They attack all being but dwarves, recognizing
dwarves as their creators.
S12 #13 City Building: Ildrannaths Tower
Three-story Ground Fortification-Major (CEoE p.75)
As of 1356 DR:
The wizard Ildrannath stayed in Myth Drannor and fought the Army of Darkness not because he
was hoping to save the city or save peoples lives, he was concerned about his own mortality. He
saw the mythal as his best chance to stay alive for hundreds of years without having to resort to
disgusting undead status, or transferring his mind into a restrictive magic item. He of course died
in battle, cursing his yugoloth captain slayer as the sword made its final descent to decapitate
him. Immediately, Ildrannath rose as a ghost with a full roster of spells. Elated at the chance of
vengeance, he proceeded to destroy the forces of the Army of Darkness that moved around his
tower. After the Final Flight, he proceeded to lock up his tower from the outside world and
continued what spell research he could in his limited abilities, trying to find a way to restore his
life.
As of 1375 DR:
Ildrannath was destroyed by the feyri when they took over his tower. He killed several feyri in
the process, but was in the end overmatched by sheer numbers. By the end of 1375 DR, the
Crusade has turned his tower into a military barracks due to its study construction and the
location relative to the rest of the populated areas in the city.
S13 #108 Temple: The Heartforge
Temple of Moradin. 2-story Ground Dwelling Minor (CEoE p.75)
As of 714 DR:
The Heartforge was destroyed in the Weeping War, during the battle of Templestars Fall
on Kythorn 21, 714 DR. High Hammer Vuth Hykoshold brought down his temple to
destroy a large force of humanoids and yugoloths and buy time for the allied defenders to
orderly retreat. (FoMD p.38)
High Hammer Hykoshold, so enraged by the Army of Darkness forces attacking his city that when
he arrived at the halls of Moradin, begged his lord to return him to Myth Drannor and continue the
battle until the day was won. Moradin foresaw what the final outcome would be, but in his heart
could not refuse his cleric due to the level of passion that the appeal showed and the centuries of
loyal service. Moradin sent back Vuth, but in ghost shape.
As of 1356 DR:
High Hammer Vuth Hykoshold stands in the ruins of his temple, slaying all evil creatures that
come within reach and awaiting the day when another senior cleric of Moradin would come and
relieve him of his vigil.
As of 1375 DR;
High Hammer Vuth (LG md Clc22 watchghost) has befriended the Crusade. But yet he waits for
one to relieve him of his vigil, to promise to rebuild the temple, and to act as the moral compass
for the dwarves who will return to Myth Drannor sometime in the distant future. He suffers that no
evil creatures walk upon the hallowed grounds of the ruins of the Heartforge.
S14 #57 Dancing/Dining Hall: The Gorgontyr

3-story Tree Dwelling, Major


The Gorgontyr begins 120 feet above the ground. (CEoE p.75)
The Gorgontyr was destroyed during the Weeping War and the rubble is cleared at the end of
1375 DR.
S15 #22 Noble Villa: House Miritar
Multi-dwelling Complex Grand; one 4-story Ground Dwelling Major with two levels
subterranean and three 7-story Tree Dwellings acting as towers and appearing as one
solid building. Though petrified and as solid as stone, the Miritar Stand appears as if the
entire villa were grown out of the ground as is. Created by High Magic, the three trees
that form the points of the villa and link to both the villa and the outer defensive walls
have shared their bark and branches with the area between them to create this
organically shaped building. Long since petrified, House Miritar illusionists change the
hue of the stony foliage of the three tower trees to match the seasons. (CEoE p.75)
House Miritar was destroyed in the Weeping War. In 1374, the elves cleared away the rubble
and return to Isevele Miritar the lost family artifacts and mementos that survived these seven
centuries. The underground levels were discovered but were warded from entry. Isevele is not at
this time able to break the wards, and none of the elven spellcasters of the Crusade are High
Mages of Miritar blood. So, at this time the subterranean levels stay closed and mysterious.
S16 #42 Wizards: School: Windsong Tower
Multi-dwelling complex; 4-story Ground Dwelling, Major with 1 level subterranean
(shared), 3-story Tree Dwelling, Major with 1 level subterranean (shared); and 2-story
Tree Dwelling, Minor; linked by skyway to the other tree and stone towers.
Despite its singular name, Windsong Tower was a triad of buildings among an encircling
wrought-iron fence shaped to resemble many different spells and magical effects. What
gave the school its name was the intricately carved stone facades along the central keep,
which whistled when winds blew across their faces. What intrigued many was the utter
lack of visible openings in any of the buildings, neither doors nor windows; while folk
discussed tunnel access, most agreed the illusions that cloaked the openings that must
be there are phenomenal and should not be disturbed. This school of sorcery kept its
membership secret, though ones impressive later accomplishments and grasp of rare
magics marked a mage as a graduate from time to time. In all, twelve wizards about the
city acted as the schools headmasters and another eight also contributed their expertise;
any apprentices of these 20 mages would go on to later be initiated into the secrets and
mysteries within Windsong Tower.
Students would receive rings that marked them as initiates, though they externally only
seemed as plain gold or silver rings; the inscriptions in magical script along the inner
band provided the students with access to limited gates that led from various spots
across the city (or, more commonly, their masters. towers) into Windsong Tower. For
more of the mysteries and magics of Windsong Tower, see below. (CEoE p.75)
Secrets of Windsong Tower
Windsong Tower (Area S16) is among the most enigmatic of the arcane institutions
dotting the landscape of Myth Drannor, surpassing even the cloaked mysteries of the
lncanistaeum (Area D13). Its carved exteriors with illusory cloaked entrances were
permanently proofed against saying, psionics, and many other penetrative magics (even
beyond the protections afforded by the mythal), and only those magics specifically woven
for its members could pierce its walIs. Their reasons for secrecy never revealed, those of
Windsong Tower never talked of their experiences within its walls, and the power wielded
by those later found as members made it dangerous to press for more information. Still,
for the sake of DMs and players, here are some of the towers precious secrets, to
enhance your Cormanthyran campaign.

This wizards school has never been adequately detailed due to many overlapping
dimensional magics within chambers and halls. From the outside, there are the four items
of interest for this complex: the central four-story stone tower most commonly referred as
the singular Windsong Tower; Shadowsong Tree, the magically-altered shadowtop north
of the tower that held a three story building within its trunk and branches; Windsong
Aerie, the three-story 50-foot-high external tree dwelling nestled among the branches of
the great oak south of the central tower that linked all the buildings top levels by wide railless spans of wood (well protected by spell fields); and the Tower Fence surrounding it
all, its solid silver g-foot-high spikes held aloft by interweaving arcs of silver carvings of
lightning, fire, ice and snow, wind, and even small simulations of various hand spells.
There are no visible entrances either through the Tower Fence or into any of the
buildings of Windsong Tower. Newcomers either guess the site to be a well-protected
sculpture or stare endlessly at it (from a safe distance, of course), trying to see the
entrances. In truth, there are only two external portals through which one enters the
Windsong complex. An illusion-covered archway exists at ground level on Windsong
Tower, and it follows the movements of sun and moon (east arch at dawn to highsun,
south arch at highsun to dusk, west arch from dusk to midnight, north arch from midnight
to dawn); entrants using this entrance know to approach the tower invisibly along certain
paths, lest they trip other invisible and unknown spellfields and traps. The other entrance
is an invisible open ramp that arcs from high up in the tree directly west of the central
tower, down toward the southernmost balcony along Windsong Aerie: any who climb the
aforementioned tree and step off a particular branch 30 above the ground will fall onto the
ramp and find themselves just as invisible as the ramp itself, making is trip without notice
(but not without trouble, for those not used to invisible paths). This ramp alone led to an
illusion-cloaked stairwell and entrance at the center of the roof of Windsong Aerie. The
other external visible ramps are simply blinds or areas upon which birds and other forest
creatures nest.
Secret Sages & Students
While it kept its current students roster secret from all the mages and apprentices about
Myth Drannor, it was an open secret that all Towerkin, including faculty and former and
current students, wore simple ring-bands of gold (faculty) or silver (students) that they
never removed once they put them on. Unfortunately (for the nosy or those with grudges
against the Tower), the plain ringbands were not distinguishable from common jewelry
and thus these were not exactly keys to identifying Towerkin. (For more information on
the Towerkin Rings, see below.)
Twelve wizards of age and experience secretly formed Windsong Towers charter under
the Coronals supervision and became the headmasters; in all, only 15 elves have been
Tower Elders in the 500 years of the schools existence. Eight trusted former apprentices
and/or master mages of various races were tapped to act as the primary tutors and
educators of the school; of these, 27 have become teachers of Windsong for at least a
century, while only two of them have taught here without pause since the Towers
founding. Rumored tutors (and possible Elders) of the past and present are the Srinshee,
Darcassan the Farseer, Tyvollus Aluviirsaan, Lord Earynspieir Ongluth, Lady Ahrendue
Echorn, Deynriir the Silver Sorcerer, and Tascyll the Bold; rumored students of Windsong
Tower include Ecamane Truesilver, Aravae Irithyl, Arun Maerdrym, Lord Khyssoun
Ammath, Rilmohx ShaQuessir, Shar and Raanaghaun Cormrael (the Dark Diviners), and
Lady Ecaeris Aunglor.
Secret Knowledge
While there are far more secrets among the Towerkin, two more common open secrets
have become so prevalent within rumors and gossip that they need to be spoken of here.
While one has had many witnesses on a number of occasions, the other is purely a
conjecture.

The Towers' Touch


The Tower Fence has a number of spell depictions along its length, all carved and
molded in pristine silver. Various spell effects can be activated within and around the
fence, activated by secret command words or the touch of a Towerkin ring and a mental
commanding of the same command words. Upon activation, lightning or fire or bitterly
cold snow wraps around the entire fence and an overarching hemisphere ward caps the
top of the fence, providing protections equal to spells such as wall of fire/ice/lightning
beyond a basic siege equivalent of 12-foot-thick stone walls. Should any force penetrate
beyond such defenses while the magic is active, 5-foot-wide hands formed of the same
active magical aura reach from the fence to hold and grapple intruders.
Windsong
This hidden spell ability of Towerkin of high rank is rumored to be an innate ability of their
rings (though rumors persist that all folk who use that Tower can touch any gates across
the Realms and reach the safety of their masters. sides, and that is why the mages of
Windsong Tower are so feared-their close-knit community. As it is, only a select few
tutors and the Elders know how to perform this much-lauded ability, using a spell to
enhance certain preset conditions. The spell below outlines the facts of this overblown
rumored power only available to some Towerkin.
Windsong
(Alteration)
Level: 7
Range: 0
Components: V, S, M
Casting Time: One round
Duration: 2 rounds
Area of Effect: One gate or gateway
Saving Throw: None
This spell allows the caster to alter the conditions of a preexisting gate or gateway,
whether the spell was just cast or has been a spell of some permanence, and use this
spells magic with the gates to send the caster alone to the main entry chamber of the
central keep of Windsong Tower in Myth Drannor. The magic of this spell allows the
caster to bypass the normal limitations of the gates distance limitations, allowing the
caster to use gates within the eastern reaches of Cormanthyrs forest as far off as the
Calishar Emirates (or even the Tears of Selne!). Simply put, the standard magics of a
Towerkin ring allow them to use other gates within five miles of the center of Myth
Drannor to automatically teleport without error to the central and largest building of the
Windsong Tower complex. This spell interacts with those rare rings, and thus only
initiates and graduates or tutors of the Tower learn this spell, since it requires their own
rings to operate. The windsong spell merely sets a field around the caster/ring-wearer
which enhances the magic of the ring itself. This field then uses and enhances the
existing teleporting magics to send the caster immediately to Windsong Tower upon his
initial contact with the pre-existing gate.
Secret Treasures
Now, these are among the greatest of secrets within Windsong Tower. In fact, while most
students therein have seen some of the artifacts and items at the beck and call of the
Towerkin, these artifacts are hidden away and seen only at the bequest of either the 11
Tower Elders, the Tower Master, or the artifacts themselves.
Myrjala's Eyes
On the east wall of the Elders Chamber hangs a full-length portrait painting, a gift from
the human armathor Elminster Aumar, not long after the rise of the mythal, to Windsong
Tower in exchange for study and knowledge. The 6-foot 4-foot painting hangs above

the main fireplace in the room, and it shows an exotic and beautiful southern spellcaster
called Myrjala Darkeyes. The reproduction is so lifelike that many wondered if it was
magical, and they wonder correctly. While the paints and the canvas used by the
unknown painter were magical, their unique and accidental combination created an
entirely new effect: Myrjalas portrait seems radiant and very nearly alive, and seems to
watch those within the chamber (which causes a number of gold elves unrest, believing it
to be a spying device set by the human). As legends tell, the painter for whom she sat
captured so much of her essence that her life became linked to it; and as Elminster
revealed to the elves, Myrjala was an avatar of Mystra, and this portrait granted her a
touchpoint in Cormanthyr. In short, the Myrjalas Eyes portrait allows near-direct
communion with Mystra, as if one were more a priest than a wizard; should a priest of
Mystra pray under the gaze of Myrjalas Eyes, there is a +10% bonus chance that Mystra
herself will speak to the priest (or 2% chance to any mage) briefly. Even if Mystras notice
is not wished, many folk find the portrait humbling, if not totally disturbing; some young
wizards have fallen to despair after gazing upon it, as they may never see such beauty
again nor touch such sublime understandings of magic as they did under Myrjalas gaze.
The Quess'Ar'Teranthvar
Though the name has lengthened and the form severely altered, the lost magical relics of
Netheril reside here: the QuessArTeranthvar, the Golden Grove of Hidden Knowledge,
are the mutated remnants of the long-ago stolen Nether Scrolls! The Nether scrolls were
secreted away from their keepers in Netheril in the 326th Year of that realm, and brought
to the High Mages of Cormanthyr for safe-keeping. For centuries, the humans fabulous
leaps in magic had far outstripped the advancement of any elf in Faerns history. The
theft of these Nether scrolls, as the humans called them, would teach the elves how the
humans cast (and survived) such abuse of the Art, and it also would minimize the further
spreading of such knowledge among the humans. While the knowledge within could
easily be read in their scroll forms, the elves found that the information had to be learned
in sequence (i.e., the first set must be read at least once and understood partially before
moving on to the second set). They also learned that each race that looked upon the
scrolls found out new and different information; in fact, one of the chief thieves of the
scrolls was Rilmohx ShaQuessir, the gnome elf-friend who learned incredible secrets of
illusions from only the briefest of readings of the scrolls. In addition, within a year of
studying the scrolls, an early elven scholar found that re-examination of the scrolls
revealed even more information than previously found within them. Over time, the elves
found that experience and more knowledge (i.e., an increase in Intelligence or Wisdom)
allowed more awareness of what the Nether Scrolls contained. The elves also saw
hidden learning among those writings that could be revealed only by altering the scrolls
into something more inherently and deeply elven in nature. This planned transformation
also would serve to keep other races from understanding or gleaning further information
from them, thus minimizing the potential damage to the Weave. A High Mage named
Tyvollus Aluviirsaan transformed the metal scrolls into the form they now wear: A slim,
golden beech tree with golden metal leaves, its roots spreading out across the surface it
rests upon, and its trunk bark forming a face of a treant. Within the trees branches are a
small silver bird with an electrum beak and a snake with alternating gold, silver, and
electrum scales. (Some elves describe these two creatures as the voices of Corellon and
Mystra, the two gods responsible for elven magic.) This grove has five communication
modes with which to teach elves the secrets of the Nether Scrolls; despite the changes in
forms, the information is much the same as that imparted by the Nether Scrolls, though
there are some perks and differences for the elves.

The Arcaenus Fundare scrolls told the basics of magical knowledge, how to both
learn magic and teach it to others, the schools of magical thought and study, and
how magic of ninth level and below interacted with the Weave. In short, the bulk
of all current magical knowledge comes from this one source. This information

comes through in the shape of the root pattern and the bark pattern of the tree,
which spell out words in the ancient moon and gold elven script languages.
The Magicus Creare scrolls involved items, the care needed to purify materials
for item-empowering, the mechanics of item enchantment, and the creation of
magical items of all types and purposes, including advanced items that became
one with their wielders. This knowledge comes from the shapes of the leaves and
patterns along individual branches, both of which form letters, words, and
sentences at times in an ancient green elf script.
The Major Creare scrolls involved the existence and understanding of living,
semi- animate fields of self-sustaining or self-restorative magic. The most basic
level of this knowledge led to augmentative items that enhanced the bearer and
his store of personal magics (items from eyes of minute seeing to girdles of giant
strength and ioun stones and telkiira), while the first major step beyond that
involved the creation of golems. The Major Creare also had a well-hidden treatise
on anti-magic and dead magic, which was essential to comprehend to grasp the
deeper wisdom beyond the disruption or interruption of the Weave, and that was
its focus and magnification. Advanced scholars of this knowledge eventually
learned of the living magics and magical fields called wards, wardmists, and
mythals; little more than the crudest of these true magics were ever uncovered.
These magics are learned from the animal forms within the trees branches,
which speak in oracular (and thus, rarely direct) terms about the knowledge the
elf wishes to gain.
Planus Mechanicus was the treatise contained in the fourth set of Nether Scrolls,
and it detailed the secret structure and mechanics behind the planes of
existence, their creation and interactions, and the workings of magic and the
Weave in each plane. The best scholars of this area of knowledge understood
the nature of underplanes and pocket planes, creating many of the dimensional
pockets within the Ethereal and other planes. The rustling and tinkling chimes of
the metallic leaves plays out ancient elven metaphoric ballads which impart the
knowledge in the most abstract ways; this stage of learning is the most timeconsuming, given the length of most elven ballads and the cryptic nature of how
information is imparted and what the metaphors mean when strung together.
The Ars Factum scrolls represent the final stage of knowledge for mortal magicalitem creation, as the data imparted taught wizards how to create artifacts ranging
from items of massive power to items with their own sentience and access to the
Weave (in essence, a new magical lifeform). This rare knowledge is revealed by
the entire grove contorting its bark and branches into major symbols explained in
concert by the chiming leaves melodies and the accompanying songs sung by
one or both of the animals.

