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DnD Gaz KW Alfheim

D&D – Five Spheres of Mystara

Gazetteer #5 – The Known World – The Elves of Alfheim

Source: The Elves of Alfheim (0e-gaz-05)

Character Options

What everyonr Knows about Alfheim

Tavern Rumours from Other Lands
  • The People – The elves of Alfheim are stuck up folk who don’t have the time of day for anyone without no pointy ears. They livve in trees and just spend their whole time wandering around the forest pickin’ flowers ‘n stuff.

Alfheim in the Known World

Alfheim in the Known World

Located within the borders of the Republic of Darokin. West of Rockhome, North of the Five Shires and Karameikos and South of The Broken Lands and Ethengar.

Locations of Note

Alfheim
Mystara Alfheim 8m

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Sump and Weir – Location – Alfheim(3,-1) – Drainage was an important consideration when the weatherchange spells were cast to irrigate the lands which would hold the Canolbarth forest. Were the immense water run-off to leave Alfheim through “normal” means, it would pass into the Streel River with catastrophic effect on the the lands and cities downriver. The solution was to not have the rivers drain outside the forest at all, but to have it flow underground, away from Alfheim and towards the sea. The elves created a deep chasm near the western end of the forest where drainage water could be directed into underground caverns that connected to the sea. Thus, the Sump was created, a mile-wide depression in the ground, perhaps a thousand feet deep. The water from the Great Flood and Monster Rivers cascades over the side of the gorge and drains away into the underground caverns, surfacing again somewhere in the Malapheggi Swamp. There are paths down the sides of the Sump, but these are little-used and ill-maintained. Explorers have traced navigable routes along the underground rivers through to the sea, but the elves strongly discourage such traffic. Separating the rivers from the Sump is the Weir, a fence-like dam intended to keep local boats and wandering monsters confined to Alfheim waters and out of the Sump. The Weir is almost two miles long and is twenty feet wide on top, with guard rails and towers. Elven soldiers of the Guard patrol the top of the Weir, lending assistance to boating parties and attacking to kill any monsters from Thornbush that may be stuck upon the Weir. This is an important duty station for elves, and these troops are called away from this post only in times of gravest emergency. It is a common posting for new recruits.

Alfheim Location Sump And Weir
Alfheim Location Sump And Weir

Temple of the Siswa: Located in the forest near Selenica in the area controlled by the Feadiel clan and houses their children.

Great Elven Clans of Alfheim

  • Clan Chossum – (Mainly Elves of Air – Nomadfey) The Chossum clan is firmly in favor of outside contact and progress, as long as they can turn a profit.
  • Clan Erendyl – (Mainly Elves of Earth – Woodfey) This clan refers to itself as the “royal clan,” because it is the family of Doriath, current king of Alfheim.
  • Clan Feadil – (Mainly Elves of Fire – Sunfey) This is the most recent major clan to join the clans of Alfheim. The progenitors of the clan first arrived magically through the rainbow gate as they fled Moorkroft’s conquest of the Sylvan Realm.
  • Clan Grunalf – (Mainly Elves of Earth – Wildfey) The Grunalf clan holding of Ainsun lies in the densest forests of Alfheim, between the River of Monsters and the Black Lake Rivers. This has produced a clan of avid monster-hunters, foresters, and gardeners
  • Clan Longrunner – (Mainly Elves of the Elements – Seasonfey) The Long Runners are the most ingrown of the clans. They have little contact with the outside world and little love for anyone but elves, and not too sure of any from outside of Alfheim.
  • Clan Mealidil – (Mainly Elves of Fire – Sunfey) claims to be the true clan of the founder of Alfheim, Mealiden Red Arrow. They claim that this achievement by one of their own grants them the position of cultural arbiters for all that is truly elvish, and they back up the claim with an extensive library of writings and other recordings on the history of elves and those they deal with
  • Clan Red Arrow – (Mainly Elves of Fire – Sunfey) provides the rank and file of any elven army. As the clan responsible for stopping six major invasions, they take their position as defenders of Alfheim and the forests very, very seriously.
  • The Minor Clans

D&D Elven Clan Chossum – Alheim, Darokin (Mainly Elves of Air – Nomadfey)
Settlements – Densae (Alfheim(-2,6)), Turnclaw (Alfheim(-6,7)),

Elven Clans – ChossumCalisan (Counselor, M, Rog7/Wiz7), Daisy of Desnae (Alfheim Town, F, Pal8/Clr8), Shalander (Karameikos – Specularum, M120, Pal8/Clr7),

  • DnD Elven Clan Chossum Hilt
  • DnD Elven Clan Chossum Heraldry
  • DnD Elven Clan Choosum Arrow

The Chossum clan is firmly in favor of outside contact and progress, as long as they can turn a profit. Some more conservative elves call the Chossums the “dwarves of Alfheim”, their love of money and desire for a good business deal seem decidedly unelvish. Others think them a regression to the ways of the elves of the southern continent, from whom Ilsundal led his immigration.