While there were only five sets of 10 Nether Scrolls organized as noted above by their
Netherese names, the combination of the 50 metallic sheets into this grove form allowed
some elves to glean a sixth, hidden wellspring of magical knowledge: When studied by a
High Mage or an elven wizard of at least 20th level, the greater magics nearly lost to the
ages are revealed; to the High Mages, new rituals and variations on already-known
rituals are found, while wizards learn tenth-level magics. They once learned more
(eleventh-level spells), but the Fall of Netheril even caused the QuessArTeranthvar to
lose all of its leaves for a decade, and thereafter, only tenth-level magic and High Magic
could be gleaned from the grove. This information is learned by the bird and the snake
fusing into the form of a small golden dragon entwined about the trunk of the grove; this
creature tells only wizards magic to wizards and High Magic to those versed in it, never
revealing ones secrets to the other. Tyvollus remains with his creation today, his body in
the stasis of Aduessuor. His mind, locked in reverie, maintains the form of the
QuessArTeranthvar and is actually the medium through which the grove changes itself
to communicate with an acolyte. Should anything disturb him or disrupt his reverie even
for a moment, the tree will collapse within 1d10 turns into a mound of semi-molten

metals. After 1d20 years without the attentions of Tyvollus, the metals will separate into
the Nether Scrolls once again. The grove would be useless for no less than a tenday,
even if Tyvollus immediately returns to Aduessuor. Unless Tyvollus is killed and the area
surrounding the grove becomes a dead magic zone, this object is invulnerable to all
mortal magics, including limited wish and disintegrate; even wishes only affect the grove
for one hour. The grove lies within the Solarium, an upper chamber of Windsong Tower,
though it is neither pointed out nor easily found. The room exists in a pocket dimension
between the top level of the central tower and its roof, in effect, only those the grove or
Tyvollus wishes to teach ever learn of the rooms existence (by the sight of glowing stairs
leading into the ceiling of the Abjurers Librarium, and only they can gain access to it
when invited by either powerful magical presence). Only one student at a time is allowed
into the Solarium, an apparent glass-walled room with a stone floor always under a sunny
sky. Invited students and acolytes often disappear into the chamber for a tenday, their
needs magically suspended or tended to by the grove; the longest any being has ever
studied the grove was a year, and the Srinshee gleaned much knowledge from her
studies in that time. During this, the student gleans all she can from one of the groves
five modes of communication; only elves and gnomes and half-elves can even begin to
understand the grove, and only those with Intelligence and Wisdom scores of 17 or
greater can comprehend the least of it.
The Tablets of Pharyssolnyth
These tablets came to Cormanthor long ago with the survivors of Srinshinnar, though
they remained hidden for centuries. The Pharyssolnyth Tablets came into Windsong
Towers keeping when the Srinshee chose to accept an invitation and join the ranks of
the Tower Elders. These 37 large obsidian-black slates seem odd both to the eye and to
the touch, their sides polished on one and raw on the opposite. Centuries of investigation
revealed that the slabs are permanently enlarged black dragon scales. Years more of
analysis and a delicate touch proved that their surfaces were minutely carved with nighinvisible scrawlings and etchings, tactile writing unknown to any races of Myth Drannor.
While they are incredibly hard to read, the Srinshee and others spent the better part of
four centuries studying and recording their theories and translations upon the raw sides
of the black tablets in ancient moon elvish. The Tablets, recorded by the silver wyrm
Pharyssolnyth of Yrlaphon in the first century of that citys history, were a treatise on how
dragons learn, understand, and cast magic, as spells or in items. DMs Note: Any
nondraconic individual who reads all of these scrolls gains an understanding of dragons
powers and attitudes about spellcasting and magic and they receive a +2 saving throw
bonus against any spells or magical-item effects cast by dragons.
Towerkin Rings
As noted before, every member of the faculty and the student body of Windsong Tower
bears a Towerkin ring. The only way to determine if a wizard learned Art at Windsong
Tower (other than imprudent and rude questioning) is to slay him and remove his rings,
checking for telltale carvings: Along the inside of the band, minute carvings mimic the
designs of the Tower Fence. Students and apprentices wore silver bands and the faculty
and Elders wore gold rings; if a former student returned to Windsong to teach, the silver
band would be transmuted to gold. The Towerkin rings allow the free and immediate use
of any gates within five miles of the center of Myth Drannor, to automatically teleport
without error to the central and largest building of the Windsong Tower complex when
they entered an active gate. This access, approved by the Coronal, allows the many
hidden students and tutors of the Tower to enter the school without being traced, tracked,
or even followed, since all others using the gate went to its proper destination, not the
Tower. Some initiates or tutors provide the Tower Elders with a ring of their own in which
to set the Towerkin magics, a practice which increased over the years. The
enchantments and carvings done by the Windsong Elders and their aides, while specific
and potent in their own ways, never interfered with any other innate magics or properties
of an item. Thus, by the time of this product, it was almost as likely that an initiate would

be wearing a plain Towerkin ring as an heirloom or stylized ring or a ring of warmth (or
other magical rings) altered and enchanted as a Towerkin ring as well. In all, over 600
elves and humans and half-elves learned magic within the walls of Windsong Tower over
the past five centuries, and many magical rings or family treasures might unknowingly be
Towerkin rings willed to kin after the death of the previous wearer. DM's Note: A Towerkin
ring does not count as a magical ring for the two ring rules maximum; its only magic is its
permanent bonding with the hand, as it merely catalyzes the other effects embedded in
other more active magics.
Secret Agendas
What was the true agenda and purpose of the Windsong Tower and its Elders? None
have ever found out, as their closemouthed natures prevented any outsiders from
learning their secrets. Some proposed this was an attempt by High Mages to teach High
Magic to wizards and create wizardly simulacrums of their holy communal rituals for
wider use; most reject this idea, for most High Mages find this practice disdainful of the
Weave and the rituals that respect it and its mistress. Others suggest that it was a
storehouse of artifacts, not unlike the Vault of Ages, and the elves simply took to teaching
both magic and the lore of the elven artifacts. Still more believed the Windsong Tower
complex was the Coronal .s first attempt (occurring before the Opening) at integrating
elves and nonelves in harmony; this is utterly unprovable, but many gold elves and other
nobles find the mere suggestion horrifying. No matter what its true purpose, Windsong
Tower holds far more mysteries and adventure opportunities for any who are associated
with members (or are apprentice or student members themselves). The only fact known
about their teachings are their graduation requirements: Each student must create a
unique spell of first or second level in order to graduate and become a full mage or
wizard; folk attempting to enter as senior students or faculty must provide a third- or
fourth-level spell. With this known to be true, many have sought to join the Tower,
believing they could gain access to a great library of spells and magic; this assumption is
false, as the Elders guard all access to the full library of spells accumulated over 500
years. With graduation or a rise to faculty level, Towerkin receive a book of spells, three
of each level they are capable of casting (or a starting spellbook of seven first-level
spells), all drawn from the unique spells of the Windsong Initiates. The knowledge
contained among the Windsong Scrolls (or the Codex Quevarr, as sometimes called
among the elves) would dwarf any five elven wizards collective spell libraries, and their
hiding places (for the Scrolls are divided among the Elders) are all known only to one
Elder, the Coronal, and the Keeper of the Vault of Ages. (CEoE pp.157-158)
As of 1356 DR:
The bottom-most cellar level is all that remains of a school of sorcery whose
membership was secret, but whose accomplishments and graduates (Elminster assures
us) are impressive. The fighting in the Last Stand for the city raged fiercely here, reducing
the tower itself to rubble-,or some say, a mighty feat of magic tore it out of the ground,
and it rose into the sky like a Netherese skyship, whisking the surviving mages of the
Tower to safety somewhere afar off beyond the stars. Whatever really befell, all that
remains on the surface today are fluctuating glows of failing magic that continuously play
over the rubble where the tower once stood. At night, the effect is eerie and spectacular,
centered around a raised 30 square are of tiles that was probably one of the floors of a
room in the ground floor of the Tower. Now it stands as a continuously lit plateau, bare of
rubble, with a circular rune cut into its center. The tiles glow white. The rune, a triangle of
diamonds having barbed tails trailing from one point, set within tow concentric circles,
glows blue-green. If any part of the 30 square former floor is touched by any being or
item, the blue-green radiance pulses as a gate operates, whisking away whatever
touched the floor it area A1. The walls, floors, and ceiling of all areas in the cellar radiate
very faint orange faerie fire like aura (RoMD card).

(Opinions may vary on the status of Windsong Tower. I thought that Windsong Tower was
originally moved out of Myth Drannor during the Weeping War and never was returned, Eds
statement was that the Tower was destroyed or flew away like a spelljamming vessel to parts
unknown, notes on that can be found on the appropriate card in the Ruins of Myth Drannor. I plan
on getting the Anauroch super adventure sometime in the future, but have not read it yet. My
home game says that the elves moved Windsong Tower west out of view of Myth Drannor, and
then circled around south of Cormanthor Forest and moved the Tower to Elven Court, to be
guarded by the elves there and to continue being a place of learning that the elves could take
advantage of. When the Retreat was called, the Tower was moved back into Myth Drannor
because the defenses of Evermeet would not allow the tower to enter. It was mover to its old
foundations in the mythal to allow the dragons and monsters there to act as guardians.
Occasionally, the Golden Grove calls out to the dreams of a certain elf or human that it desires to
instruct, and that being gets engrossed in a maddening quest to find the source of the call
(usually getting killed before reaching the source.) House Omberdawn serves as the caretakers
of the Windsong Towers while the Elves are called to the Retreat.
As of 1375 DR:
Several spellcasters of the Crusade (such as Althen Artren and Araevin Telshurr) along with a
few of the baelnorn that still survive in Myth Drannor reopen Windsong Tower as a mage school.
The purpose is to get as many quality individuals as possible trained in arcane arts in Myth
Drannor. A vigorous screening process is used to ferret out evil individuals and individuals not
likely to serve the interests of the new city. Each spellcaster donates part of his/her/its personal
library for research material, and finally they all serve as the final guardians to one of the most
powerful artifacts within Faerun. Several members of House Omberdawn return to Myth Drannor
to continue in their family duties as the caretakers, guardians, and teachers in Windsong Towers.
S17 #109 Temple: The Weave Mistresses Hearth
Temple of Mystra. 3-story Ground Dwelling, Grand; 1 level subterranean (CEoE p.75)
The Weave Mistresses Hearth was destroyed in the Weeping War. The subterranean level of the
temple still exists, though the entrance collapsed when the temple did. Within the basement are
two scalamandragons, bestowed upon the church by Mystra right after the mythal was raised.
These scalmandragons are blessed by Mystra (much larger than normal size) and will not attack
any of her faithful nor any of the Chosen. Within the underground level, there are still vaults that
have not yet been plundered, consisting of items constructed before the Fall of Netheril. As of
1375 DR, the rubble of the above ground structure has been cleared, but the basement has not
yet been rediscovered.
S18 #110 Temple: The Crescent Court
Temple of Sehanine Moonbow. 6-story Ground Dwelling.
Grand (towers at 8 stories); 1 level subterranean
This temple was built by an earlier Coronal and thus is a favorite place of pilgrimage for
Eltargrim. Some say the ghost/spirit/shade of Coronal Miirphys has remained here as
either a baelnorn of a sort or as a Reverend One, vowed to protect its holy ground
forevermore. (CEoE p.75)
As of 1356 DR:
The Crescent Court is still under a magic-dead area formed during the Weeping War.
(RoMD poster map)
The subterranean level was connected by a wide sinkhole to the mining tunnels of Clan
Tarnystone. Within the subterranean level, Coronal Miirphys (watchghost Clc16/HolyLiberator 10
CG me) and Volsaias Starlight (baelnorn Bard8/Bladesinger10 CG em) held a lonely vigil,
protecting the holy ground of the Cresent Court. The magic-dead zone did not extend to below

ground level, so the two quickly destroyed any interlopers they believe were plundering the dead
and go back to their eternal discussion about the Fall and how it could have been prevented.
As of 1375 DR:
The Cresent Court has been reopened by the cleric Elmas Llundar (Clc 6 CG hem). A member of
the Crusade that joined after the defense at Evereska, he decided to stay and rebuild the temple
to Sehanine. He serves as the temple head priest, but has sent word to other elf settlements in
Faerun that a more powerful servant of the goddess is needed here to shepard the elves of Myth
Drannor, but he does listen to and count on Coronal Miirphys for advice and protection when
trouble starts.
S19 #21 Noble Villa: House Llundlar
Multi-dwelling Complex, Grand; one 5-story Ground Dwelling, Major with two levels
subterranean (Main house), one 2-story Ground Dwelling, Minor (Servants quarters), and
one 2-story Burrow Dwelling with one small access building providing a stair down below
(Storage, crypts) (CEoE pp.75-76)
As of 1356 DR:
The outer walls of the main major ground building were still solid enough to be standing, but the
interior was wrecked due to battle during the Weeping War. The servants building was leveled
completely. Whatever treasures were there from the Weeping War or left behind hidden by the
Llundlar had been looted. There does exist the family crypts below the main building with the
description below:
The Llundlath is the resting place of the half-elven Llundar clan, and is typical of many
crypts that lie dark and forgotten beneath Myth Drannor- the final resting place of
moderately wealth Myth Drannan families, their descendants scattered (or their lines
exterminated) in the fall of Myth Drannor the Llundlar were not particularly important
(more influential families usually had magically hidden or guarded entrances to their
crypts, and far more magical guardians). The llundlar family arms was two-intertwined
dove-verns, doves with long-thin,wyvern-like snaky tails, their tails linked in a helix
before separating again to frame an empty circle within which various things were
inscribed, such as names of deceased family members, when the device was used on
tombs. Above their linked tails, the two dove-verns are flying upward, one heading to the
dexter, the other to the sinister. The family arms appeared as a bas-relief carving on the
stone walls on every room of the crypts. In every room the family arms is carved
somewhere, and the Myth Drannans were also fond of hiding places concealed inside
hollow stone pillars, behind sliding stone blocks and pieces of carving, and beneath floors
or the wall-blocks at the corner of rooms. In any empty chamber these might be found.
(RoMD Card)
As of 1375 DR:
The heir of Llundlath in Evermeets house Xelian Llundlar (female gold NG Cleric5/Wiz5
Sehanine) has arrived to rebuild the Llundlath villa. Repairs went quickly with all the magical help
she brought with her after the Crusade, however the repairs are obvious when compared visually
with the remaining stonework. Xelian is working on wreathing the house in crawling vines to
minimize the visual impact. Xelian was not in the Crusade, but represents her son Alazosa, who
was killed on the final day in the siege.
S20 #111 Temple: Silverbeards Loft
Temple of Clangeddin Silverbeard. 3-story Adapted Tree Dwelling Major; 1 level
subterranean (CEoE p.76)
As of 1356 DR:
Silverbeardss Loft still stood despite the heavy fighting that went on in this temple, due to all the
physical non-magic enhancement the dwarves made to the treehouse. Remnants of the

Weeping War, several dead dwarven clerics of Clangeddin stood guard in the temple, attacking
anything that intruded on this despoiled dwarven ground.
As of 1375 DR:
Silverbeards loft is still desecrated, but the dead clerics have been destroyed by the feyri. The
building waits for a new generation of clerics of Clangeddin to come and consecrate its halls.
The subterranean levels are sealed, and contain several crypts of the dwarves who died in battle
in the Weeping War.
S21 #112 Library: The Sanctorium
6-story Burrow Dwelling, Grand, Fortified with one level surface access
Surrounded by wide stone steps, the white marble Sanctoriums outer walls held many
frescoes and carved murals of life in Myth Drannor (and the carvings were altered once
each year by shapers, magics to depict new scenes and important events of the past
year). Inside the building is a vast high-ceilinged and open hall, a single room lined with
statuary of all the races of the city. A central desk at the halls heart both provided
patrons with a figure to request books from, and this figure also procured the books from
the subterranean vaults for said patrons. No one who wasnt a graduate of Windsong
Tower or a High Mage ever entered the vaults beneath the Sanctorium. While few were
ever denied books or information by the Sanctoriums librarian, folk were never told what
was below; only by requesting and finding out by trial and error did one begin to learn the
vast array of knowledge on all topics stored below. (CEoE p.76)
As of 714 DR:
The surface access level was stil standing, but the Sanctorum sustained extensive damage in the
Weeping War. The Army of Darkness attacked the Sanctorum and fought through feeble
resistance in the remaining librarians who stayed and fought, but received deadly battle in the
books and defensive wards left behind. As rooms were entered, the books would fly off the
shelves in a destructive whirlwind of power or would assume a humanoid form and attack any
creature who entered the door, guardian creatures were conjured when certain things were
disturbed on their shelves and tore apart the beings inside, spell effects went off and destroyed all
they touched, and a sphere of annihilation teleported out of the deep vaults and started chasing
around the outsiders who were present inside to the building until it was destroyed by a desperate
yugoloth who used its gate ability to destroy it.
As of 1356 DR:
The Sanctorium was under the same magic dead zone that covered that covers House
Moonglamour, created by the application of the phaerimm casting of Draindoom (RoMD Poster
Map). Because of this magic-dead area, this was a popular lair site for monsters such as trolls,
giants, and bulettes and other creatures that relied on brute strength instead of magical abilities
coming in from the forests north of the city. The Zhents went over this library and have
thoroughly looted anything of value that was left over.
As of 1375 DR:
The Sanctorium became a stores building for building supplies when the elves retook Myth
Drannor. Lumber, bricks and rocks were stored here and distributed by sergeants when the need
was discovered. There are still some valuable on the final level that the Zhentilar could not reach,
due to the stairs to that level caving in during the Weeping War.
S22 #72 Wizards Domicile: Sundamars Tower
4-story Tree Dwelling, Major
Strangely enough, this tree dwelling is less a part or an attachment on the tree so much
as a stone tower that appears to have risen of its own volition and become entangled
among the branches of the tree that once shaded it. For more than three centuries,
Sundamars Tower has floated among the branches of the Towersclutch Tree, shaking

and shifting with the wind and the branches. The base of the tower hovers about 40 feet
above the ground, the former seat of the tower long since turned into a fountain. Oddly,
Sundamar has never created a floating disc to allow supplicants to rise to the tower and
visit; this leads many to believing that Sundamar caused his tower to rise in a failed
experiment with spelljamming magics, and now simply enjoys the solitude provided by his
isolated home. (CEoE p.76)
As of 714 DR:
Sundamar was an archmage extraordinaire, enough so that he completely and thoroughly sealed
his tower from outside intrusion. As a result, he was able to keep the Army of Darkness (and the
Coalition forces who needed his magic items) outside his tower. Only a specific spell of opening
that he created would allow entry, and he was plane hopping during the Weeping War, only to
return to his tower to see the city in ruin.
As of 1356 DR:
Tower Sundamar crashed to the ground when a phaerimm castes a drain doom on it, creating a
magic dead area, and causes the magics holding it up to stop. After the tower crashed to the
ground, the phaerimm tried to loot it, but got crushed in the fists of two iron golems that survived
the crash but were still outside the magic dead area. Eventually, the draindoom recasts itself
over them and they went inert. Oluubarga the gelugon eventually claimed the ruins, which had 1
habitable room for its lair.
As of 1375 DR:
What remains of Tower Sundamar is destroyed in the Crusade, as a large group of outsiders and
feyri get trapped inside and force the elven forces to expend a lot of manpower and go in after
them. After the War with the Zhentilar, the rubble is marked to be carted away and used in other
repairs in the city buildings. The iron golems are taken under control by Coalition spell-casters
and sent to stay in Castle Cormanthor to be used as unsleeping guardians.
S23 #16 Temple Shaundakuls Throne
Temple of Shaundakul. Multi-dwelling complex, Fortified; ground-level open-air
dais/temple area in courtyard beneath curtain wall and two towers {three levels each) and
2-story Ground Dwelling, Major. The entrance off the Street of the Evening Star has
broad steps leading up to a pair of massive arched doors set in the surrounding walls of
this temple. With clergy guards stationed
in towers and atop the walls, the temple was supremely safe and well-guarded. The
temple is not one of the buildings, which housed the clergy and equipment, but is the
open-air dais throne atop it at the center of the courtyard with a stone throne atop it.
(CEoE p.76)
A still-splendid building rises on the other side of that rubble, its empty windows still
staring down the length of the street. This is Shaumdakuls Throne, the chief remaining
temple of a demipower once worshipped by men in the Moonsea North. Shaundakal,
Rider of the Winds, is detailed elsewhere in this sourcebook. His temple consists of tow
towers linked by walls forming an enclosed courtyard, to a large central building
containing an undercroft where the clergy lived, and a huge dais (the thone itself), open
to the sky, where the demigod was worshipped. Here some very dangerous beings
known as windghosts: servants of the god, still guard their Masters place of venerationand seem able. Elminster warns, to move a magic-dead area about to encompass
intruders, and render them easy prey (CGtMD p.18).
Authors Plea: Has anybody seen 3.x stats for windghosts? I have yet to find anything online.
As of 1356 DR:

Shaundakuls Throne was under a phaerimm cast draindoom magic dead area. The windghosts
who protected the Throne has been altered by Shaundakul to be able to alter the measurements
(but not the volume) of the magic dead area.
As of 1475 DR:
The magic dead area that covered the Throne has not yet been lifted, due to the last elder
phaerimm that cast the spell still lives in the Tarynstone tunnels, outside the city boundaries
underground. It is protected by several mind thralls, spell-traps, and its possessions are covered
in Spellfields (see below). The demi-god has enjoyed a resurgence of popularity since the War of
Reclamation due to a manifestation rescuing several soldiers lives in the siege. Several
windghost poured out of the temple and helped the Dalelander army when they were
overmatched in manpower and magic. After each windghost dispatched a dozen enemies each,
the symbol of Shaundakul flared in a six foot flaming display that created a wind gust towing the
feyri lines, disrupting missile weapons and creating some miscast spells. A priest of
Shaundakuls temple in Highmoon has come here to reestablish the worship, one Darryn
Windcall (LG hem Priest 5).
S24 #56 Temple: The Gleaming Hall
Temple of Garl Glittergold. 3-story Ground Dwelling, Major with 2 levels subterranean
(CEoE p.76)
As of 1375 DR:
The Gleaming Hall was destroyed in the Weeping War by its Grand High Gemwarden Oalm
Glamourgold in the battle of Templestars Fall. (FoMD 38) The rubble of the building still marks
the area where the Gleaming Hall once stood. In the rubble are still several gemstone of
extraordinary value, however, each one has a curse to any individual who takes one into their
possession. Only until the gem is given to a Grand High Gemwarden rank priest of Garl
Glittergold and then receiving a Remove Curse from that priest will the curse be lifter from the
defiler. Curses are random, but should be powerful and deadly to the individual bearing the gem.
S25 #56 Festhall: The Masks and Mirrors
2-story Ground Dwelling, Minor (CEoE p.76)
As of 1375 DR:
The Mask and Mirrors was completely destroyed in the Weeping War. The rubble of the building
is has not yet been cleared.
S26 ##67 Inn: Skullwhispers House
3-story Adapted Tree Dwelling, Major; 1 level subterranean This inn earned its name as a
place of hauntings, though the proprietor and many patrons dont seem to mind as it
affects business little. At least four ghosts in all haunt this inn. One only appears on
snowy nights at the door to the taproom as a half-frozen half-elf in horribly-rent leather
armor, seeking shelter; with one step into the taproom, he vanishes. The most disturbing
ghost is one of a sleepy child looking for comfort, if he crawls into anyones bed, that
person feels bone-numbing cold and this is often taken as an omen of impending death.
(CEoE p.76)
New ghosts have appeared since 650 DR. There is a dwarf walking down to the cellar
disappearing when he reaches the bottom of the stairs. There is a wizard that casts a spell in the
taproom (however, unusually, the spell he casts is a fireball tinged with negative energy, undead
creatures are healed and living creatures are damaged), an elven archer on the roof firing arrows
down the alley next to the inn, he falls and disappears before he hits ground, a halfling fighter
who is fighting fiercely who is backing into the fireplace and disappears there, and an elven
female running across the backyard screaming, she disappears halfway across and sinks into the
ground.

The Skullwhispers is a soul nexus, a magical field that mimics a necromantic magic mode that
also traps souls when people die. A soul nexus is so subtle that it takes great archmages lots of
time and study to determine what the phenomenon is and how to destroy it. People who die
within the boundary of the soul nexus have their souls trapped, doomed to repeat their last action
for all eternity unless the nexus is destroyed. Necromantic spells can be drawn out of it just like
a necromantic node, but that action increases the chance each time for the wizard to be stuck in
the node if he dies in it, due to the link he creates with the nexus.

S27 #67 City Building: The Wing Stables


Ground and Adapted Tree Dwelling, Major; two levels of grounded stables, eight
separate aeries for winged mount stables.
When there is a need for the cavalry s winged denizens to fully be in the city, these are
their semi-permanent roosts. The ground and first upper level within a supplemental
ground building and the tree trunk are the stables for the moonhorses and unicorns.
Levels above (reachable by flight or by the trees internal stairs) are relatively isolated
aeries for the hippogriffs and pegasi, and the top aeries nestled near the top of this
massive High Magic reinforced shadowtop are the individual nests of each dragon
commander of the Wing & Horn. (CEoE p.76)
As of 1356 DR:
The Wing Stables was partially destroyed in the Weeping War. In 1356 DR, reports came back
from adventuring parties that griffin brutes, griffin corpse creatures, and various bone creatures
made this shadowtop their lair.
As of 1375 DR:
The Wing Stables were destroyed in the war with the feyri. Due to how busy the Crusade is after
the war with the feyri, they have not yet been able to clear the rubble from the site, however, all
the incorporeal undead has been destroyed.
S28 #43 Business: The Shop of Secrets
2-story Ground Dwelling, Major; 1 level subterranean
This shop specializes in the buying and selling of magical spell components and other
rare oddities, and Aster Enoctor (CE hm F0) manages to always procure whatever items
are sought, no matter how rare, though it may take him years to fulfill an order of
particular rarity; his fees rise with the length of time and effort involved with each search.
The bulk of the ground level is storage and display of many rare, stuffed creatures slain
by adventurers, since Aster also provides this service of preserving the corpses of slain
monsters. (CEoE p.76)
As of 1356 DR:
One of the spawn of Yoorr-Acht, Yoorr-Elst (green dragon adult male Sorc 8 LE) has made a lair
here in the basement level of the Shop of Secrets. When he discovered this basement, he was
surprised (and slightly befuzzled) and the amount of torture machines, surgery items, and
alchemic components that survived to present day within an elven city. He carefully moved all
these items over to a corner of his new lair so he wouldnt accidentally destroy them. They
became his favorite items in his hoard. He took up collecting torture items as well as growing his
hoard.
As of 1375 DR:
Yoor-Elst was destroyed in the battle when his sire Yoorr-Acht and a mysterious rider took to the
air against the feyri. His lair has yet to be discovered due to how careful he was in concealing its
entrance. His horde is much larger that a normal dragon his size due to his collection or torture
items.
S29 #9 Guild Hall: The Speculum

3-story Ground Dwelling, Major; unknown subterranean levels


Headquarters for the Guild of Wizards, Conjurers, & Enchanters.
Many hint that the guildhall hides many secrets, the greatest of which is an
extradimensional safehold where they study or hide their more potent magics. (CEoE
p.76)
To the south, across a still clear flagstonepaved street from the Castle rises a much
smaller, domed building. It is the Speculum, a hall where wizards once demonstrated
new spells, took on apprentices, came seeking apprenticeship, and purchased (or
advertised their need for) exotic spell components. Now choked with rubble from its
collapsed ceiling, this dust-choked ruin notable as the site of a safehold or hidden extradimensional apartment, believed to have been established by the archmange Alaghlar of
the Horns. There is a hole in the flagstone floor of the Speculums vast central hall; if one
inserts the correct magical key, the portal entrance to this hidey-hole appears in midair
nearby (CGtMD p.16).
Within a couple of copies of the KeryFaertel, there exists a glossary of military terms of several
pages in the middle of the book. If these pages are lit up by purple light, the text on the pages
disappears and a recipe to create a key that open the Safehold of the Speculum. (This is the
reason that Elminster is so secretive about this tome, he knows and he occasionally uses this
safehold to hide important people and things). The other copies that contain this formula are in
Blackstaff Tower (the Blackstaff is the only other person in Faerun who knows about this secret
page), the Silverymoon Royal Library, and the Evermeet royal library. In addition to this
information, use of different light on different pages will give detailed rituals and ways to
deactivate traps and vaults all around Cormanthor and to open up safeholds all around
Cormanthor (places that the AhkFaern and the AhkVelahrn would use).
As of 1375 DR:
The Crusade has turned the Speculum into a military barracks. 500 soldiers bunk here, and there
is enough room to include a complete armory and kitchens large enough to feed all the soldiers at
the same time. There is now a skyway (rope bridge) from here to Castle Cormanthor.
S30 #121 Biscotti Transport (Home-Game)
Tree-Dwelling 4 story with one subterranean level.
The Biscotti family was a human family at where merchants and a caravan service. They left
Myth Drannor at the start of the Weeping War and moved on to Tilverton where they continued
their profitable business until the entire family was killed by a trade rival out of Sembia. The
subterranean level is huge, and can fit 10 wagons 3 by 3 and 1 tied to the great iron doors that
lock up the storage area.

Kerradunath
The End of Privation and Want is one of the literal renderings of Kerradunath, while most
(elf and human and others alike) call this Nobles Ward or Lake Ward, after Glrryrls Pool.
While many elves would also prefer to keep this ward as clear of non-elves as possible,
the heavy traffic of trade and money attracts them as surely as an elf to sweet music.
While businesses are scattered pell-mell across the city, much of the financial wheelingand-dealing of trade and the guilds takes place here, among the dining halls and festhalls
and taverns of Kerradunath. Despite its tranquil nature, many from other wards jokingly
suggest that Glyrryls Pool was really created to provide the cutthroat merchants a place
in which to dispose of their trade rivals. (CEoE p.77)
K1 #57 Tavern: The Blue Lute

1 -story Ground Dwelling, Minor (CEoE p.77)


As of 1356 DR:
The Blue Lute was still standing. It was used by several adventuring groups as a safehouse as
they were exploring in Myth Drannor. Several enchantments were made permanent by
spellcasters, so this was one of the safest places for outsiders to hide in the ruins.
As of 1375 DR:
The Lute was destroyed by Feyri. They caused the building to collapse on the elven forces who
were resting there during the siege. All inside the ruins were killed. The bodies have not yet
been recovered, and the souls are trapped in the rubble due to overlapping enchantments on the
rubble.
K2 #49 Noble Villa: House Symbaern
6-story Ground Dwelling, Grand; 1 level subterranean (CEoE p.77)
(Authors request: Do we have any information on House Orangyl? I am completely unfamiliar
with this elven clan.)
As of 714 DR:
Villa Symbaern was been partially destroyed in the Weeping War. The insides of the Villa were
rocked by so many explosion and other spells that they collapsed in one big fall. All who were
trapped inside lost their lives, except for the house baelnorn Ilrune Symbaern.
As of 1356 DR:
Over sixty years ago, the Shadows Shields adventuring band used powerful magic to avoid the
elven patrols and reach Myth Drannor. Under the high house they found a crypt, only to meet a
sleepless guardian there, the family baelnorn, once the elven mage Ilrune Symbaern. There was
a mighty battle. Treasure was blasted to dust and flying shards, pillars hurled aside and earth
torn asunder, and House Symbaern collapsed, burying the crypt. (AoMD p.6)
The unmapped ways down through the fallen house are narrow irregular tunnels that rise and fall
as they traverse the tilted, smashed rooms of the fallen house. Spiders and snakes move around,
The entire structure groans on occasion as rubble occasionally trickles down. (AoMD p.7)
Ilrune (baelnorn em LG Wiz 15/Archmage2) still waits, guarding the remains of the elves that are
left in the crypt and meditating on how to alter his spells so that the next grave robbers wont be
prepared for what he will cast at them. He occasional forays out into the city and tries his new
variations on the outsiders still within the mythal.
As of 1375 DR:
Due to meritous service in the siege of the Ruins, the new nobility family House Orangyl has been
given the grant to take what is left of House Symbaern, and fix it up. All the family wizards from
all over Faerun converged on the new property and spent several weeks in construction and spell
repairs and made the villa livable again. Ilrune has accepted the new lordship granted by the
Crusaders and peacefully left his crypt (taking what was left of the family treasures and burying
the bodies in the Burial Glen with simple stone markers), and has started serving in Windsong
Tower as a teacher, specializing in the magics that were prevalent in the glory days of Myth
Drannor.

K3 #71 Wizards Domicile: Halpaerils Tower


4-story Adapted Tree Dwelling. Major; 2 levels subterranean (CEoE p.77)
Halpaeril Tower was destroyed in the Weeping War in 714 DR. The rubble was not cleared until
the Crusade was victorious over the Feyri forces in the Siege. What material that was left that
could be salvaged was taken away for reuse in other building projects, and the rest was taken to
a new landfill site. The stairs down to the subterranean levels caved in during the Weeping War,

so the underground dungeons have not been looted by anything. The only indication of the
subterranean levels is a sink-hole that has formed in the exact center of the place where the
Halpaerils Tower once stood. Within this underground complex is a hidden safehold that
contains notes, some spellbooks, and some magic items from the Imasker Empire.
K4 Gate: The Honorsgate
City Building, Major
Like Silversgate, this building is actually a free-standing arc within which is a magical
gate. However, Honorsgate's arch is made of solid silver shaped by magics that make it
look like a pair of scimitars, set pommel down and their blades arcing up high to touch
points more than 30 feet above the ground. This public two-way gate leads to the Forest
of Mir, as it was used most often for either hunting forays or akhvelhrn practice
maneuvers down in the drow-infested Forest of Mir; this gate was anathema to any drow,
and it often remained open longer since any drow that entered the gate did not survive
the passage into Myth Drannor. Also like Silversgate, there are four armathors here at all
times, though this is more to keep folks from harming themselves on the razor-sharp
sides of the Honorsgate. (CEoE p.77)
Before the last stand of the Eternal Srinnala, several members left vague clues in various areas
around Myth Drannor (usually in the form of tactile language (see below) on pottery such as
chamber pots and plant-pots, or in the form of maps made of several crystals that need to be
assembled in a certain order to create a map of the location of the fortress in the Moonwood (an
old fortress of Aryvandaar that holds a small mythal of incredible power, created as a holding
area for the Speaker of the Vyshaan clan, his family, and several retainers and bodyguards). This
fortress was discovered by the Srinshee several centuries ago, she left it as is, but left notes for
her close confidants so they could find it if they ever needed a place to retreat. All who know of
this place besides Elminster and the Blackstaff (and a few unmentioned others) are dead.
In addition, Evaelathil, the Halfling blade was lost during this battle. In 1374 DR, a halfing
shadowmaster joined the Myth Drannor elves and is considered the new Captain of the Scouts.
He reports directly to Captain Fflar Starbrow Melruth concerning the movements of the
Zhentarim, and was part of the adventure band that helped liberate Shadowdale from the
Zhentilar, and returned the Warblade back to the elves (see below for bio).
K5 #78 Wizards Domicile: Summerstars House
Multi-dwelling Complex, Grand; one 3-story Ground Dwelling, Major with 1 level
subterranean, and one Burrow Dwelling, Minor with one level each above and below;
both surrounded by curtain wall.
The sisters Alyndra and Nueleth Summerstars, archmagistresses both, share the main
house and the subterranean laboratories and libraries equally, as they have shared all
things since their childhoods long centuries ago. (CEoE p.77)
As of 1356 DR:
The burrow dwelling was in control of an adult green dragon named Nerathelsellas.
Nerathelsellas came from the Forest of Miir to explore Myth Drannor and to add to her treasure
hoard. What she did not count on was the level of competition she would get from the other
denizens of the ruins. She ate more infernal than she ever imagined and got wild-card abilities as
a result. She expanded the burrow to fully the size of the grand building above ground.
As of 1375 DR:
Nerath was killed during the raid led by Yoorr-Acht and his mysterious rider. She was not able to
resist the compulsion spell that Yoorr-Acht cast over the mythal and flew out of her lair and
fought. She buried her treasure deep under a falling ceiling trap on the opposite side of her lair
from the entrance. Adventures who figure out where the treasure is buried must first move a two
ton boulder from off the spot of excavation without setting off the ceiling trap (the trigger is an
invisible broken off column that sits on the boulder and holds up the, this trap is damaging to a
dragon, but fatal to a medium size creature that gets caught in the fall-zone.

K6 #20 Noble Villa: House Iliathorr


4-story Ground Dwelling, Grand; 1 level subterranean (CEoE p.77)
As of 1356 DR:
Villa Iliathorr was under a draindoom magic dead field for hundreds of years, and it was obvious
of its appearance. While structurally sound, all the preservation enchantments were not able to
keep certain wood structures from rotting and causing holes in the roof, some holes in the walls,
doors from warping and falling, and furniture from disintegrating from wood rot. There were a
number of left-over elven undead warriors left over from the Weeping War. Due to their anger at
being killed and from the destruction of the city, over two dozen elven, human, and half-elven
warriors rose again in the form of skeletal warriors (bone template fighters, rangers,
bladesingers). They wielded the magic arms and armor that they had in the Weeping War and
killed every outsider that they were able to lure into Villa Iliathorrs basement. They had an
impressive collection of magic items and equipment hidden in all sorts of nooks and crannies in
the house.
As if 1375 DR:
Villa Iliathorr is still standing, it is no longer under the influence of a magic-dead field, and has
been claimed by House Iliathorr once again. Frensa Iliathorr (ef NG Rog5/Sor3/Guild5) answered
Severil Miritars call for a Return and fought in the Crusade. After the fighting, Frensa produced
the deed for the property in Myth Drannor and was granted the land. What undead that were left
in the cellar after the Feyri occupation were sent to their afterlives.
K7 #11 Wizards School: The Irithlium
6-story Ground Dwelling, Grand; 3 levels subterranean
Among the most haphazardly constructed of all the larger buildings in Myth Drannor, the
Irithlium consists of four mismatched wings linking turrets to the central core building; this
construction took place over 300 years of development (and destruction by the students
inside). While the western and southern wings reach six levels up, the other areas never
exceed four levels. The rooftop courtyard formed on the buildings northern end does
allow access into the Irithlium, though only for those magically tagged to allow entry (else
some nasty spelltraps set by the DM). (CEoE p.77)
As of 1356 DR:
To the west of the hall, beyond a largely intact block of tall, many-balconied apartments
and private homes (most rise four floors above the street, and retain fragments of their
once-spectacular painted glass windows and lifelike exterior relief carvings), is another
sprawling building, consisting of four wings linking turrets to a central core. This is the
Irithlium, once a fabled school of wizardry. Apprentices by the dozen perished here, in the
titanic battle in which Myth Drannor fell. The roof erupted into fragments in several
places; fires raged in some corridors, and some chambers collapsed entirely, but the
outer walls stand largely intact, and many mages dream of unearthing might elder magics
here. Theyll find it largely stripped bare, but even the Phaerimm havent finish exploring
the many underground rooms of the Irithlium. They are hampered by monster attacks, for
in the final battle of Myth Drannor, a fell magic of awesome power was worked by the
attackers creating a large magic-dead area that still envelops the entire school today
(CGtMD p.17).
The Irithlium became under a magic dead area caused by the chaotic spellcasting of both armies
of the Weeping War. In a attempt to even the battlefield between defender and attacker, a
apprentice tried casting a wish spell from a scroll to keep the yugoloths from using their special
abilities, but the result was a miscast wish, and everybody lost their ability to cast magic. The
defenders were quickly slaughtered and the Army of Darkness continued to move forward. The
lone survivor was Corineus Drannarken (CG em baelnorn Wiz15/Fig4/Blad4) (for more info, see

The Seige pp.234-236) who retreated into the subterranean levels and protected the treasures
stored within.
As of 1372 DR:
The Shade empire, after their return to Faerun from the Plane of Shadow, took their war with the
phaerimm to Myth Drannor and started hunting down the phaerimm there. A total of six
phaerimm and their mind-slaves were killed in the underground levels (entrance is a false pillar in
the main welcome room; LOTS of pillars!) of the Irithlium by Corineus and a Vaasa fighter by the
name of Vala Thorsdotter. (for more info, see The Seige pp.184-257 intermittently) By this time,
the damage to the Weave in the Weeping War had repaired itself.
As of 1375 DR:
The remains of the Irithlium have been purchased by the country of Halruaa to be used as an
embassy to Myth Drannor. (In secret, they wish to study the mythal close-up to try and
understand the magic field better and see how their magic fields can be further enchanted. Also,
some of their records indicate artifacts of power out of Netheril found their way here after the Fall
and they are trying to see if those are true. The ambassador is one Tellnellok (hm LN Div 16), a
diviner of middling power with a full retinue of bodyguards and guardian spellcasters from the
Council Building in Halruaa. Right before the Halruaans take over the building, Corineus stashes
all the artifacts left over from the Weeping War in the Windsong Tower and takes those remains
he has been guarding and place them in honor into the Burial Glen, with illusionary scenes
depicting their deeds.
K8 Rowhouse: Magelings Manor.
3-story Ground Dwelling, Major
Despite the size of the Irithlium, the school provided very little space within the building
for singular rooms, assuming all students could share rooms. Those who preferred some
privacy often took rooms here, and the food prepared by Usaagar (CG hm T1), a
Calishite expatriate, is far better than the fare within the school. (CEoE p.77)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
K9 #40 Noble Villa: House Nightstar
4-story Ground Dwelling, Grand; 2 levels subterranean (CEoE p.77)
As of 1356 DR:
Villa Nightstar still stood. Its outer wall were still up and whole, but the main house was
dangerous to transverse for heavy beings to explore, due to rotting floors and to the outer walls
spider-webbed with cracks and crevasses. The villa had not been looted, the Army of Darkness
went past this house in their pursuit of the Coalition forces still in Myth Drannor. The survivors of
the War forgot all about this building and it had since been unoccupied except for bats, stirges,
rodents, and other vermin. It rested in a magic dead zone brought on by the Weeping War, but
that zone had shrunk considerably.
As of 1375 DR:
The magic dead zone over Villa Nightstar has been repaired by the Crusade forces with the help
of Storm Silverhand right before the end of 1374 DR. The villa was destroyed in the siege of
Crusade forces when feyri forces fell back to this building and tried opening a gate that was
locked within the building. The villa collapsed, killing everyone inside. The remains of the villa
inside the walls have been cleared, but the stairs down into the cellars are still filled with rubble.
Unknown to all, a large group of alhoon (lich illithid), have made the subterranean levels their
collective lairs and have been using a secret entrance (only accessible by a mouse size crack in
the earth, they polymorph or use gaseous form to access these byways) to the Tarynstone
tunnels to continue their plundering of Myth Drannors treasures. They are reading to leave the

underground of Myth Drannor and journey back into the Underdark and take up location in
Sherigard.
K10 Noble Villa: Battlehelm House/Lair of Facel
3-story Ground Dwelling, Grand; 2 levels subterranean
Home of the Clan Faerondar (CEoE p.77)
As of 1356 DR:
Villa Battlehelm was destroyed in the Weeping War. The emerald dragon Facellatious (fd old)
opened the subterranean levels and made one giant level for her lair. She originally lived on a
different planet outside Realmspace. On a vision, she saw that gem dragons would be returning
in numbers to Faerun, and she wanted to be one of the first to pick out a choice lair from what
was available. She hired a spelljammer ship large enough to carry her and her hoard to Faerun
and paid the crew handsomely for their silence. She knew that the return of gem dragons was
near, and readied reports to give out to the individuals she meet to get acclimated to their new
home. For an emerald dragon, she was approachable and is a little interested in conversation
with bi-peds.
As of 1375 DR:
Facel has allied herself to the elves, in trade for information, treasure, and lair guardians. She
serves as member of the newly created air cavalry that consists of the surviving eagle riders from
the Crusade and griffin riders that have joined out of Tangled Trees in southern Cormanthor. Her
lair serves as the groups headquarters temporary headquarters until a new air stable/command
center can be built.
K11 #115 Temple: The Winds Nest
Temple of Aerdrie Faenya. 2-story Tree Dwelling, Minor
Aerdries open-topped temple rests amid the top branches of a triad of trees more than
200 feet above the forest floor. (CEoE p.77)
As of 1356 DR:
The Winds Nests ground level was covered by a magic-dead area caused by the Weeping War.
The greater temple up in the tree was clear. The cornugons Ilitharghe and Ourmisser made this
their lair, due to the height that the temple was in the air (created an additional security feature
the baatezu exploited). Their treasure is grouped together on their alter, which has been
desecrated with ruins and marking to Asmodeus, Lord of the Nine. They have been making
sacrifices to it to try and gain rank in the infernal politics of the Nine Hells.
As of 1375 DR:
The Winds Nest has been consecrated again, and is now being run by two avariel clerics of
Aerdrie Faenya. The avariel Pelderias Warmdraft (NG ef Clc13) and Melfaelliis Cloudrider (CG ef
Clc7/Hli6) joined the Crusade as they were visiting Evereska in disguise when the armies arrived.
After learning of the threat present in the Feyri, they joined the Crusade to help fight it. They
have also sent a third companion Coulisse Brightsword back to the Aerie at Mt. Sundabar to
contact others of their race to help fight the Feyri. They always travel in polymorph shape of gold
elves of the same sex to hide their appearance. After the war with the Feyri was over, the two
avariel stayed in Myth Drannor after learning of a temple to Aerdrie was still whole but
desecrated. They have since taken over as the duties of the priest at the Winds Nest and help
with the rebuild of the city, but still in disguise.
K12 House/Villa: Riirose
Multi-dwelling Complex, Grand; one 5-story Tree Dwelling, Major (main house;
accessible from ground) one 3-story Ground Dwelling, Major (stables & servants
quarters), one 1-story Ground Dwelling, Minor (bathhouse), and one 3-story Burrow
Dwelling, Major with 2 subterranean levels and 1 above (family crypts, cells, extra
chambers).