Most of the wandering traders who go from clan to clan with hard-to-get food-stuffs, weapons, and wearing apparel are members of the Chossum clan. The Chossums are wheelers and dealers. Clan leaders have proposed that major trade roads be built into Alfheim from Corunglain and Selenica and even the Rockhome mountains, so as not to stifle trade by focussing it through the Darokin road.

The Chossums resent the Erendyl position as ambassadors to Glantri, they feel that the Erendyl ambassador has no concept of Alfheim’s trade needs. There is talk of Shadowelf infiltration of the Chossum clan, but this is regarded as the idle gossip of folk from clans who don’t understand true entrepreneurial spirit.

Clanmaster Lynnwyll is in favor of anything that puts elven products in the markets of the world, and the world’s gold into Clan Chossum’s pockets.

Converting Chossum Elves in BECMI to 5th Edition – Elves split their advancement from a martial class and a spellcasting class for the first ten levels, then dedicate themselves to either the martial or the spellcasting class for the Letter advancement starting at C and going to M. Chossum elves prefer Paladin and Cleric as their match.

D&D Elven Clan ErendylAlfheim (Mainly Elves of Earth – Woodfey)
Settlements – Elleromyr (Alfheim(6,-5)), Ironbark (Alfheim(3,-5)),

Elven Clans – ErendylBrendian (Clanmaster, F801, Pal8/Clr7), Doriath (King, Ftr18/Brd10)
SmallhammerDraugin (Gemcutter Craftsmaster, M, Ftr11/Wiz10,

  • DnD Elven Clan Erendyl Hilt
  • DnD Elven Clan Erendyl Heraldry
  • DnD Elven Clan Erendyl Arrow

This clan refers to itself as the “royal clan,” because it is the family of Doriath, current king of Alfheim. About 300 years ago, a branch of the clan, the Erewan, moved to Glantri and now is one of the major powers there. A member of that clan, Sire Galladin, is the ambassador to Glantri from Alfheim, just as a member of the Glantri branch is Glantri’s ambassador to Alfheim.

There is much contact between this clan and outsiders from Darokin as well as Glantri. As King, Doriath has foresworn ties to the clan. Regardless, many Eyrendyl elves hold positions within the Alfheim government, such as it is.

Erendyl elves are some of the best craftsmen in Alfheim. Artists and artisans come from all over to study under the carvers of Elleromyr, the clan holding. The profits from Elleromyr carvings and other artwork has brought the clan much outside money, which they use to equip the Elleromyr Guard.

Clanmaster Brendian usually agrees with Clanmaster Lynnwyll on any subject dealing with outside contacts.

Converting Erendyl Elves in BECMI to 5th Edition – Elves split their advancement from a martial class and a spellcasting class for the first ten levels, then dedicate themselves to either the martial or the spellcasting class for the Letter advancement starting at C and going to M. Erednyl elves prefer Bard and Druid as their match.

D&D Elven Clan FeadilAlfheim (Mainly Elves of Fire – Sunfey)
Settlements: Algorn’s Last Stand (Alfheim(13,24)), Feador (Alfheim(-9,21))

Elven Clans – FeadielDyradyl Feadiel (Clanmaster, Ftr10/Drd15),

  • DnD Elven Clan Feadil Hilt
  • DnD Elven Clan Feadil Heraldry
  • DnD Elven Clan Feadil Arrow

This is the most recent major clan to join the clans of Alfheim. The progenitors of the clan first arrived magically through the rainbow gate as they fled Moorkroft’s conquest of the Sylvan Realm. Feadiel is perhaps the most paranoid of the elven clans. Anyone and anything not of Alfheim, and sometimes not of the clan, is distrusted – after all, Moorkroft first came as a friend. Only druids are not distrusted.

As a result of their late-comer status, the Feadiel elves make a point of their clan name in all dealings with outsiders and take umbrage when it is forgotten. The Feadiel elves are on good terms with most dwarves. However, this attitude is strongly tried by the antics of the Thorns of Rockhome (see The Dwarves of Rockhome Gazetteer).

Feadiel has many adventurers. The clan wishes to expunge the record of its cowardice for not staying to face the onslaught of Moorkroft. Feadiel also has the highest percentage of adventuring elves who return to the forest after wandering.