Ribose is the villa of the lesser noble House Lacer. (CEoE p.77)
As of 714 DR:
The battle at Ribose represented the final defeat of the Nomad of Scars (see below), an elven
traitor spellcaster who turned many battles in the earlier campaigns in favor of the Army of
Darkness, due to his knowledge of elven spell-battle techniques and his willingness to stoop to
any dishonor to kill members of the AhkFaern.
On Kythorn 22, eight members of the AhkFaern swore a blood vow that at the end of this days
battle, the Nomad of Scars would be no more. They went about setting a trap using illusions of
wounded elven spellcasters and humans. These illusions were made to hurry into Ribose and
look as though they had starting to fortify the building.
The bait worked well enough to lure in the Nomad and his remaining undead retinue into the
grounds around Ribose. The battle lasted several hours, and each side suffered hideous
casualties. The Nomad was gloating over the last victim that would be claimed by his spells, an
elven female AhkFaern who was drowning in her own blood, when a spellcaster behind him
awoke from unconsciousness, and channeled what was left of his life into a force sword outlined
in purple faerie fire and forced a swing at the Nomads back. The Nomad was cut in two. Before
the body parts hit the ground, the entire area was enveloped in a quick-rolling fog that drained the
life energy of anything it touched (except for undead, which grew stronger the longer they stayed
in the fog). The tree and all the building collapsed and were destroyed.
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
K13 Festhall: Erladden Towers
2-story Ground Tree Dwelling, Major
This enclosed rental villa/festhall sponsors many galas each tenday, and it is well stocked
with diversions and drinks enough for 1,000 persons a night for a month. (CEoE p.77)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
K14 #61 Inn: Daggerdark Hall
1-story Ground Dwelling Major, Fortified; 1 level subterranean (CEoE p.77)
As of 1375 DR;
Daggerdark Hall was destroyed in the Weeping War. The rubble of the building was cleared by
the beginning of 1375 DR. The elven forces have been engaging in a hit and run battle with a
group of alhoon that made Daggerdark Hall basement as their lair. The reason the alhoon
survive in the face of such overwhelming numbers is that they have created a hidden gate inside
the basement. Whenever the elves gather in sufficient numbers to cleanse the basement, the
alhoon retreat through the gate and disperse within caverns in the Desertmouth Mts.
K15 #10 Festhall: Tyrintars Hall
3-story Ground Dwelling Major
Once called Gargoyles Grim for its many looming gargoyle drainspouts and wall
carvings, this large banquet hall and meeting-house was later named for one of the citys
first great heroes after the Opening, a paladin whose fame as a noble battle-hero was
once known across Faern. With that paladins love of dancing with the ladies of the City
of Song, the central two-stories-high dancehall had many-layered spells laid in the hall to
provide background and dance music; this was done to provide music when musicians
were scarce, or to allow the immediate adjustment of music and its tempo and mood to
the lighting or the mood of the room. (CEoE p.77-78)
As of 1356 DR:

South of the Speculum, across another street, stands a building almost as large as the
Castle. From the air, it is roughly triangular in shape, and is massively built (by long-ago
dwarven master craftsmen) of stone with arched windows and gargoyle-like rainspout
figures. This is Tyrintars hall, a large banquet hall and meeting-house named for the first
captain of the city, a paladin whose fame as a noble battle-hero was once known across
Faerun. Its huge central hall is said to retain traces of its former greatness- but the
jeweled guests who sit at the long tables are now undead! Multilayered spells were laid in
the hall to provide background and dance music (for when performers were scarce), and
to link this with lighting that continuously altered to suit the tempo and mood of the music.
From time to time, something triggers this old magic, and the eerie lights and sounds of
long-ago merriment spill out of the mall once again. It is said that casting a legend lore
spell there can be an overwhelming experience for all but the most powerful archmages
(CGtMD p.16).
Within the hall, there were a large number of spirits of past customers who died in the Weeping
War. These spirits loved the Hall so much that they could not rest until they enjoyed one more
revel within its halls. On the night that the Hall fell to infernal forces, Calivorts Waltz was to be
played, a six-hour waltz that was popular among the elves at the time of the Fall. These spirits
sat at the tables talking and joking until such time that a group of adventurers would come and
destroy them once and for all, or come and play Calivorts Waltz and allow them to enjoy their
final revel.
As of 1375 DR:
The undead in the Hall have finally been sent to their afterlives by the bard Soren Strongsong
(Bard7,Virt5.) Tyrintars Hall has been renovated into a barracks for a company of soldiers in the
elven army. The mostly stone construction of the building withstood the years well, and the
building was study enough to convert. The dancehall has been altered so that topographical
maps of Cormanthor can be shown to patrols so that all the soldiers know the troop dispersement
of all the armies standing in the Dalelands, the Moonsea, Cormyr, and Sembia. A rope skyway
has been assembled that leads from Tyrintars Hall to Castle Cormanthor.
K16 Numerous: The Nests
Adapted Tree Dwelling; three Tree Dwellings, Minor (two levels each)
Business: Ryfons Essences and Scents
Temple: Beautys Branches
Festhall: Lady Artins
Built at various times and curling up along the trees branches, what are collectively the
Nests are actually three separate sites at 80, 110, and 150 feet above the streets. The
temple faithful are trying to work up enough capital to buy out the other two and convert
all of this into a center for Hanali. (CEoE p.78)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
K17 #79 Guild Hall: The Anvil
2-story Ground Dwelling, Minor
Headquarters of the Brotherhood of Weaponsmiths. (CEoE p.78)
As of 714 DR;
At the end of the Weeping War, the Anvil was still standing. This was due to the Allied forces fully
looting its halls before the Army of Darkness progressed this deep in the city. Phantoms of the
last battle within its hall shows of a line of dwarven warriors falling under a mass of ogres and
flinds four times their number charging through the smashed front door.
As of 1375 DR:

The Anvil was destroyed in the Crusade by the Feyri forces as they collapsed the building in front
of advancing Crusade forces in covering a retreat further into the city.
K18 #64 Inn: The Wyvernwatch
Multi-dwelling Complex, Grand; one 2-story Ground Dwelling, Minor with 1 level
subterranean (taproom and brewery), one 1-story Ground Dwelling, Minor (stables), and
one 3-story Ground Dwelling, Major (inn/rooms, including the owners home on the top
level)
This walled inn has a central courtyard separating the three buildings of this complex.
This is a favorite place to stay for many travelers to Myth Drannor, as the taproom,
kitchens, and offices are separate from the rooms in the larger building. (CEoE p.78)
As of 1375 DR:
The Wyvernwatch was purchased by the AhkVelahr scout leader Randell Phuezznuett when the
city reclaimed Myth Drannor. He has put a lot of money in the place to improve its appearance
and to give it the look of a first rate inn found in highly populated places such as Waterdeep or
Sembia. What people do not know is that within the walls are halfing-sized crawl spaces that
connect every room to the wine room in the basement, behind a cheap wine rack. This is for the
procurement of items from guests and to quietly take care of problems without the help of the city
guards. The list of alcohols available is truly expansive, and it is rumored that he has help in the
form of teleporting wizards to help create an impressive array of dishes that can be served from
the kitchen. All of his family is helping run the place. Father Robles is the manager and the head
bartender, mother Melessa heads the laundry and cleaning crews, papa Gobbs heads repairs
and gardeners, gamma Fellas heads the kitchen, sister Melba is the head bouncer, and brother
Atherton is the procurer, handling supply runs and procuring things from guests that might
benefit the family.
K19 Bath Hall: Merethyls Ministrations
3-story Adapted Tree Dwelling Grand
The lowest level of this hall reaches about twelve feet from the ground, but its floating
disc that takes people up to the main entrance places them about 40 feet up, entering
from above. What makes this a Grand building is its opulence and its transmogrification
of several tree branches into ivory bathing pools high above the ground. If one can
imagine a hedonistic bathing experience, the staff will do everything they can to make it
happen; service such as this is what makes this the most elaborate & expensive bath hall
in town. Expect anything, but the favorites are the open-air baths and the heated
waterfalls. (CEoE p.78)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
K20 Warehouses: Rsuaels
2-story Ground Dwelling, Minor (CEoE p.78)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
K21 House: Drewuol Manse
3-story Burrow Dwelling, Major with 1 level above ground
Home of the up-and-coming merchant Couln Rsuael (CE hm T2). Most folks believe him
to either be a pauper or a skinflint, since his houses outer demeanor does not match
what riches they believe he makes in the trades in wagons, horses, ropes, leather, and
more. The bulk of his riches and opulent manor house lies in the cellars beneath a
humble one-story wood-and-stone building. (CEoE p.78)

This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
K22 #39 Noble Villa: House Aunglor
4-story Ground Dwelling, Grand; 1 level subterranean (CEoE p.78)
As of 1356 DR:
House Aunglor was standing, but was in sad repair. Trees were growing out of the remnants of
the roof and the walls, and the entire structure was bowed in on itself, looking as through a strong
breeze or the light tap of a weapon would cause the entire structure to implode. Alhoon have
laired in the basement in the past, but had moved on to studier building for fear of being killed by
falling debris. They looted anything left of value within the basement and the connected tombs.
As of 1375 DR:
House Anglor was destroyed in the Crusade by errant spells. A miscast disintegrate brought
about the final fall of the structure during the mop-up duty of the Feyri outsider forces. A member
of the Aunglor, Ajaar XII (LN Fight9/Wind5 me) has been granted to rebuild a villa on the site of
the old. The debris has been moved over to a corner of the property to allow for any recycling in
the construction process.
K23 Guild Hall: The Rose Blooming
3-story Ground Dwelling, Grand
Headquarters of the Botanists Guild. (CEoE p.78)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
K24 Guild Hall: The Quills Rest
2-story Ground Dwelling, Minor
Headquarters of the Clarks, Scriveners, and Scribes Guild (CEoE p.78)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
K25 #1 City Property: Tilvers Dam/Glyrryrs Pool
Oacenths Stream flows through the city, but its progress has long since been impeded
by Tilvers Dam, south of the Greenfields. Tilver, a famous human engineer and first
guildmaster of the League of Builders, Engineers, and Architects, worked with the halfelven mage Glyrryl to both complete the dam without serious harm to the forests
ecosystem and shape the trapped reservoir of water into the beautiful moderately deep
lake south of the city. One of the dams and pools purposes was to afford easier access
to water for the growing populace. Besides the walkway across the top of Tilvers Dam,
there are two other fords across Glyrryls Pool. One leads to Gemblaunt Isle, though it is
often rendered invisible and intangible by the master of that isle when he wants privacy.
The other is the wishing Bridge along Suldars Walk, from which many throw coins or
flowers into the pool to make a wish. (CEoE p.78)
As of 714 DR:
Tilvers Dam/Glyrryrs Pool was mostly under a magic dead area brought on by the dying
coalitions final attempts at slowing the Army of Darkness. Many of the final spellcasters that fell
during the Final Flight spent their lives in fortifying their spells to increase their killing power or
effective range so that just one more enemy life was extinguished. The magic dead area over
the pool is not uniform, and as such the boundaries occasionally shift as the Weave moves and
shifts across Faerun. The last spellcasters of Myth Drannor made their stand on the dam, hurling
down death and emptying wands into the oncoming hordes to give the non-combatants a couple
more moments of flight.

As of 1375 DR:
The ghosts of the last spellcasters are all tied to the bridge, as they cannot go to their afterlives
until the weapon used to slay them is destroyed. That weapon, an enchanted battle-ax that has
long ago left Myth Drannor in the hands of a looter, is buried in a long-lost treasure hoard
somewhere in Faerun.
K26 #4 Wizards Domicile: Gemblaunt Isle
Multi-dwelling Island Complex, Grand; one 3-story
Ground Dwelling, Major with link to second dwelling; one 4-story Burrow Dwelling, Major
Arguth the Gem-Mage (LN hem W19), one of the casters of the mythal over Myth
Drannor, lives on this relatively unspoiled island; he earned his name by his nine everpresent ioun stones which whirl about his head in intricate orbits. The island is entirely
covered in rose bushes of red, white, blue, green, and gray hues, though the central
tower of Arguth juts out above the foliage, gleaming gray stone and silver carvings
flashing in the sun. Some mutter that he secretly rules as the Master of Windsong Tower,
though none can offer proof to support this idea (other than it might explain the exclusive
home and other amenities offered by the city to Arguth). (CEoE p.78)
As of 1375 DR:
Arguths home has been long since destroyed, but there is a secret left on the isle. Between two
pine trees, there exists a dormant safehold. Long since covered by the magic-dead area that
covered Glyrrys Pool, there is no record of it in any lost accounts of Myth Drannor, or is there any
link to it in any of the memories who still live on Faerun to this day. This safehold has three
participants in it, locked in Adoessven, awaiting the touch of an elven high mage to come and
awaken them. Felicious Raerdrinne (Wiz20/EHM2 cg em) and two teenagers of house
Raerdrinne (Miallia ef Wiz2 and Soliccia em Wiz3) sought refuge here during the final days of the
Weeping War, as they were unable to make their flight out of the city.
K27 Guild Hall: Silvershingles
2-story Ground Dwelling, Major, Fortified; 1 level subterranean.
Headquarters of the Society of Silversmiths & Fineworkers (CEoE p.79)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
K28 Guild Hall: The Hall of the Open Book
2-story Ground Dwelling, Minor
Headquarters of the Lorekeepers Alliance. This two-story building houses the guilds
offices and a book bindery on the second floor, while the ground floor serves as a library
and scriptorium both for the guild and for clients. (CEoE p.79)
The Hall of the Open Book was destroyed in the Weeping War. The rubble has not been cleared,
and several bushes, trees, and weeds are growing out of the pile of broken stones and rotting
walls. Within the rubble is a magical chamber pot that is still whole. If examined, textile writing is
discovered, and a description of a far off forest is given with some directions on the inside of its
borders. If these directions are followed (it will be with some difficulty, for the Moonwood is not as
large as it was in 712 DR), the glade which hides the Eternal Srinnala fortress will be found.
K29 Tavern: The Flaming Goblet
2-story Burrow Dwelling, Major, Fortified
Among the strangest lighting effects in Myth Drannor are found in the cellar Flaming
Goblet tavern in Kerradunath; each entrant through the front door finds a glamour-goblet
of light in her left hand, flames flickering in its bowl, and guests may either drink from the
goblet of light, causing themselves to glow for a time, or carry the goblet as a torch.
Young rowdies frequent this tavern, and late night guests can expect to see many of the

illusory goblets dashed against the walls to spill their radiance all about, lighting the
taproom and halls merrily with flickering glows. (CEoE p.79)
The Flaming Gauntlet was destroyed in the Weeping War. The rubble has been cleared since
1375 DR.
K30 Guild Hall: Weave House
2-story Ground Dwelling, Minor
Headquarters of the Stylists Society. This guilds members are the premier clothiers,
weavers, dyers, and tailors of the eastern Heartlands. Dominated by halflings but
populated by half-elves and humans as well, it is still setting a number of fashion trends
in clothes that are embraced by the lesser nobles and the common folk of the city. If the
nobility deign to accept anything from the Stylists Society, it must be designed and
created by the gold elf Lady Guildmistress Chaenath Iazymnal (LN gold ef F2/W1).
(CEoE p.79)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR. Whatever fashion designs that existed in the rubble have been taken to the Castle for
storage.
K31 Guild Hall: Phoellus. Mill & Armory
3-story Ground/Burrow Dwelling, Major (2 levels above, 1 level subterranean)
Headquarters of the Armorers Alliance. This is a purely dwarven-designed building with
its waterwheel in the swift moving Oacenths Stream. Phoellus Ironshoulder was the first
dwarven armorer among the elves. He arrived as an ally soon after the Opening and built
this mill to drive the bellows and the other machinery within his foundry and mill. This
guild grew out of his efforts, and after his death, the guild adopted the mill as its
headquarters. (CEoE p.79)
As of 1375 DR:
Phoellus was destroyed in the Weeping War, and the rubble cleared in 1375 DR. The entrance
into the underground storage level has collapsed and there is still a great deal of usable items
underground. These items will be much more expensive than their contemporary items due to
their construction and their place of origin. There are several automations and animated
weapons that guard the items in the vault.
K 33 Site of the Banes Duel/Seldarrsha Nieryll (The Starsoul shrine)
As of 714 Dr:
This 32-hour-long battle started at the ruins of Castle Cormanthor and spread across the
wards of Cormanthor and Dlabraddath, involving over 5,000 elves and 20,000 orcs,
gnolls, ogres, and mezzoloths. The last of the major officers of the city, Captain Fflar, led
the fray for much of the first day until sorely wounded by a barbed spear at sunset.
However, despite his injuries and a noted drain on healing resources, Fflar rested only
briefly and again took the field when word came that Aulmpiter raged about the city with
newly summoned nycaloths, the elf troops falling back before them. Captain Fflar brought
himself back to the front, now set along Oacenths Stream. Magic enhancing his voice,
Fflar issued a challenge of personal combat to Aulmpiter and his nycaloths, stoking their
temper with taunts and jibes at their true status as lower planar bullies and errandrunners for the truer evils. As expected, tempers flared (as did the hopes of Fflars
troops), and Fflar came under attack. After watching the captain and Keryvian engage a
dozen nycaloths and emerge victorious, Aulmpiter allowed himself 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 three hours,
neither commander giving any quarter and both suffering numerous wounds that might
have killed lesser beings. The battle culminated in a desperate gamble by Fflar, who had

watched the movements of the Mantle Stone of Vhyrridaan orbiting Aulmpiters 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 its brilliance, only limited details
can be unearthed about the Commanders Fall. The power of both the sword and stone
burst forth in a ring of white, blue, and purple fire, engulfing Fflar and Aulmpiter but fully
immolating the ring of yugoloths around them. As these fires imploded swiftly, a second
blast more focused than the first arced out from the center a crackling ring of energy that
lanced across the battlefield at the citys center and robbed yugoloths of their health as
much as it granted strength to the elves. At the blasts center, naught was ever found of
Fflar, Aulmpiter, or Foebane, aside from the blasted silhouettes of their shadows etched
in white in the pavement where they stood. With the fall of Aulmpiter, the Army of
Darkness temporarily retreated back to Crownfrost Tower as it assessed the battle. They
would soon return, with no thought or tactics beyond annihilation. (FoMD p.41)
The soil under the pavement contained a secret. Keryvian was buried a foot underneath the
pavement, driven through the pavement point-first by the force of the explosion. The soil around
the Banesduel battlefield had been blasted into a volcanic glass consistency that was purplish in
color. This soil can serve in the place of traditional spell components in spell-casting, and
sometimes cause wild-card abilities for spells or cause spells to function in different ways.
Magical detection is not able to pick up Keryvian out of the ground due to the level of magic that
still exists in the soil and through the mythal in general. There is however an oval crack in the
pavement where Kervian broke through and a depression of purple glass can be seen in the
middle of the pavement.
As of 1380 DR:
It was a ring-shaped colonnade in the heart of the city, open on all sides. In its center
stood the Tree of Souls, whose slender silvery trunk (note: other sources say whitebarked, oak-like tree with gleaming green and gold leaves, see Elves of Evermeet p.76)
almost twenty feet (note: other printed sources has listed 500 ft tall as grown height, see
Elves of Evermeet p.76) in height. Some among the coronals advisors had suggested
guarding it in a courtyard of Castle Cormanthor, or even concealing it in the wood outside
the city, but Ilsevele had decided that the tree was a gift to be shared by all of Myth
Drannors folk. Through the open archways of the Seldarrshen Nieryll anyone passing
through the square around the colonnade could see the tree, or even step inside to feel
its presence. The trees own influence and the spell-shields Araevin had woven around
the shrine protected it far better than mere walls of stone or doors of adamantine could
ever have. sunlit center of the shrine through the cool shadows of the colonnade to the
stone steps outside. Around the Seldaarshen Nieryll the ceremonial watch of warriors
handpicked from the Coronals Guard stood in vigilant silence, but only a few steps away
the People of the city carried on with their business (Last Mythal pp.337-338).
The Tree of Souls represents the greatest connection between the People and the Seldarine that
has ever existed. In addition, this is the greatest artifact of magical power that exist in Faerun. Its
powers are many, however very few are known by the elves. Known powers of the Tree are:
Elven High Magic to be cast within 100 miles of its location without cost, and that will grow for 1
mile a year until Faerun is covered, it acts as a gate to and from Evermeet (Elves of Evermeet
p.76), no scrying device or spell can penetrate within 50 yards of the tree, and it radiates a
emotion: peace spell effect (Will Save Dc:55). In addition, the spell shields that have been woven
by Araevin Telshurr provide a epic armor bones of +20 and a deflection bonus of +10, increased
the hardness of the Tree of Souls to 30, and provide it with regeneration 10. (Please feel free to
add powers as you see fit.) The decision was made by Coronal Isevele Miritar Starbrow to plant
the Tree of Souls where Myth Drannor was finally loss, the site of the Banes Duel, despite
arguments from her husband Captain Fflar who instead arguing that the Tree should be planted
within Castle Cormanthor for added security The soil at the Banesduel battlefield positively

radiated magic, and the Tree of Souls quickly absorbed that energy to further enhance its
abilities.
K34 #125 Clan Steelire (Old Clan Tarynstone) Estates
1 2-story Mansion with 5 2-story towers, Fortified with a 2-story Grand subterranean complex
This site was once the home to the dwarven clan Tarynstone, a wealthy dwarven clan who were
expert miners and workers of all metal. They lived in Myth Drannor for four centuries, steadily
increasing their wealth with great works of metalsmithing took the breath away even from the
elves (who metalsmithing designs were quite different from dwarven designs). Secretly, they were
also mining underneath Myth Drannor what precious metals and gemstones that existed in the
planets crust. Clan Tarynstone had no desire to come close to any elven estate due to the
rumors of underground family crypts. It was by mistake, however, that a junior miner on his first
dig hit a patch of sandstone that was loosely packed. The result was a ripple effect that caused a
wall of the bottommost crypt of House Starym to collapse and cover a coffin. House Starym
discovered the mining tunnels, and took the matter to the Council. It was House Starym that
called the loudest for the Tarynstone dwarfs to receive the death penalty during the trial. After the
trial, Battlemaster Vuth Steelire purchased the property at the behest of the Grand Mages and
Spell-Captain Josidiah Starym so that the city would be able to use the property as secret ways in
and out of Myth Drannor (see entry C15 #123 for similar details). Clan Steelire allowed many
operations start and finish inside their halls, and this was one of the last buildings used and taken
within the Weeping War.
As of 714 DR:
At the end of the Weeping War, a strong clan of orcs took Steelire Estate as its lair. They heavily
fortified all the entrances into the estate and started the process of looting the estate. However,
by 718 DR, they were down to a third of their number. So the survivors of the clan took what they
could carry and left Myth Drannor, going back to their tribal lands within the Tortured Lands.
As of 1356 DR:
Several devils made Steelire Estate their lair. It had blossomed into a little Hell complete with
torture devices, traps, gates to watch the doing outside Myth Drannor, and alters to the Nine
Lords of the Hells. All the walls and rooms had many scorch marks on the walls, floors, and
ceiling due to the devils using fire to burn out the rubble left over from the Weeping War.
As pf 1375 DR:
The remains of Clan Steelire have returned to Cormanthor. The majority of the clan resides in
Highmoon, where they settled after leaving the Spine of the World in 1374. Perhaps one hundred
dwarves live in a mine within the Thunder Peaks that they possessed several hundred years ago,
after the fall of Myth Drannor. Three dozen members of the family have returned to Myth Drannor
when the armies of Deepingdale marched north to join the Crusade. The leader of the family,
and the wielder of Mhaorathil is Kreiger Steelire (see below), a dwarven cleric of Moradin and
currently a captain in the army. He plans to rededicate the old temple of Moradin in Myth
Drannor, but has not journeyed to the site, due to time constraints and military missions.
K35 #126 Grand Temple of the Seldarine
Multi-dwelling complex, Grand, Fortified, one 5-story Ground Dwelling (worship hall, offices,
storage, labs, teaching rooms, healing rooms, personal quarters), Grand with 2 subterranean
levels, 1 2-story Ground Dwelling (personal quarters jr. priests and traveling priests) Minor, 1
three story Grand Ground Dwelling (coliseum)
As of 1380
The new temple to the Seldarine is being set up in the same square that the Starshine Shrine has
been constructed in. Its material is the same blue crystal that the buildings in ancient Aryvandaar
was constructed of, as Avaeran Telshurr recover the spells that created those materials in his
selukiira. The main worship building has been completed, but the other two buildings have not
yet been started. Each god has its own wing in the central building, along with worship halls,

alters and offices for the priests. The administrative order of the priests have not yet been
determined, but the management functions of the church are being run by Althen Artren (actually
one of his latest created simulacrum is running it, see below), as once he was a high priest within
another church in Highmoon. Several priests keep their quarters there, so the building is
constantly full of clerics in the middle of their duties. Several artifacts have been recovered from
the ruins of the temples that were destroyed in the Fall, and those items of power are being kept
here in a vault, guarded by several spectators and animated weapons. (Mentioned Prologue of
Final Gate, building specs and flavor text by the author of this document)

Dlabraddath
This is the newest sector of Myth Drannor, and the eastern end of Myth Drannor is more
forested than the older, built-up western part of the city. It also tends to be the primary
residential and business area for any NTelQuess that live in Myth Drannor proper. Its
ward is known to the elves in Common as New Ward, while the humans and others call it
Alliance Ward. Neither of these names link with the elven term for the community, since
Dlabraddath vaguely transcribes as the ending of Labrad, and refers to the dwarf-elf
gardener who is buried here at Greeners Glade. (CEoE p.79)
D1 Numerous: The Rose Tree
Adapted Tree Dwelling (one 2-story Tree Dwelling, Minor (inn) and one 3-story Tree
Dwelling, Major
Inn: Elbauthins Hall
Row House: Roses Rest
These two tree dwellings rest above the streets and amid the branches and trunk without
any more surface access than a winding stair within the trees trunk. Roses Rest is so
named for the plentiful red roses that climb about its trunk and along the open stairs.
Elbauthins Hall, the lower of the two dwellings, has its stoop set 25 feet above the Street
of Song, while the lowest rooms of the Roses Rest are 60 feet up. (CEoE p.79)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D2 Guild Hall/Inn: The Golansyr Inn
3-story Ground Dwelling, Grand (elaborate carvings, expensive statuary, and much
magic on the grounds and in the inn give it this status)
Headquarters of the League of Innkeepers. (CEoE p.79)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D3 #60 Inn: Owl Towers
Multi-dwelling Adapted Tree Complex, Grand; two 3- story Tree Dwellings, one 5-story
Tree Dwelling, and one 1-story Adapted Tree Dwelling linking all three trees at their
second levels above ground. The floor of the wide wooden taproom that spreads out to
connect all three trees/Owl Towers is 60 feet above the Street of Song and the Meadow,
though the lowest storage and cloakroom levels of the three tree dwellings (accessed
from the taproom into the trunks beneath it and inaccessible from outside) are 45 feet
from the dirt. The wide-open rich wood of the Owl Towers taproom makes it a cozy, warm
place to be, no matter how large the room and how sparse the crowd (which has never
been a problem for Bialaer Erkowe (LG moon em W(D)7), the owner and host whose
adventuring days ended with the loss of his left hand, though he still knows his alurakar

dualist spells (and casts with a +4 casting time penalty due to his missing hand). (CEoE
p.79)
As of 1375 DR:
The Owl Towers still stand in Myth Drannor. They have been reopened by the city in light of the
war with the drow of Elven Court and with the Zhentilar. This acts as an eastern command
station for the military and a lounge for patrol groups who work the eastern ruins. The Owl
Towers also act as the primary base for the Knights of Myth Drannor, who have been working
with the elves on the drow attacks on the city. Each Knight who answered the call to service
bunks with one other Knight, and they all have their spell-protected quarters on the top floor of the
five-story building, the stairs and hallways of their inn is heavily spell trapped in ways that they
only know how to bypass, because Myth Drannor is still a war zone. this building has continued to
serve its purpose as inn and lounge, and is where off duty patrols stay, and the Owl Towers have
been heavily enchanted to resist attack, spells, and scrying. The two 3 story tree dwellings have
been converted in offices or sergeants and captains, consumable stores and war material stores,
rooms for record keeping and training rooms
D4 #2 City Park: The Meadow
This peaceful clearing provides a secondary marketplace at the height of the summer
and harvest trading seasons, though it most often is the site of picnics, childrens games,
and lovers strolls. (CEoE p.79)
As of 1356 DR:
There existed a magic dead area from the spell destruction of the Weeping War. Many skeletons
lurked among the remains that litter the Meadow from the last battles in the Weeping War. Some
of the skeletons used the same enchanted weapons and armor that they wore, however due to
the magic dead area, all these items were in desperate need of repair. The Meadow was heavily
overgrown with underbrush and tree growth.
As of 1375 DR:
The spellcasters of the Crusade have repaired the magic dead area here. All the undead have
been cleared out, and the Meadow is used primarily as a trap-laden obstacle course for enemies
of the Elves. The underbrush and several tree that grew here over the centuries have been
cleared, except for the ones that harbored dryads.
D5 Tavern: Curiosities Cold & Clear
2-story Burrow Dwelling, Minor (CEoE p.80)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D6 #74 Inn: The Pipe & Unicorn/Alicorn Inn
4-story Ground Dwelling, Major; 1 level subterranean
Owned by the Ildacer family, this massive inn can provide rooms for nearly 100 people,
and its dining and taproom facilities are excellent. The cellar brewery permeates the
entire structure with the rich aroma of their distinctive, earthy Pipe & Unicorn Ale
developed by the taprooms short but spirited brewmaster, Vulph Giftankard (LG halfm
F0). (CEoE p.80)
As of 1356 DR:
Several spirits of House Ildacer haunted the Pipe and Unicorn as they stayed and fought the
Army of Darkness to try and save their inn. They succeeded, the inn survived the war, however
all the family members who stayed and fought lost their lives in the battle. The spirits manifest as
ghosts, and only the return of House Ildacer to reclaim the inn will release their binding.
As of 1375 DR:

House Ildacer reclaimed the Pipe and Unicorn in 1374 when several members of the family
stayed in Myth Drannor with the Crusade. Producing the deed to the property, they entered the
inn and assured the spirits that House Ildacer has returned to stay. The ghosts, satisfied that
they saw their descendants and their valor in retaking the city, left for Arvandor. The returned
Ildacers named the inn to the Alicorn to help the spirits feel like their duty was done. The Alicorn
is a popular spot for the traveling merchants and artifact sellers to display their wares, as free ale
is given out to merchants who conduct their business within the private rooms in the taproom.
Dances and bardic performances are regularly preformed here, as well as bardic instruction to
willing participants. Finally, this is a popular spot for the Harpers, as they watch the parade of
merchants who enter and leave the place, and collect information about other lands such as
Sembia and Cormyr. The main bartender Silar Ildacer (me Bard6/Harp5 NG) is a lifelong Harper
who always has his ear open for information. He is remarkably well informed about the current
political situations in all the areas around the Dalelands and the Dragon Coast. Experienced
brewmasters of every race have been recruited to improve the quality of the fair here, and several
chefs with experience working with nobility have been hired away from Sembia and Cormyr.
D7 #65 Inn: Shuldins Stonespire
5-story Adapted Tree Dwelling, Major, Fortified; 1 level subterranean
An accomplished brewer and engineer, Shuldin (CG hem F0) built the stone-and-wood
single-story building about the base of this petrified tree to provide simpler access to the
inn above, which his father left to him (the former Spire of Stone, after the petrified tree
that sheltered it). The lesser/ Lower Taproom and private meeting rooms of the ground
building always smell of beer from the cellar vats, though the amenities and service of the
upper taproom and the sumptuous
rooms of the inn make this a great place for an stay in Myth Drannor. (CEoE p.80)
The Shuldens Stonespire was destroyed by unknown cause sometime after 1356 DR. The
rubble is still at the base of the tree where the inn was located, and has been overgrown with
creeper vines and plants like wild onions and wild leets.
D8 House: Saundersn
2-story Burrow Dwelling, Minor (CEoE p.80)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D9 Warehouse: Phammars Roots
1-story Burrow/Ground Dwelling, Minor; half level above ground (CEoE p.80)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D10 Warehouse: The Krisomhal Shipping Company
2-story Ground Dwelling, Minor (CEoE p.80)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D11 #38 Noble Villa: House Narlbeth
Multi-dwelling Complex, Grand one 3-story, Ground Dwelling, Major with one level
subterranean (Main house), one &-story Ground Dwelling, Minor (Servants, quarters &
guest house), and one 2-story Burrow Dwelling beneath a one level access building
(Storage, crypts) (CEoE p.80)
As of 1375 DR:

House Narlbeth is still partially intact. All the above ground buildings have been destroyed during
the Weeping War as the house baelnorn set overlapping spell traps on the property before
escorting the family survivors on to Evermeet. The Army of Darkness set off all these traps, and
the combined damage destroyed the buildings and destroyed a great number of humanoids and
yugoloths. The underground levels are still intact and still sealed. All the underground levels are
protected by enchanted elementals and animated weapons.
D12 Festhall: The Heart of Sisiaara
3-story Burrow Dwelling, Major; 1 level above ground (CEoE p.80)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D13 #11 Wizards School: The Incanistaeum
1-story. Ground Dwelling, Major
This famous school of wizardry is where the fabled Seven Wizards of Myth Drannor
teach. This building seems to be a solid blockhouse of dwarven-make, though any dwarf
getting a close inspection of it finds it vaguely unsettling, as if the building appears to be
something it is not. The students of the Seven Wizards (or the Incanists Society, as they
preferred to be known) attend this small blockhouse building, which appears far more
nondescript outside than it is inside. Riddled with many permanent duo-dimensional
chambers, the Incanistaeum houses over 300 chambers and seven levels within a onestory simple stone building. There are even dormitories and two taverns within the
Incanistaeum for the staff and elder students; similar to Castle Cormanthor, the
Incanistaeum could be a small wizards town unto itself. (CEoE p.80)
As of 714 DR:
The Incanistaeum was destroyed in Ches 712 DR. In those initial sieges, the spell battles were
so great here that the Weave went wild and caused the enchantments that modified the school to
go berserk. All the duo-dimensional magics on the interior rooms inverted, and they shot out their
contents in blasts that were everywhere. These blasts kill both allies and enemies alike, and
created melon size holes in the stone walls that became softer that normal due to their
strengthening enchantments reversing. The Tower still stood after the Weeping War, but its
treasure contents are now scattered in a wide circle around the tower, sometimes up to 300 feet
away.
As of 1375 DR:
The Crusade has converted this into a barracks. All the damage from the Weeping War was
quickly repaired by the spellcasters in the Crusade, and spell wards have been placed all over the
building. A small number of soldiers and spellcasters have been stationed here to go on patrol in
the southwest ruins and west of the Glyrry Pool. A roped skyway starts here at the top of the
tower, runs over to the barracks at the old Tyrintars hall, and then turns north to empty near the
southern entrance to Castle Cormanthor.
D14 Tavern: The Treants Treat
3-story Burrow Dwelling, Major; 1 level above ground
This was Myth Drannors first tavern/business to have an open clientele and no
exclusionary tactics toward customers. Still famous, the roots-entangled subterranean
walls of the taproom have allegedly played host to two gods (Arvoreen and Mystra) and
an Elven Court (actually, an elven Tree Spirit animated some roots in one corner and
discussed current politics with its former elf friends). (CEoE p.80)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D15 Guild Hall: Brethrens Bow Hall

2-story Ground Dwelling, Major; 1 level subterranean


Headquarters of the Brotherhood of Bowyers & Fletchers. (CEoE p.80)
The Bretherns Bow Hall was destroyed in the Weeping War, and all rubble has been cleared as
of 1375 DR.
D16 Inn: Shamblins Towers
Multi-dwelling Complex, Major one 1-story Ground
Dwelling, Minor two 2-story Tree Dwellings, Minor one 3-story Tree Dwelling, Major two
levels subterranean including the linking central taproom with spiral stairs in all corners
and at the entrance to link all four dwellings as one. (CEoE p.80-81)
Shamblins Towers was destroyed in the Weeping War, and the rubble still sits there as of 1375
DR. Wild grapes have completely overrun the rubble and the rotten wood and stone hunks can
no longer be seen through the arbor. A few soldiers here fell during the Weeping War, and vermin
such as giant centipedes and giants rats have been reported in this area.
D17 Temple: The Tower of the Hand
Temple to Azuth. 3-story Ground Dwelling Major,
This temple to Azuth actually begins behind what many consider the temple, at the arcing
crystal wall facing the open-air theater benches before it. These fill out the courtyard of
the former tower of Demron, the wizard creator of Myth Drannors Baneblades, and this
area is the primary worship area during good weather. While parts of Demrons tower
(including his laboratory, bedroom, and private library) remains sealed to respect the
dead mages secrets, the ground floor of the stone tower is now the major temple with an
altar shaped as Azuths Hand (and Demrons remains lie beneath it). (Authors not: I
believe canon is that the Tower of the Hand was destroyed in the Weeping War. But it
serves my Faerun to have it up. What follows is what I am using for the Tower of the
Hand.) (CEoE p.81)
As of 1375:
The Tower of the Hand still stands in Myth Drannor. It was not desecrated during the Weeping
War, due to an avatar of Azuth appearing and enchanted all the weapons and spell-trigger items
with an epic spell, allowing all these items to wield themselves with great skill against those who
would harm the temple. These items did so amazing well, and there are a lot of remains of
yugoloths and humanoids still within the halls. There are still secrets aplenty that inhabit the
Tower of the Hand, and the weapons are still active. Only the captains of Myth Drannor and
priests of Azuth, Savras, and Mystra are able to enter with no fear of attack.
Mythranthor and Demron still exist in a fashion, in the fulfillment of the ancient prophecy:
Demron and the Coronal had an intricate and secret plan where six swords would be made, one
each for life, love, Art, death, hate, and war. Their magic would be might, but were ever all six
united a great lost secret of Myth Drannor would be revealed, elf and NTelQuissar alike would
understand the truth of the coronal and Demrons dreams (FoMD p.48).
Both exist as mythal ghost, watchghosts that are soul echoes of the casters they resemble. They
are exact copies mental and personality, but have the physical properties of watchghosts, and
they are tied directly to the mythal that can only appear with a special trigger. Once all the
Baneblades are found, the rightful wielders of those weapons can join together the auras of those
weapons and unlock the watchghost from their safeguard. Both appear together and talk to the
captains. Demron will appear like he did at the end of his life, ancient, hobbled, wise, regal in
appearance. Until the mythal is repaired, Mythranthor will appear with bruised, holes in his body,
and wicked looking wounds, as his appearance is tied to the mythal. When it is repaired, he will
again look whole and healthy, if incredibly old, as he did when he cast his mythal spell. (I do this
because in some sourcebooks that include Myth Drannor that some elves in Reverie in the

mythal are said to be able to talk to him. I believe that sourcebook is Cormanthor: Empire of Elves
p.143). Both will give out knowledge to those they believe are rightful captains of Myth Drannor.
In addition, a signal is sent out along the Weave that calls the Kingblade. This happened in 1377
DR when the last baneblade was recovered. The Srinshee appears with the Rule Tower and
allows a new claiming ritual to start. All the Chosen of Mystra, the Chosen of the Seldarine, and
the Crown of Fire are summoned to support the ritual and to witness the event of a new coronal
being crowned. Indescribable joy and contentment are radiated through the mythal when the new
coronal is crown in Myth Drannor, and the watchghosts are completely unlock when that
happens, to serve the peoples of Myth Drannor.
D18 House: Telvandel House
3-story Tree/Ground Dwelling Major,
This house is home to the best known dualist wizards of Myth Drannor, who have all
fallen together to write a folio or tome about all four branches of dualist wizardry, each
donating a
book or scrolls about their type of magic; tentative titles include .The Tome of Duality,
The Libram of Mystras Four Forces, The Faerakkar, and The Quartets Tome. In order of
seniority, they are: Martainn Aelasar (LN moon ef W(D-Alurakkar)22); Braich the
Firetongued. (NE hem W(D-Encikkar)18); Sim Uilleam (CG gm W(D-Nelluonkkar) 17);
and the Lady Sonais Camusiil (N gold ef W(D-Dijakkar)15). Despite the fact that each of
these wizards has at least one or two apprentices, they are not officially taking on
students and thus, this site is not considered
a wizards school. (CEoE p.81)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D19 Inn: Delchomedars House
3-story Ground Dwelling Major, (CEoE p.81)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D20 #29 Noble Villa: House Audark
Multi-dwelling Complex Grand Fortified; one 3-story Ground Dwelling Grand with one
level subterranean (Main keep), two 4-story Tree Dwellings Major (guard towers,
servants quarters) attached to outer thorn & wood walls grown by magic, and enclosed
courtyard with one 1-story Ground Dwelling (stables) (CEoE p.81)
As of 1356 DR:
House Audark still stood in 1356 DR, but it was not a place any adventurers should have went,
for this was the chosen lair of the pit fiend Nuleardra, one of the surviving pit fiends from the
destruction of the gate to the hells by the Knights of Mystra. Nuleardra chose this villa due to the
surviving pieces of furniture and art treasures that still pervaded the building. He had grown soft
in is exile from the hells, only seeking occasional amusement in forays through the ruins for food
(he likes to kill lots of things, cooks them to preserve the food, and stores them in dry, cool
basement rooms so he doesnt have to leave often), magic items, (in case his previous masters
come looking for him), art pieces (he has taken a liking to elvish and dwarvish artwork), and
mating partners (hes not too picky, most creatures serve his purpose). Nuleardra fought to kill
any creatures that entered his lair, for he felt safe in his home and wished not that his presence
be broadcasted throughout the Realms. He tired in his spirit for the evils of the Nine Hells and
wished a more simple existence. Clever adventurers caught in his path may bargain or bribe for
their lives, if they allow a gees to be places on them never to talk about his existence. Paladins
and clerics of good deities should never feel comfortable around him, for with one swipe of his
vorpal lighting bolt sword is enough to send them on their way to their patron., Nuleardra likes the
taste of these characters due to their innate goodness.

As of 1375 DR:
Villa Audark has been leveled in spell battle during the Crusade. The cave-in of all the buildings
caused the subterranean levels to collapse as well. Treasure still exists in the ground the villa sat
on from the occupation of Nulearda (he disappeared between 1356 and 1370 DR, none knows of
his current location), and from the Audark family who hid many things in the family crypts in the
underground level. The Crusade has cleared the rubble to the villa, and has smoothed out the
soil so that it appears as a great patch of dirt that had its grass and weeds removed by spade.
.
D21 Business: Chalsardas Scents & Perfumes
2-story Ground Dwelling Minor,
This is the home and shop of Chalsarda (N moon ef W9), a master enchantress and per
fumier known throughout Myth Drannor for her enchanting scents of magical and natural
origins. (CEoE p.81)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D22 Guild Hall: Builders Manse
2-story Ground Dwelling Minor,
Headquarters of the League of Builders, Engineers, and Architects. (CEoE p.81)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D23 Business: Halister Bloodmark, Scribe &
Bookmaker
2-story Ground Dwelling Minor Fortified,
This building is the home and shop of Halister (LN hm F0), a human of unknown
parentage from the southern Realms who gained the name Bloodmark by his red imprint
within every book he creates. He is a well-respected scribe by elves and NTelQuess
alike, and he is a ranking member of the Clerks, Scriveners, and Scribes Alliance, who
also created beautiful book covers and tomes from rare materials such as dragon turtle
shell or patches of dragonscale. (CEoE p.81)
Halister Bloodmarks Scribe and Bookmaking was heavily damaged during the Weeping War, as
both sides used this building as rallying points in various points during the Final Fall. By 1356
DR, the building had collapsed into another pile of rubble that so frequents this part of the city.
After the Crusade takes Myth Drannor, the rubble was cleared and the ground left open of missile
fire.
D24 House: Ellisars Rest
3-story Ground/Type Dwelling Major,
A secondary property for the House Ildacer, the Lord-Speakers younger brother and his
family occupy this residence. (CEoE p.81)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D25 Wizards School: The Six Tyryl Towers
Ground and Subterranean Dwelling Grand; Six towers (five levels each, western two
have six) from central keep (three levels), and four cellar levels.
The largest structure in Dlabraddath rose by wizards magic only a short decade ago, and
the Six Tyryl Towers are a point of pride to many of Dlabraddath. This school of wizardry
has attracted a wide clientele of adventurers and would-be heroes as the masters.
Specialties lie in evocations and powerful magics; they even lay claim to having some

knowledge of the Netherese magics, though many elves who still remember that arrogant
and abusive realm are keeping close watch on the Towers and its students. (CEoE p.81)
Indeed the Six Tyryl Towers had magic from ancient Netheril. Foremost in its collections, the
spellbooks and workbook of the archwizard Chronomancer has in its deepest vaults, only being
read by the senior teaching staff of the school, and by wizards trusted to destroy these secret
should their death ever be close. Those spellbooks still exist, but they exist in the possession of
High Mage Staffron Neirdre within Haevault Villas bubble universe.
As of 714 DR:
Six Tyryl Towers suffered great damage during the Weeping War. The Nameless Chosen
shattered on the ceilings of the western tower during the battle of Silversgate. Several battles
took place around these towers during the Final Fall. One of the final captains of the AhkFaern,
Phyrra Iliathorr, fell from a great height when the mythal overpower of defense and flight failed.
The captain of the Army of Darkness forces at this site was the human mage Nezras the Traitor.
Nezras started showering the battlefield with powerful magic in his fury at the city and the Six
Tyryl Towers in particular. He cast Imprisonment on three of the officers who fell out the sky and
lived to scream in agony, which was Phyrra (FoMD pp.39,50) and two of her sergeants. After that
deed, he started casting destructive magic at elven forces and wall shattering magics at the
building itself, but was eventually killed by the AhkFaern mage Juppar (FoMD pp.39,50).
Eventually, the sheer amount of magic being used in the vicinity of the Towers caused the Weave
to warp and eventually tear. After this, all the spellcasters on both sides quickly retreated and
went to other parts of the battlefield, leaving fighters to determine the final fate of the battle
around the Tower.
As of 1356 DR:
The largest structure in Dlarbraddath was known as the Six Tyryl Towers. They were
largely destroyed in the downfall of Myth Drannor, when the young apprentice wizards
who dwelt there fought against the army of evil, and met brutal ends.
The Towers stood north of the Street of Song at the eastern end of the Meadow. The two
westernmost Towers still rise above the rubble at the eastern end of the Meadow, but
they are separated from the easternmost pair of surviving towers by devastation; the
center of the building was blown apart in the citys final battle. The Six Tyryl Towers was
then a newly-established school of wizardry, and some of the magic used against its
wizards, Elminster warns, created a magic-dead area nearby.
In the ruined Towers themselves, some quirk of magic (possibly a powerful magical curse
has created many of the monsters known as wizshades (detailed in Volume 7 of the
Monstrous Compendium), both from the unfortunate students of the school, and from
adventurer-archmages who have come to the tower since.
They are often encountered in the building, sometimes accompanied by harmless but
frightening phantom images of other wizards of the school, and by at least tow deranged
former teachers at the school, who live on as the rare undead known as lebendtod, and
defend the Towers against all intruders with their spells. A recent explorers tale make the
rounds of Dale taverns tells of a beholder seen spinning through the air as it was hurled
out of the school by a spell that lashed it with crawling, encircling lightings-and when out
in the open air above the Meadow, it was struck by a meteor swarm, and destroyed!
(CGtMD p.19)
Spell-Captain Phyrra Iliathorr and her two sergeants were still trapped in Imprisonment spells in
the rubble of the northern fields of the Towers. By sheer chance, one of the dragon gargoyles
that sat on the roof of the central building flew straight up during an explosion and landing directly
over the spot where Phyrra laid. Its nose points to the exact spot that a Freedom spell must have
been cast to release her from binding. To do that, the magic dead zone in this field must be
neutralized, and the wizard casting the spell must have time to work the magic, so the caster
must be protected from any denizens that still live within the ruins of the Tower (Authors Note: I

have Shadow-using spectral mages lairing in the Towers basements, so their magic works and
the PCs dont; insert smile here). Phyrra will be unconscious from her wounds and will die soon
after being taken out of Imprisonment. Faervian will still be in her grasp, ready to serve the city
once again. If rescued and kept alive, she will first ask what happened in the battle and will ask
her rescuers if they are able to rescue her companions as well.
As of 1375 DR:
Phyrra Iliathorr and her sergeants have been rescued by adventurers in the trust of Althen Artren
during the night that Yoorr-Acht and his rider attack the feyri in 1374 DR. Sneaking in using
magic and taking advantage of the wars above them, they journey to Villa Iliathorr and find Phyrra
room, casting divinations to find her resting place. They quickly journey over to the Towers and
uses magic to temporarily repair the Weave and cast Freedom on all three individuals while
fighting a holding battle against spectral wizards who appear out of the ruins and attack. They
quickly get out the city by running south out of the mythal and teleporting away to safety.
She intended to join the Crusade to fight to free Myth Drannor from evil forces until rumors from
elves that were friends to the Harpers that Nezras the Traitor survived to this day. She and her
old allies declared vengeance on her old foe and received provision, equipment, and new
spellbooks in the form of several kiira from Althen Artren for to her success. She was so grateful
for her rescue and her hospitality that she granted Althen Faervian for his purposes and leaves in
search of Nezras. Althen bestows one of his trustees Faervian for his own purposes.
The Towers have been torn down and the rubble carted away for further use elsewhere. The
spectral wizards were destroyed by Coalition forces. However, the underground levels have not
yet been fully explored due the complexity of the spell-wards and the deadly traps and guardians
left by the teachers before the Fall. The first level has been cleared, and several items of power
from several civilizations were discovered by Crusade forces. The Skulls of Skullport have
constructed a two-way no key portal to Skullport for their purposes in the fourth level of the
basement in an empty vault.

D26 Dance/Dining Hall: The Wandering Ioun


2-story Ground Dwelling-Major (CEoE p.81)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D27 Park: Greeners Glade
Sandwiched between Halidom Street and Gondrim s Ride, Greeners Glade is a peaceful
park and wooded glade with a low hillock at its heart. Atop that hill is a dwarven burial
plaque for Labrad, the First Gardner. Labrad was among the first settlers here soon after
the city of Cormanthor was founded, an orphan of Old Elven Court. His parents were
Drannor Whitethistle, his elf father, and Konora Onyxhelm, his dwarf mother from Sarphil,
both killed in the Darkwoods on their trek to answer the Summoning of the Rule Tower
and the People. Labrad continued on and settled here, though this area was considered
beyond the citys outskirts until Eltargrim opened the city to NTelQuess. Labrads efforts
gave way to much of what still remains as the Glim Gardens; legends say that there was
a flash of magic and a sudden blooming of white roses upon the First Gardners Hill when
the mythal rose and the Coronal named the city after his father. (CEoE p.81)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.

D28 Warehouse: The Droamar Dome


2-story Burrow Dwelling Minor with half-level above ground (CEoE p.81)

This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.

D29 Row House: Madame Pykkaens House


2-story Ground Dwelling Major; 1 level subterranean (CEoE p.82)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.

D30 Guild Hall: Feasts Faermiir


3-story Ground Dwelling Grand; 1 level subterranean
The Feasts Faermiir is the preeminent place from which to cater parties among the elven
nobility (or hire away their staff for your own). This guildhall serves as the Headquarters
of the Restaurateurs Guild and as a central storehouse of knowledge on recipes and
cooking knowledge for any races that call Myth Drannor home. Dining hall, dancehall,
festhall, and tavern owners join this guild to adapt to and learn the customs and tastes of
the many varied races of Myth Drannor, and they learn other ways to cater to certain
clientele. (CEoE p.82)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D31 #18 Guild Hall: Naturalists Hall
3-story Burrow Dwelling Major with one level above ground
Headquarters of the Guild of Naturalists. (CEoE p.82)
The Naturalists Hall is partially covered in an adventure in the book called Welcome to the
Realms in the 1 edition gray box. The above ground building was destroyed in the Weeping War.
As of 1375 DR, due to the gates to Undermountain and the occasional monster that appears from
there, the underground levels are guarded at all times by both AhkFaern and AhkVelahrn forces.
The above building ruins have been cleared and taken away.
D32 Warehouse: The Fellowships Stores
2-story Ground Dwelling Minor
This warehouse holds equipment, supplies, and raw materials for members of the
Festhallers Fellowship. (CEoE p.82)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D33 House: Bhaltair Hamblassil
2-story Tree Dwelling, Minor (CEoE p.82)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D34 Tavern: Tyryls Tankards
1-story Tree Dwelling Minor (CEoE p.82)
This new tavern has taken over the old Bells Ringing, tavern site and refurbished much
of the interior taproom, stripping away the knife-throwing targets in favor of more tables.
Liusaidh Dyaena (LG hef W3) has grown rich in the few short months since she began
catering her business to the local wizardry students and faculty of the Tyryl Towers; of
course, much of her money goes to spell-proofing her tavern or reinforcing a ward that

only allows minor spells and illusions to be cast within this site. Her location at a primary
landing among the Manysteps also draws much walk-in traffic.
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D35 Row House: The Axes Rest
2-story Tree Dwelling Minor
This row house is owned by Grymna Pyrice (LG df F3), a retired adventuring dwarf who
bought this house then opened its many rooms up to renters (so, many say, shed have
someone around to listen to her endless yet fascinating stories of adventuring west of
Cormyr). (CEoE p.82)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D36 Guild Hall/Festhall: The Ladys Laugh
4-story Ground/Tree Dwelling Major with 1 level subterranean
Headquarters of the FesthaIlers Fellowship. (CEoE p.82)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D37 #49 Business: Undiall Hegaeril: Furs, Silks, & Cloth
2-story Ground Dwelling Major, Fortified
This building served as the home and shop of Undiall Hegaeril (N hem F0, the wellrespected tailor, purveyor of garments and materials, and the long-standing secondary
guildmaster of
the Stylists Society, the right-hand man of Guildmistress Chaenath Iazymnal. If a person
can provide even the merest image of a garment, Undiall and his staff are more than
capable
of duplicating it flawlessly. This site also uses more than half its space as storage and
warehouse space for the goods and materials used by the Stylists. Society. (CEoE p.82)
This building was partially destroyed in the Weeping War. All rubble has been cleared by 1375
DR, and the rest of the building has been repaired. .
D38 Guild Hall: The Chorale Club
3-story Ground Dwelling Major
Headquarters of the Confederation of Choraliers, Harpists, and Musicians.
While three stories high, the top two levels of the Chorale Club are only two open
chambers for the performers to practice in areas with good acoustics. (CEoE p.82)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D39 #50 Tavern: The Overfull Jack
1-story Ground Dwelling Minor (CEoE p.82)
The Overful Jack was destroyed in the Weeping War, and the remains have been cleared by
1375 DR.
D40 #7 Temple: Lovers Glade
Temple to Sune and unofficial shrine to Hanali. (CEoE pp.82-83)

North of the city proper (but inside the mythal) is a small, beautiful woodland glade,
whose floor consists of a cracked circular bowl of steps rising up in concentric rings from
a central pool. It lies on the north side of the eastern stream, just across its flow from
where three winding paths through the woods from the city meet. Known as Lovers
Glade, this was an open-air temple to Sune, Goddess of Love. By her will, no predators
(carnivorous or hunting creatures with an intelligence of less than 14) will enter the glade
in darkness, making it a relatively safe place to sleep. The Glade is eerily lit by several
dancing lights and faerie fire spells, because of the mythals power to augment magics
that illuminate but do not deal damage. When cast, these last until dispelled by dispel
magic or the will of the caster, or until one year has passed per complete year of the
casters age. The water of the pool is said to be safe to drink, but it also harbors some
sort of aquatic guardian creature: a spectator according to some accounts. It guards the
treasure at the bottom of the pool, thrown in over the years as offerings to Sune Firehair:
gems and magical items that, so the tales go, lie in a layer several feet deep at the
bottom of the pools 20-foot diameter, 90-foot deep shaft.
As of 1375 DR:
The pool guardian still guards the bottom of the pool, and if spoken to, tells visitors that he has
guarded this treasure since 649 DR. He doesnt give the name of the wizard who keeps
summoning him to this vigil, but hints that one with great destiny and purpose summons me, and
I obey with loyalty and with love. Sune has called one of her priests to stand as the unofficial
priest of Lovers Glade. The priest Trysta Redsheen (hf Clc7/Bard5 CG) came here a couple
months after the defeat of the feyri and started staying in the Lovers Glade. The Crusade knows
of her presence, but she is watched, for none of the Captains know her purpose. She is a
seductive dark beauty who knows how to get a man following his instincts instead of his duty.
D41 #44 Business: Baelemoan Windriver, Harp-Maker
2-story Tree Dwelling Minor
The building, set 20 feet up above Gardners Ride, with a fabulous view of an expansive
violet patch, provides a suspension bridge stair leading up to its doors; this stair is
winched up into the tree at night against the main door to provide some security. This
small tree hollow serves as the home and shop of the noted harp-Maker Baelemoan
Windriver (N hem D3 of Rillifane), whose friendships with some of the Harpers at Twilight
is a well-kept secret. (CEoE p.83)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D42 Wizards Domicile: Jalbaerths Tower
5-story Ground Dwelling Major; 1 level subterranean (CEoE p.83)
Sometime before the Retreat, Jalbaerths Tower fell to a battle between two dragons who wanted
to pillage it. A huge blue and green dragon battled over the right to knock the tower down. As a
result of the battle, the tower was knocked down anyway, and both dragons retreated, too injured
to take possessions of the treasures therein. Some of the magic that this tower held is still in the
rubble in 1375 DR, along with vermin that have wildcard abilities. This is another ruin that has
been overgrown, this one with wild melons vines.
D43 #119 Noble Villa (Ruins): Dlardrageth Keep
5-story Ground Dwelling Grand; 3 levels subterranean (though it is only safe to walk up to
three levels high or 1 level below before the rubble becomes too precarious to traverse)
This haunted complex has been in ruins for centuries preceding the Opening, as clearing
it or inhabiting the area is anathema to the elves; apparently, the House Dlardrageth
consorted with incubi and succubi and other lower planar creatures to breed a stronger
race and increase their own power. This tactic, unheard of since the atrocities that led to
the Descent of the Drow, drove the Coronal Miirphys and the High Mages of Cormanthyr

to bind the entire clan of corrupt elves and their evil allies (and consorts) within their
ancestral villa more than 3,500 years ago. The entrapped elves and tanarri soon
destroyed themselves and the villa in their desperation, much of it stemming from a major
spellbattle between the Lord-Speaker and the Archmage. Dlardrageth Keep has never
again been inhabited, for the spirits of those trapped are still bound by the High Magics to
remain here forever and never to taint the shores of Arvandor (or any less holy elven
realm). (CEoE p.83)
From 714 to 1375:
There will be no major changes except that the rubble will have settled more over the 7 centuries
since the Weeping War. At night, the glow of the High Magic wards and the spirits flying around
can been seen from several hundred years away, giving the area a feeling of unease and of
unsettling feeling of damnation.

D44 #69 Wizards Domicile: Nanchans Tower


3-story Ground Dwelling Grand
Nanchan (CE hm W13) is a vain and pretentious mage who has to provide extensive
outward signs that he is a wizard and he has perfected his craft. His tower is ranked as a
Grand building simply because the showy Nanchan has cast spells shaping the stone
tower into a tree and coating the outside of it with a layer of gold. (CEoE p.83)
As of 714 DR: Nanchan became a spectral wizard due to his lust for his possessions. He rose
immediately and destroyed all beings who entered his tower to plunder it. He continued doing this
though out the years, collecting treasures and learning new spells as intruders bring them in.
As of 1356 DR: Nanchan had risen to 18th level with the killing of intruders into his ruined tower.
In addition, his personal spellbook collection had increased at a faster rate within the last decade
due to the increased amount of traffic entering into the ruins.
As of 1375 DR: Nanchan was destroyed in a spell battle with several feyri in early 1374, and all
of his collected treasure been claimed by the victors. These items will be spread out in various
lair sites in Myth Drannor as the feyri did not trust their personal possessions near their fellows
The tower itself was destroyed in the Reclamation, and the rubble has been cleared by the
Crusade.

D45 #28 Noble Villa: House Haladar


5-story Tree Dwelling Grand
House Haladars villa wraps about the trunk and cuts through it while set 200 feet in the
air. A singular building, it spreads within the massive trunk and rests its outer wings along
the branches. (CEoE p.83)
As of 1375 DR:
House Haladar was destroyed during the Reclamation. The rubble has been cleared, but there
are secret rooms that were located in the root system of the great tree that held the house.
House Haladar has members that remember these rooms and these elders might contract out
adventurers to clear these rooms of their traps and guardians and quietly return the articles
stored there without the knowledge of the Captains of the city, to avoid the city claiming the items.

D46 Library: Uvaerens Legacy


4-story Ground Dwelling Grand, Fortified
This large stone construction has wide surrounding stairs allowing steps up to the library
from all sides. Its four entrances have stone guardian creatures looming atop the arches;
while few ever remember to bother, inquiring of their health and disposition may get them

to speak back and perhaps reveal the location of some lore well-hidden (a rare
occurrence). Unlike many of the other libraries in the city, only the minority of the lore
stored herein is on scrolls or tomes and easily accessed by nonelves. This library
contains the secrets that only reveal themselves to the diligent and knowledgeable, and
half the challenge of discovery is finding how to even begin to find out where and how
information is stored in this grand building filled with lost knowledge.
The ground floor is a single, open-air room with statues of many scholars of all the races
of Myth Drannor. However, the majority of them are still elves. This structure holds so
much lore that even the elves are frustrated at how deeply encrypted and hidden some of
the data is buried. For the brave (and impatient), the Lorespirits Room can provide
information . . . provided a person allows himself to become possessed by a spirit adrift in
the room. The possessed person then may either write down the full lore needed or tell
others how some lore can be found in the library. However, the spirit may decide to keep
this new body and go experience the pleasures of life again. If successful in gaining the
Lorespirits help, there is much to be learned of Uvaerens lost lorekeeping secrets.
Information can be stored in so many ways far more secret and inaccessible to the wrong
parties (but immediate and understandable to those in the know). The elves of Uvaeren
(and a few elves here in the Legacy Library) stored great knowledge through:
Scents (bottles of captured scents, if sniffed in a particular order, provide clues or
stories jogged from memory; most wizards and armathors use the Hall of Scents
to train themselves to identify poisons, herbs, and other substances by smell
alone);
Sound (statues within the building will reveal their knowledge if sung to with
proper songs; the lore comes through when the statue joins the singer in a duet,
leading the singer toward the next notes and words, though any break in the
singers voice or song will stop the flow of the magic);
Lights (sunny days see many folk in the Hall of Crystal, aka the Solorium, where
the stillness of the air yet the constant movement and pattern of the crystals
seems to tell some folks things either in the movement, the reflections and
flashes of light, or the sunbeams and their knowledge colors and patterns on the
floor and walls; most simply
find this a tranquil place of beauty and never uncover the hidden lore within the
spinning, twinkling crystals after centuries of meditating herein); or
Pain (there are some carvings and murals throughout the Legacy Library and the
city at large, where proper command words and a touch are all that is needed to
unleash the emotions and the pain stored in empathic crystals within the murals;
the lore would be useless without placing it in context with the mural and its
subject matter).
Among the most dangerous of rooms in the Legacy Library is the Memory Chamber. This
is the southernmost domed chamber, which occupies the top three floors of the Legacy
Tower. The walls appear coated with thick crystal formations of various colors; only those
of the sternest mental mettle can enter this room and not go mad, for the empathic
crystals resonate with millennia of stored memories, nightmares, doubts, fears, hopes,
dreams, and sheer knowledge. Akin to a spelljamming helm, sitting on the chair at the
rooms center causes the chair and many crystals to glow; if an elf goes into reverie while
in this chair, he can either leave memories as new crystals on the wall or read older ones
long embedded above him (0.5% chance per Intelligence point of success per hour,
adjusted by 5% per century of age beyond 250 years). Non-elves cannot hope to read
the knowledge of the Memory Chamber, though sitting in the chair has a 35% chance of
driving them insane from a rush of alien knowledge. Prying crystals off the wall is
dangerous, as it creates a magical surge of fractured and unleashed memories
(successfully save vs. spell at 6 penalties or suffer the full effects of a fear spell despite
level or race immunities); however, there is a 10% chance that crystals broken off the
walls of this room could become telkiira if properly enchanted after extracting them. For

this reason, there are always two Akhfaern and one armathor on duty outside the entry
to this chamber. (CEoE p.83-84)
As of 714 DR:
One of the final tasks of the High Mages before the Restoration of the mythal at Elven Court was
to seal the halls of Uvaerens Legacy so that the information inside would endure for future
generations of elves to take advantage of. These spells insured that the buildings could not be
destroyed by magic, and that the rooms that contained information was locked with spells that
could only be unlocked by another High Mage or by a divine being. Physical damage was dealt to
the building in the Final Fall, but no member who tried to claim this building for a lair survived
more than a tenday due to guardian enchantments and ethereal guardians placed within the
halls.
As of 1356 DR:
Uvaerens Legacy still stood, but the High Magics that sealed the libraries failed long ago due to
fluctuations of the Weave, the decay of the mythal, and to no High Mages from Evereska or
Evermeet to strengthen the wards. Any being could have access the libraries within. However,
due to the reputation the building garnered over the centuries, no intelligent creature spends
more than a few hours at a time within these halls.
As of 1475 DR:
A feyri, learned in the ancient elven methods of information storage, investigated this building
and realized what he found. Without telling any of his fellows, he starts to investigate the libraries
to find a way to kill Sarya Dlardrageth and take her place as the ruler of the Feyri. In his
arrogance, he sits in the Lorespirits Room to access the information there, and is possessed by
the most powerful lorespirit still in existence: Elmellius Arlenis (Wiz 20/Incan 5/EHM8 CN em).
Elmellius destroys the soul of the feyri in disgust, changes the body into something he approves
of more, and seals the Legacy in a High Magic bubble which is opaque and resistant to all magics
except for Wish, Miracle, or other epic-level spells. When the Crusade is finished with the War
with the Black Network, they start to investigate this building but have not yet been able to
penetrate the wards.
D47 (#59 Dancing Hall: Moontapestry Hall
3-story Ground Dwelling Grand (CEoE p.84)
During the Weeping War:
The Coalition forces knew that this would be an attractive location for the Army of Darkness due
to proximity to important intersections of the city. Several spelltraps were placed here so that
when they were sprung, they released bullets out on the unexpecting enemy forces. The traps
worked to perfection, and several hundred Darkness soldiers were eaten by the bulettes.
Strangely, the bulletes that were placed in traps, returned here after the war to find mating
partners and lair here when having their young.
As of 1356 DR:
This building served as the lair of the pit fiend Aglaeroch and its servant devils as they searched
Myth Drannor for prey, treasure, and entertainment. All entrances beside the main front entrance
have been blocked up with magic traps or debris so that attackers have only one avenue of
advance or retreat.
As of 1475 DR:
This building still stands and is in good shape. The city officers are deciding what individual or
group of individuals it will title over to. Inside the building, there are harmless phantom images of
some of the battles that took place in the Final Fall campaign. This building was conquered two
different times to serve as a base of operations for each side in the Final Fall. Every full moon,
the final battle in these walls plays out again, the exhausted elves being overwhelmed in their
upper story position by hordes of ogres and yugoloths.

D48 Business: The Clanstones Fistcarat


2-story Ground Dwelling Minor,
This small, stone house is the home and business of the Clan Chief Bakrich Fistcarat
(CG dm F10); he and his four sons and two daughters are dwarven glowstone crafters,
and word of their rechargeable magical stones has made their work much in demand.
(CEoE p.84)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D49 Business: Hammerswift Smithy
1-story Ground Dwelling Minor,
This blacksmiths shop has earned some notoriety as a producer of high-quality works,
including the rare blueshine and everbright effects on any weapons, regardless of
previous enchantments or abuses. However, the owner and primary smith, Radon
Hammerswift (NE dm F5), is quickly getting jealous of his half-orc apprentice, Torcull
Deoch (NG hom F0). Though he adopted the orphaned half-breed as an infant and
taught Torcull everything he knew of forge work and smithcraft, he finds himself
uncomfortable (rather than proud) that the teens craftsmanship and facility with dwarven
skills far exceeds his own. (CEoE p.84)
This building was completely destroyed in the Weeping War. All rubble has been cleared by 1375
DR.
D50 (#27) Noble Villa: House Pholont
Adapted Tree Dwelling Grand, Fortified 2-story Ground/Tree Building Major with 2 levels
subterranean, and one 5-story Tree Dwelling Major, linked at the upper level of the first
building (CEoE p.84)
As of 1356 DR
Villa Pholont was still standing at the time of the Seizing. However, shortly after the start of 1356
DR, an adventuring group tried to take shelter within the house after it had several running battles
with the inhabitants, only to run into phaerimm that was working on converting the tree dwelling
into a lair/spell laboratory. The ensuring battle was fierce enough (though incredible short) that
the limbs holding up the five-story building were damaged and started to sag under the weight of
the building. The phaerimm did not survive, and only one member of the adventuring group got
out of the building by means of tripping a wandering gate completely by accident.
As of 1375 DR
The debris from the ruined villas has not yet been cleared by the. When the tree dwelling
collapsed, it crashed into the ground building and together the force of the fall collapsed the
stairway into the underground levels. The Pholonts did not believe that the city would fall, so they
did not move their family treasure from Myth Drannor out of the city, but just moved it instead into
the guarded subterranean levels. They used construct with alternative abilities as the guardians
of their estates, which were highly effective due to the surprise element of their abilities against
foes. The constructs are still there, covered in dust and dirt.

Appendix I
Long-Lost Magics
New Feat: Craft Spellfield
You have learned to cast a magic field called a spell field. A spell field is a security device that
holds items of you choosing in a field of light that allows you to place or withdraw items at your

discretion with only a command word. Otherwise, spells may be entered in a spell matrix that
triggers when any being touches the field that doesnt use the command word.
Prerequisite: Craft Contingency Spell, Arcane Caster Level 18, spells: Glyph of Warding, Tensers
Floating Disk, Simbuls spell sequencer, permanency
Benefit: You can craft a spellfield anywhere you life if you meet the prerequisites. Crafting a
spellfield takes one day for each 1,000 gp in its base price. To craft a spellfield, you must spend
1/10 of its base price in experience points and use raw materials costing one half its base price.
Some spellfields will incur extra costs in basic materials or XP as noted in the descriptions of their
component spells and the spells in the spell matrix. These costs are in addition to those derived
from the spellfields base price.
Based on descriptions in the Campaign Guide of Myth Drannor pp.38-39
Calculation: BP of Contingency Spell of Simbuls spell sequencer+BP of Contigency Spell of
Glyph of Warding+Cost of Tensers Floating Disk permanent+ Exotic component cost of any
spells with exotic components into the spell matrix (six such spells may be entered).
New Feat: Craft Belluth
Benefit: You have the ability to create a belluth, an ancient elven magic item that functions both
as a spell-trigger item and as a ring. A belluth is a piece of finger jewelry designed for the
slender, long fingers of elves. A belluth can store up 25 charges of up to 6 level spells or can
function as a ring. By rotating the ring 180 degrees around and touching a gem, you can alter the
function of the device. As with rings, only two ring functions may be active on the person at a
time. Only a total of four belluths may be worn on a person before there is a penalty for
spellcasting or combat.
Prerequisite: Craft Wand, Craft Ring, Arcane Spellcaster 15th level, ancient lore or a teacher.
Crafting a belluth takes one day per 1000 gp of the base price. For the wand function you must
spend 1/25 of the base price in XP and spend 1/25 of the base price in XP for the ring function
and use raw materials costing half its base price. Some belluths will incur extra cost in basic
materials and XP as noted in the descriptions of their component spells. These costs are in
addition to those derived from the spellfields base price.
Based on descriptions in Cormanthor: Empire of Elves p.150
Lifedrain 8th level wizard/sorcerer (Transmutation)
Range: 0
Comp: V, S, M
Duration: Special
Cast Time: 1 Round
Area of Effect: 70 radius sphere
Save: None
Use of this mighty spell is thought to have created much of the lifelessness at the heart of
the vast desert of Anauroch! This spell affects on water in geographical forms (like lakes,
rivers, oceans), or in meteorological form (rain, snow). It does not affect water contained
in living things. A lifedrain spell destroys water within its area of effect and prevents from
existing in the area of effect: water cannot fall into, form within, condense within, or flow
into the spherical area of effect of this spell. (Daring wizards sometimes use this spell to
lay bare the bottom of a lake or pond, to recover a lost item, or to reach a sunken chest
or trapdoor).
Living creatures find conditions in the area of effect to be very, very, dry uncomfortably
so: for each turn that one performing any sort of activity except simple rest, that creatures

loses 1 hp due to dehydration. Plants cannot grow within a lifedrain field- and desert-like
conditions soon occur. A lifedrain cannot be affected by dispel magic or water magics,
only a limited wish or more powerful spell can destroy it. Otherwise, it lasts for 1 year per
level of caster (ends immediate on casters death). Casting a lifedrain permanently drains
1hp from the total possessed by the caster. The material components of this spell are a
piece of bone and a fire of any make and size. The bone is placed in the fire during the
casting, and both are consumed in a flash by the spell. The spell area of effect forms
centered on the caster
As written in (CGtMD pp.57-58)
Draindoom 9th level wizard/sorcerer (transmutation)
Range: 0
Components: V, S, M
Duration: until casters death
Area of Effect: Special
Save: none
This deadly variant of the lifedrain spell leapfrogs out of control, recasting itself at
random intervals, draining nearby magics to do so (which explains why some area of
both Anaurouch and Myth Drannor are magic-dead, drinking the magic energy of magic
items brought into them). The spell destroys liquid water (not ice) outside the body of
living things, in a succession of 70 radius sphere. The first sphere is centered on the
caster, and the spell will recast itself again 2d12 times, at random locations within 1 mile
of the original casting site. No one can control where these later casting will occur, or
when: the second casting will occur in 1d4 days after the first, the third in 1d12 days, the
4th in 2d20 days, and all the subsequent castings are d100 days after the previous one.
The spontaneous casting requires no caster or material components. They always drain
any magic items within their area (saving throws vs. disintegrate apply, to avoid this
draining) when forming. A draindoom spell destroys water within its area of effect and
prevents from existing in the area of effect: water cannot fall into, form within, condense
within, or flow into the spherical area of effect of this spell. Living creatures find conditions
in the area of effect to be very, very, dry uncomfortably so: for each turn that one
performing any sort of activity except simple rest, that creatures loses 1 hp due to
dehydration. Plants cannot grow within a draindoom field- and desert-like conditions soon
occur. A draindoom cannot be affected by dispel magic or water magics, only a limited
wish cast on either the original casting site, or on the most recent spontaneous recasting
will halt (or a properly-worded wish). Otherwise, its effects last and continue until the
moment of the casters death. The material component of this spell area a piece of bone
and a fire of any sort and size. The bone is placed in the fire during the casting, and both
are consumed in a flash by the spell. The spells area of effect is centered on the caster.
As written in CGtMD pp.59-60

Appendix II
Persons of Myth Drannor
The Company of Claws Adventuring Group.
Taglien Durothil male gold elf (Fight4/Wiz3/Mystic Knight2/Arcane Archer1 CG)
I am not a wizard! I possess a very well-rounded education.
Taglien arguing smugly with his companions about what spells he should use in combat.

History:
Taglien is a distant nephew of Selshurra Durothil, the family speaker of Clan Durothil in
Evermeet. From his birth, Taglien was treated by the rest of the family different. Family
members except his mom and his brothers avoided being seen in public with him. Regardless,
he entered his school years with boundless energy and enthusiasm to learn about swordplay and
spellcasting. Having graduated near the top of his class in school, he was summoned to
Leuthilspar for an audience with Selshurra. She offered Taglien a chance to gain fame and
fortune. She assigned him to go to Faerun and recover the family TelKiira, the family
Moonblade, and the honor weapon Redethemar from Myth Drannor where the previous
Speaker Ilianard Durothil fled. Taglien accepted the task and went by elfgate to Blackstaff Tower
and started east toward the forest of Cormanthor.
Knowing that he was unprepared to enter Myth Drannor, he took work as a mercenary in Sembia
under the Shurguard mercenary service. There he met his current adventuring companions and
gain valuable experience in fighting and spellcasting. Due to an encounter with vampires in
Westgate, the group retired. Following Phuezz Nuett to Shadowdale, the group discovered a
poem where a great treasure out of Myth Drannor was hidden. The group found Evaelathil, the
Halfling Blade, and Phuezz took claim to it. The group followed a lead to the tower of Althen
Artren in Highmoon, where he recruited the group in missions that were important to him. They
journeyed with the Crusade, made an impromptu invasion of Myth Drannor under the cover of the
Dragon Raid, and helped the Crusade in the final siege of Myth Drannor.
Currently:
Taglien is current holding the honor of being the first gold elf in family Durothil history to hold both
the Telkiira of the House and bearing the Moonblade of house Durothil. He was justly proud of
the circumstances until he unlocked a memory placed by Ilianard. The memory shows his mother
giving birth to a moon elf male baby! The memory goes further and shows that an
AhkFaenTelQuess ritual being cast on the baby, and the baby became a gold elf. He does not
yet know that he is the baby in that picture. If the secret of that ritual is let out to the elven
population in Evermeet, the Durothil family will lose a lot of political power among their gold elf
family allies. Selshurra knows of this, and once she finds out that Taglien has claimed both items
(making him the heir to the Speakership of Clan Durothil), she will stop at nothing to ensure the
bastard half-breed will not let out this secret and destroy the family power base or claim the
Speakership from her oldest daughter. At this time, Taglien serves in the AhkFaern with the rest
of the Company of Claws as dungeon crawlers in the ruin city to make it safe again. He has
attuned himself to the mythal of Myth Drannor.
Seralynna Durothil female gold elf (Wizard7/WarWeaver2 CG)
Well, you shouldnt have been standing there!
Kelissa yells to Taglien after casting a fireball on an oncoming group of trolls that were about to
attack him.
History:
Serralynna is from the small Durothil house in Evereska. Her father, Vhoorheim Durothil, is the
second powerful political Durothil in the family and is the Speaker and Elder of the house in
Evereska. Seralynna has been protected all her life, and she quickly got the idea that whatever
happened to her, her parents would get her out of it. That notion changed when she was heading
south to Sembia, with one of her merchant cousins, when the caravan she was a part of was
attacked by a large group of bugbears in Cormyr. She was taken for food back to the bugbear
lair deep in the Thunder Peaks. The day that she was to be eaten, the Company of the Claws
invaded the bugbear lair (after most of the hunting patrols had all ready left). The group rogue,
Phuezz Nuett led her out of the lair and safely hid her in a rubble pile while the group completed
its mission to recover Mhaorathil. After returning with the rest of the group, she decided that she
needed to toughen up so she could make her way in the world. She became an apprentice to
Althen Artren and started earnestly studied battle magic.

Currently:
Seralynna bears Faervian and serves as a captain in the AhkFaern. She received it from Phyrra
Haladar and the Company released her from her imprisonment during the Dragon Raid. Phyrra
gave it to Althen Artren for his help in preparing her to find Nezras the Traitor, and he in turn gave
it to Kelissa to serve Myth Drannor. She has learned the art of war well, and will gear her studies
to warweaving in the future to be a strong combatant for Myth Drannor. She serves both in the
Company of Claws as a dungeon crawler and in active duty on patrol in the AhkFaern while
studying at Windsong Tower to improve her aptitude for magic. She has sent a message to her
family that she is alive, and is expecting a visit from her parents soon. Currently, she has no
suitors, nor is she particularly attracted to any soldiers in Myth Drannor. She has attuned herself
to the mythal.
Astari Starym female gold elf (Druid8/Catlord2 CN)
If you try that stunt again, I WILL feed you to my cats!
Astari says this to anyone who irratates her for more that minute.
History:
Astari is a druid that sometimes doesnt act like a druid. She is from the family house in
Evermeet, she left Evermeet because she did not fit in at all with the rest of the Starym family, not
being interested in their political goals, in the accumulation of wealth, or the study of magic. She
felt most at home in the wild. After several attempts by her father to teach her your place in the
family, little elf, she left Evermeet and started wandering the wilds in Faerun. Eventually, she
met up with Taglien Durothil, Phuezz Nuett, and Deshayne the Drunken, and the four of them
started the Company of Claws, due to the fact that she has a dire lion animal companion and a
gray wild-cat/tabby cat named Mister Bubbles. The Company assisted her in her attempt to claim
the title of the mouth of Aubaerus the Ravenmaster, the next High Druid of Cormanthor, by
destroying a hag coven east of Semberholme. The group was unsuccessful in that endeavor, as
two hags escaped their reach and fled to Faerie.
Currently:
Astari lives in Myth Drannor with the rest of the Company clearing dungeons to make the city
safer. She searches the forest of Cormanthor with her cats looking for the two final hags that
escaped her. She learns at the feet of Aubaerus about the great wonders and deadly threats that
are present in Cormanthor, and he is subtlety teaching her the proper path for her chosen life.
She is also trying to figure out what Mr. Bubbles is, for he talks, and has some type of magical
ability (he once turned a sword pointed at him into a bouquet of flowers, and is completely
immune to scrying spells). She has dreams about a great rift in the southern half of Cormanthor
filled with twisted plants and animals and that vomits out bluish fog that spreads out one mile of
the mouth. She has talked to Aubaerus about these dreams, but he has said repeatedly that she
should never journey there, for it is a place of death and disease. She has attuned herself to the
mythal.
Vim Starym male gold elf Cleric8 Lathander
Oops. Sorry.
Vim apologizing to the rest of the Company after dropping yet another valuable yet fragile item.
History:
Vim was a priest on the fast track in the church of Lathander in Evermeet because of his
popularity and gentle demeanor before he was selected to return to the mainland and find his
cousin Astari. Following divinations as to her whereabouts, he finally tracked her down in
Highmoon, at the tower of Althen Artren. Ensuring that she will survive to return home to
Evermeet when her mainland business was finished, he stayed and joined the Company of
Claws.

Currently:
Vim finally realized that Astari would not be returning to Evermeet. That is fine with him, for he
has now found renewed purpose in the restoration of Myth Drannor. He sees immense possibility
here, because he can see through the rubble and death the past glory that was the City of Song.
He is learning the duties of senior priesthood from Althen Artren, and has built several temples in
the Art Tower and the Blade Tower, in the upper and lower keeps of Castle Cormanthor, and in
all the barracks and duty stations currently used in the city. He is helping the Company of Claws
clear dungeons of dangerous beast and traps, and occasionally journeys to the Army Hospital on
the banks of Lake Eredruie to give succor to the soldiers still recovering there. Vin has not yet
learned the ritual to attune himself to the mythal
Randell Phuezznuett male halfling NG (Rogue6/Shadowdancer4/GuildThief 5)
NO, dammit! I didnt put in any spices at all into that stew!
Phuezz Nuett arguing with Astari Starym about his cooking, again.
Backround:
Randell (Phuezzy to his friends or Phuezz Nuett to his business associates) is from Sembia,
where he and his family were a thieves guild all to themselves in the city of Ordulin working for
the powerful and rich to sabotage their business enemies. In addition, the family took work from
the country government to act against opposing governments and increase the business
opportunity for Sembian interests. Eventually, Phuezzy got tired of the danger involved in this
work, and have made too many enemies among the Sembia powerful to operate safely. He left
the guild and started working among a reputable and government-chartered mercenary group
called the Shurgard, popular for monster eradication and caravan escort. There he met with the
other members of the Company of Claws and acted as their cook while doing his best to hide his
rogue skills. That worked until their near fatal cargo recovery mission in Westgate, where he had
to showcase all his abilities to get the Company out of Westgate before the vampire gang they
fought against mustered all their allies and destroy them. Since then, Phuezzy has been serving
as an above average (if very reluctant) rogue for the rest of the Company.
Currently:
Phuezzy is the current wielder of Evaelathil and has been selected by Captain Fflar as the head
scout for the armies of the AhkVehlar and as the principle trainer for scout in that group. When
time from his duties permit, he assists the other members of the Company of Claws in dungeon
exploration and in the running of the Wyvernwatch, an inn he purchased for his retirement. He
has brought in all his family to help him run the inn, and they also serve as reserve members of
the AhkVehlar scouts when need arises. The inn serves as a watch post of new visitors of Myth
Drannor, as persons of interest to the military are sent to stay at the Wyvernwatch to be watch by
all the halfing that run the place.
Deschane the Drunken human male (Monk9/Drunken Master1) LN
*sigh*, Ish thish boddl umty agen?
Deschane, spending his freetime between adventures.
History:
Deschanes background is shrouded in time, for he has forgotten most that he has done due to
his heavy drinking of his favorite alcohol, firebelly. What is know is that he met with the founding
members of the Company of Claws somewhere in Sembia and joined them for an equal share of
the spoils they would receive and all the alcohol found in the adventures. He is obviously a monk
from the way he dresses and from his actions when not drunk. He has a unique form of martial
arts that combines the brutal strikes of the Tigers Strike discipline and the fluid grace and
economy of motion he learned in an ancient and forgotten elven martial art practice, founded
before the days of the raising of the mythal in Myth Drannor. He has also learned to combine

elements from his heavy drinking into his stances and feints, and now commands respect in all
other monks he meets for his distinctive style and brutal efficiency.
Currently:
Because of a lack of anything else to do, serves in the AhkVehlar as a principle ambassador
bodyguard because of his skills, and because he wields the Power Arm of Myth Drannor! The
Company recovered the pieces of the artifact on their frantic running around in Myth Drannor the
night Yoor-Acht the Mighty raided Myth Drannor against the feyri. Given permission from all the
captains after a wizard mind-read him to get his intentions and aspirations (which he doesnt have
any, hes always content where he is) to be its wielder, they gave him the responsibility of the
head of security for Myth Drannan ambassador when they are outside Myth Drannor. He has
been taught all the Arms powers and is learning lessons on how to be a bodyguard effectively
from former bodyguards in the Crusades army.
Slam, Son of Chug, Grandson of Smashed LG male half-ogre (Paladin 9) Tyr
Raaaargh, I will give them a chance to repent, Squeezing his huge fingers together and looking
through it with a yellow eye: A very small chance to repent.
The Company of Claws ask Slam what he would do the next time he met with the Zhentarim
caravan he has been trading with just outside his shack near the Spiderhaunt Forest.
History:
The Company of Claws met Slam on their way to Highmoon, following a tip to sell some books
about Myth Drannor. At the boundary of the Spiderhaunt, they ran into a huge humanoid fighting
against a large group of man-sized spiders led by a two-story tall spider. The entire group almost
lost their lives, but they fought to victory and took several days to heal. He started to journey with
the group, and helped them recover Mhaorathil from an abandoned dwarven mine. He then left,
led by a vision granted him by Tyr.
Currently:
Slam is currently on loan from the Abbey of the Just Hammer to the Abbey of the Sword. His
incredible strength and his enchanted battle-maul have helped the Tempusites battle back some
of the horrors that are emerging from the portal-filled depths. He has found a steed, he rides an
mean tempered dire boar of huge size. The boar is marked with the scales of Tyr upon his rump,
and escorts Slam in any area where he can fit. Slam is happy about his current situation, and is
still trying to convert anybody he runs into to follow the blindness of Tyr.
Kreiger Steelire LG male shield dwarf (Cleric7/Warpriest2)
OY, yer n ugly one, aint ye?
Krieger meeting Slam for the first time.
History:
Krieger is the head priest of the Steelire clan. This clan was a Myth Drannan clan that boasted
the Captain of the shock troops Vuth Steelire, and they stayed and fought until right before the
Banesduel. Seeing that the city was lost, they covered the retreat of three other flight and
escorted these folks to the city of Tilverton. They turned south and journeyed deep into the
Thunder Peaks, creating a deep mine and starting a relationship with the fledgling dale
Sessrendale. After a few hundred years, the entire clan moved back to their ancestral lands back
in the area of the Spine of the World. Krieger went to Highmoon to act as the priest for several
construction crews hired to construct the walls around Highmoon. On a dream from Moradin, he
met with Althen Artren to discuss a burden on his heart. The Company of Claws escorted Krieger
to the ancient Steelire mine and helped a soul find its eternal peace, while at the same time
Krieger claimed Mhaorathil as his own. He journeyed back to Highmoon, prepared the way for
the clan to return to the Dalelands, and thoughtful of his new status and wondering what the
future would hold.

Currently:
Krieger marched north with several dozen dwarves with the Army of Deepingdale to help the
Elves retake Myth Drannor. Krieger fought like a demon, holding lines that should have shattered
under their onslaughts and leading charges that saw both outsider and feyri retreat in haste and
the oncoming rush of ominous chants and furious weapon play of Dalesman and dwarf. Krieger
is the leader of the clan members who will return to Steelire Manor in Myth Drannor, is serving in
the AhkVehlar, and is looking to restore the dwarven temples in Myth Drannor (has not had the
opportunity to do so, too many battles to fight and dungeons to clean out).
Althen Artren NG Moon elf male (Wiz3/Clc3/MysticTheurge17/Archmage5/ElvenHighMage1)
TelQuessirRi or Outside the People. Called the Outsider, the Crazed, Corellons Hand
I like talking to myself. It is so much easier to get things done with eight of me running around.
Statement made to an adventuring group he has hired for mission of importance, after having a
discussion with seven of his simulacrum as to what their tasks are for the day.
Well, there is that, isnt there.
Statement made tongue-in-cheek to the same group of adventurers when an important detail of
his next mission is pointed out to be false.
History:
Althen Artren is an elven wizard/cleric that has lived in the Highmoon area of Deepingdale for
several centuries. The Artren clan was a family that was long ago exiled outside the elven nations
for crimes they were accused of in Semberholme before the raising of the mythal at Cormanthor.
Clan Artren is able to trace their genealogy back from Aryvandaar to Arcorar and to the present
day. Althen was born in the year 604 DR to his parents Alpheon and Sellera Artren. As per the
family tradition, the firstborn son Artren learned the arcane arts and the religious rites of the
priesthood of Corellon Larethian from his father and the family loremaster. When he was starting
in his first century, the Weeping War erupted in Cormanthor. All the living members of Clan
Artren joined with the Harpers, donned disguises, and journeyed to Myth Drannor to fight against
the hordes of the Army of Darkness (Disguised were needed for the Artrens to fight in the armies
AhkFaern and AhkVelahr, due to that their lives were forfeit if they were caught by elven soldiers
in elven lands.) His parents were killed in the Battle of Twilights Falling, but Althen was on
another front in the war, and lived all the way through the War to be one the final survivors of the
Final Flight. (He was one of the group of suicide soldiers in Castle Cormanthor that distracted
several hundred Army of Darkness members and managed to escape through the Tarynstone
tunnel network under the city.) He then spent the next few decades working with the
Moonshadow forces of Semberhole, protecting the elves that lived there from the encroaching
forces of the Remnant of Darkness and of the humans of the surrounding areas, and worked on
fortifying the wards around Myth Drannor to discourage intrusion from outside forces. It was in
864DR when his disguise fell apart and he had to flee the Cormanthor forest. He then spent the
next few centuries wandering and fulfilling missions for the Harpers, exploring ancient elven ruins
adding to his spell repertoire, and trying to improve relations between the elves and the other
races of Faerun. In 1184, he went back to Highmoon and served as the High Priest of the
Creators house there for several decades, serving the needs of TelQuessir and NTelQuessir as
best as he could until he felt the call of Arvandor. As he was about to step into the heart of the
Evertrees and journey to Arvandor, he was teleported to Corellons Grove in Evermeet. There,
Althen met with Corellon and was informed of these things: Clan Artren and Althen in particular
were held in high regard by the Seldarine for their service to the TelQuessir and for trying to
improving relations between TelQuessir and NTelQuessir even though the clan was exiled from
fellowship with the elves. He was going to be given the chance to lift his familys exile within the
next couple of centuries, but he had only one chance to do so (the exile could only be lifted by the
Coronal of Myth Drannor by decree), that the elves would try and reclaim Myth Drannor sometime
in the future, and Althen was to prepare the Dalelands and the mainland elven towns for that
attempt. If the elves failed to reclaim Myth Drannor, then Althen would fail in his chance to
redeem his family, and would be called to Arvandor. Althen was then blessed by Labelas

Enoreth to live a longer life, Sehanine to more fully understand the secrets of omens, mysticism,
and death, and by Corellon Larethian to understand the souls and magic of the elves and to serve
as an example of what Corellon wanted the elves to become. He was then teleported back to
Highmoon to start his god-given commission. Althen has been preparing for the elves attempt to
retake Myth Drannor since 1252 DR. He has teleported to all the major libraries of Faerun
outside the elven lands and has researched all the accounts of Myth Drannor he could find. The
basis of this research starts with the mythal raising in 261 DR and goes through all the way to the
end of the Weeping War and the reestablishment of Elven Court. He has commissioned several
adventuring groups to bypass the wards that he helped set up around Myth Drannor to retrieve
items of power and any historical accounts that were left over to prepare for the eventual
reclamation attempt.
Currently:
Althen Artren is one of the most knowledgeable individuals on the history of Myth Drannor still
living in the Realms at the start of 1374 DR. (He is also the most accessible by far, as Elminster
of Shadowdale and Khelben Arunsun are exceedingly hard to pin down and only give out
information on subjects if its improves their own plans or by Mystras decrees.) He has fought in
several battles of the Weeping War, read thousands of accounts of the survivors and historians,
and has explored many of the battle sites after the Elven Retreat in 1344 DR. Due to the
foresight given him by Corellon, he was incredibly surprised when he found out about the Retreat,
but decided that it shouldnt interfere with any of his own preparations. Althen has continued
protecting the Semberholme forests, his magic being sufficient to destroy any threats to the elves
there and to have kept them from killing him. Almost all the elves that knew of his exile and
would make attempts on his life left for Evermeet. The elves that remain in Faerun know him as
an eccentric but powerful wizard who works on protecting them and creating defenses and gates
to help them survive in this modern world.
Althens current list of allies is quite impressive. Since the familys exile, all Artrens have been
life-long member of the Harpers, and help out any member of that organization that they can, be it
through magical healing or giving out information or the casting of hard-to-find spells at reduced
cost. He has become a member of the Deepingdale government due to his arcane abilities,
generous donations to the coffers and military armory, and practical advise he has given
Thereman over the years. Under disguise, he has recently hired a noted group of mercenaries
and sent them to Daggerdale to help with the defense of that country. (It took several hours of
conversation between the mercenary commander Knight Captain Sargarothe Claythorn and
Althen is disguise to get Randall Morn to even read the contract. Randall read every detail of the
contract, and because it was given a stamp of approval by a High Priest of Tyr, reluctantly
accepted the large group of mercenaries to his command. Actually, he still has very little trust for
this group, however, the mercenaries have such a impeccable record of success and reliability
that he is SLOWLY coming around and thinking this is a godsend.) He has helped out and been
helped by the Chosen (and just as often traded spells with them due to each participants plans
crossing the others, note he has never won any of these exchanges, but sometimes delaying a
Chosen is victory enough.) There are several elf noble families the Artrens retain close ties to
(among more progressive thinking families) and provide aid to when necessary.
The list of enemies to the Artrens is even longer. Althen has been a life-long opponent to the
Zhentarim. In fact, he and Mansoon has each killed the other in spell-battle once (and neither
really relish the chance at the tie-breaker) much earlier in their careers. Due to his Harper
connections, he remains an opponent to the Red Wizards, the Shadowmasters, Cult of the
Dragon, and most recently the Shades mounted a covert attack and tried to claim his magical
tower.
Althen has worked on simulacrum magic so extensively that any simulacrum he makes has a
higher percentage of his personality and abilities. In addition, he has more control over their
actions than the typical wizard has over his simulacrum, due to modification in construction
processes and in material components. Finally, he has crafted several spells that allow him to
interact with his simulacrum, be it summoning them to battle with him (survivors of confrontations
with Althen report that after a word they were staring down 16 different Althens each with a wand
or staff pointed at them), that allow him switch places with any simulacrum he has created, allow

him to plant information or commands that needed to be fulfilled, and that allowed him to access
their minds and learn what they have learned. His spell library dwarfs the libraries of most
spellcasters, and he has other hidden backup libraries around Faerun in case this main one is
destroyed in battle.
He is an officer without portfolio in the fledgling government of Myth Drannor, handling several
needs of the city like running the temples in Castle Cormanthor, teaching magic at Windsong
Tower, and
Equipment:
Archstaff of Khoevoerm
Longsword+5 Aina El Kirmaeg made of alchemic silver with Holy, Dancing, Vorpal
(made during the Crown Wars)
Longbow+5 Aina Cu Holy, Distance, Acidic
Bracers of Defense with Speed enhancement
Enchanted Holy Symbol (made of alchemic silver and contains the five Alchemy Stones and a
Luckstone)
White Robe of the Archmage
Cloak Resistance +4
Ring of Protection +4
Ring of Wizardry Type 4
Scroll, potions, and wands in abundance

The Nomad of Scars (Wiz12/Oozemaster6/Incantrix10) NE Moon half-elf male


The hate-filled shall always outlive the hated.
The Nomad of Scars to the last member of the AhkFaern he kills with his spells at the battle of
Riirose during the Final Fall in 714DR, shortly before his own defeat.
History:
The Nomad of Scars grew up as Haladdera Tsornyl, a minor wizard/poet adopted into the Tsornyl
clan in the Semberholme area. He had little talent in the fine arts but excelled as a wizard, and
served as a minor clan wizard helping out wherever his talents would allow. He was the lone
survivor of the attack made by Moander on the village of Tsornyl in 75 DR. He fought his way
from the village edge to the battle-lines where the elven armies of Myth Drannor were fighting to
keep Moanders children from spreading further. With Moanders touch rotting his body with
every step, he finally fell a daggers throw from the High Mages that were casting the
NQuorKhoar ritual, screaming for help as his flesh melted off his body. The High Mages, who
were not able to stop their casting for fear of creating a magical storm that might destroy southern
Cormanthor, finished their casting and banished all trace of Moander and his children, including
Haladerra, below the earth.
Being the only elf who was still alive in his grasp, Moander kept Haladdera alive, torturing him for
decades because of the elves that trapped him. During his imprisonment, Haladdera never once
cursed his captor or begged for death, but swore death and vengeance against the AhkFaern in
particular and Myth Drannor in total for leaving him to this fate.
After finally tiring of the sport he made of Haladdera, Moander made Haladdera mostly whole and
offered him a deal. Moander would remove all of his essence out of Haladdera and teach him
new and powerful magics if Haladdera would leave the NQuorKhaor prison and work on trying to
break the High Magic bonds.
Haladdera agreed and spent the next couple of decades learning arcane arts under Moanders
avatar. Moander gave Haladdera all the surviving spellbooks and magical devices left over from
Tsornyl and completely removed his taint from Haladderas body, allowing him to leave the
NQuorKhaor prison.
Haladdera went against the deal that Moander offered him and fled Cormanthor for a time. He
went into the Tortured Lands and lived as a hermit, exploring his new powers and formulating

plans of revenge against Cormanthor. It was at this time he earned his moniker the Nomad of
Scars from the humanoid tribes he slaughtered mercilessly, due to his physical appearance of a
leprous elf with poorly healed wounds and his ability to appear anywhere and attack without
remorse. Eventually, Haladdera purged what was left of his elven nature with acts of brutality and
murder and took to calling himself the Nomad of Scars.
The Nomad came across an abandoned Netheril outpost on the border of the Tortured Lands.
After plundering it, he realized that Netherils mastery of magic was the key to deal blows against
the elves of Cormanthor. With new resources at his disposal, he sought out surviving wizards of
Netheril. During the next few centuries, he studied under the likes of Aumvor the Undying,
Alokkair of Hlontar, and Larloch the Lich-King, exchanging services in the world for forgotten
knowledge of Netheril.
When the Nomad heard about the humanoid armies gathering north of the Moonsea, he went to
take over the army and lead the charge to Myth Drannor itself. When he came across the Trio
Nefarious, he realized he was overmatched in power and offered himself as a soldier under their
banner. The Trio accepted, and the Nomad was placed under the command of Laummas the
Lich-King of Hlondath. The Nomad fought with Nezras the Traitor until Nezras apparent death
at the Battle of Fallen Flight. The Nomad continued to fight until he was apparently killed in the
Final Fall at the battle of Riirose, where a follower of Mystra sealed his fate.
Currently:
The Nomad is currently is a stasis sleep created by his contingency magics deep within his
primary hidden lair within the Tortured Lands. He waits for the day that Myth Drannor shall rise
anew, for he foresaw a day when the elves would again try to reclaim this kingdom, and rebuilt
the City of Song. So great is his hatred for the City of Song that the trigger to release him from
stasis is when an elf once again sits on the throne of Castle Cormanthor.
The Nomad would appear today as a leprous half-elf who appears to have died of starvation.
Little remains of his ears and nose, and his lips have cracks missing out of them. Several poorly
healed scars criss-cross his face and body, and his eyes are yellowed and dead-looking. He
retains little hair, having scraggly tufts left only on the top and above both earholes. He always
appears in travel-stained adventuring attire that is well-worn and often repaired. He carries with
him a duskwood staff carved in the shape of a striking black dragon with twenty-four bows of
moon-ivy tied onto the neck of the dragon (one for each member of the AhkFaerun he has
personally killed with his spells or weapons in the Weeping War). He wears a slim longsword on
his right side, and never wears armor, depending on his spells and special abilities to protect him
from physical attack.
He is a master of contingency magics and in the ability to make spellmantles, the magical devices
created by Netheril archwizards for their own personal defense. He will have several
spellmantles active on his person at all times, each being unique to the situation the Nomad
engages in. Further, he creates contingency packages upon his both for both offensive and
defensive purposes. He has a large cache of magic items that he has bartered for from his
previous masters, and from his own explorations in the Netheril ruins that dot the Tortured Lands
and Anarouch. He engages in occasional forays into dungeons such as Undermountain to further
his magic item cache and to expose himself to new magics.
There are only two emotions that the Nomad feels now. A driving hatred of Myth Drannor and the
beings that live there is the first. He will kill any being quickly and without remorse if he divines
that they live in or near Myth Drannor, or are an elf-friend in any way. He will go out of his way to
destroy any caravan or any military force that serves Myth Drannor, not fearing death due to the
contingencies and spellmantles that he places on himself, and the number of clones that he has
grown and ready for use. He attacks in the way that will due the most damage or cause the most
death to the group he engages, not caring about the long-term results of the attack. He tries to
use summoned creatures or undead creatures to keep distance between him and his foes so that
he can use his spells to best effect.
The other emotion is fear of being captured by Moander or any of his agents. The Nomad still
has nightmares about the horrors he had to endure at the hands of Moanders avatar in the
Darkwatch, and has no illusions about how he would be treated if he were to be captured again,
and would rather take his own life than endure that treatment again. The Nomad will avoid any

location he believes is sacred to Moander or any person he believes is a servant of Moander,


trying to avoid the attention of the trapped god.
The Nomad would trust and work with only one person alive in the Realms, and that would be
Nezras the Traitor. The Traitor has survived to the present day, and if the Nomad were to learn
that, he would certainly set out and try to ally himself with his old comrade in arms, and dark
would be the day for Myth Drannor where that to happen.
Noted Equipment:
The Staff of the Nomad a staff of power type item that has alternative spell-like abilities, ones
that would mirror a black dragons abilities (dragon breath 4th wizard spell, water breathing
instead of fly) and spell-choices typical of a black dragon
Several spellmantles
Ring of spell storing
Several Netherese scepters
Several belluths
Weavehater (Longsword +3 Spellcutter (allows to cut through magical fields, walls of force, and
prismatic walls)
Scrolls and Potions in abundance

Works Cited
Boyd, Eric, Volos Guide: Myth Drannor City of Song Dragon. Sept. 2007: pp.102-105.
Baker, Richard. Farthest Reach. Renton, WA. WotC Inc. 2005.
Baker, Richard. Final Gate. Renton, WA. WotC Inc. 2006.
Greenwood, Ed. Safeholds: Part 1,2,3 WotC Inc. www.wizards.com.
Greenwood, Ed. Adventure Cards from Ruins of Myth Drannor (box set). Lake Genevieve, WI:
TSR Inc. 1993.
Greenwood, Ed. Campaign Guide to Myth Drannor from Ruins of Myth Drannor (box set). Lake
Genevieve, WI: TSR Inc. 1993.
Greenwood, Ed. Myth Drannor Adventures from Ruins of Myth Drannor (box set). Lake
Genevieve, WI: TSR Inc. 1993.
James, Bryan and Ed Greenwood. The Grand History of the Realms. Renton, WA. WoTC Inc.
2007.
Pryor, Anthoy. Elves of Evermeet. Lake Genevieve, WI: TSR Inc. 1994.
Schend, Steven E and Kevin Walker. Cormanthor: Empire of the Elves. Lake Genevieve, WI:
TSR Inc. 1998.
Schend, Steven E. The Fall of Myth Drannor. Lake Genevieve, WI: TSR Inc. 1998.

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