Feadiel elves are also the least likely to ask another clan for help. They feel a need to show they can take care of themselves. Feadiel is foremost among the clans in its lore of the Tree of Life, and Feadiel Treekeepers are valued anywhere that there are Trees of Life.

Clanmaster Dyradyl Feadiel continually argues for restricted human access to Alfheim and a renewed elven regard for the worship of Ilsundal. He thinks that Lynnwyll and Brendian are dangerous adventurers.

Converting Feadil Elves in BECMI to 5th Edition – Elves split their advancement from a martial class and a spellcasting class for the first ten levels, then dedicate themselves to either the martial or the spellcasting class for the Letter advancement starting at C and going to M. Feadil elves prefer Paladin and Druid as their match.

D&D Elven Clan GrunalfAlfheim (Mainly Elves of Earth – Wildfey)
Settlement – Ainsun (Alfheim(5,3)), Dewdrop (Alfheim(5, 1)), Misthaven (Alfheim(6,7)), Thornbush (Alfheim(3,5)),

Elven Clans – GrunalfArloen Treelife (Alfheim – Representative, Rgr14/Drd10), Durifern Widefarer (Clanmaster, Rgr10/Wiz9),

  • DnD Elven Clan Grunalf Hilt
  • DnD Elven Clan Grunalf Heraldry
  • DnD Elven Clan Grunalf Arrow

The Grunalf clan holding of Ainsun lies in the densest forests of Alfheim, between the River of Monsters and the Black Lake Rivers. This has produced a clan of avid monster-hunters, foresters, and gardeners.

The Grunalfs are involved in maintaining the forest of Alfheim. The greatest foresters, the best trackers, the most prodigious hunters are said to come from Ainsun. The Grunalfs are also the best boatsmen of the Alfheim elves. They specialize in canoes and kayaks which act as platforms for their monster hunting.

The Grunalfs bore the brunt of the Shadowelf invasion centuries ago, and are especially vigilant in sniffing out new outbreaks of the Broken Landers. Many great Treekeepers have come from the Grunalfs. Their ability at growing things and keeping them alive is unmatched anywhere in Alfheim.

The Grunalf naming convention is similar to that of Long Runner and Red Arrow in that they each take a use name, which has no magical significance, but in addition to, rather than instead of, a real name.

Clanmaster Durifern Widefarer is frequently absent from Council meetings. When present, he stays quiet and then votes in a way no one expects him to. He stays on good terms with his fellow Council Members, though few consider him an asset to the council.

Converting Gunalf Elves in BECMI to 5th Edition – Elves split their advancement from a martial class and a spellcasting class for the first ten levels, then dedicate themselves to either the martial or the spellcasting class for the Letter advancement starting at C and going to M. Grunalf elves prefer Ranger and Druid as their match.

D&D Elven Clan Longrunner Alfheim (Mainly Elves of the Elements – Seasonfey)
Settlements – Glowtree (Alfheim(-9,13)), Pinitel (Alfheim(-6,16)), Shadowdown (Alfheim(-4,17)), Stalkbrow (Alfheim(-9, 15)),

Elven Clans – Long RunnerBeasthunter (Clanmaster, M650, Brb14/Wiz10), Coolhands (F, Brd10/Wiz19)

  • DnD Elven Clan Longrunner Hilt
  • DnD Elven Clan Longrunners Heraldry
  • DnD Elven Clan Longrunners Arrow

The Longrunners are the most ingrown of the clans. They have little contact with the outside world and little love for anyone but elves, and not too sure of any from outside of Alfheim. Their territories include both the twisted magic site of Stalkbrow and the good magic sites of Glow Tree, Shadowdown, and Goblin Park. This makes their territory ideal for the study of magic in many different forms. Elves from all over Alfheim come here to study with the master wizards of Pinitel (their clan holding).

The Longrunners are known for their care in costuming and cosmetics. Where other clans may ape human styles, the Longrunners are sticklers for primitive clothes of leather and fur, donning armor only when war is at hand. One faction of the clan is fanatically resistant to the presence of anyone but elves in the clan territory, although clan leadership strongly favors it, especially considering the helpfulness of human druids and wizards in controlling the Stalkbrow site.

Like Red Arrow elves, Longrunner elves tend to keep their real names (and even the real name of their clan) a secret. Instead, they take names indicative of some aspect of their personalities, personal histories, favorite activities, or prowess. These names change over the course of an elfs life. A Longrunner whose name was Hornhunter in his youth, due to his prowess in hunting deer, may become Bugwatcher in later years, as he devotes himself to studying the effects of the twisted magic on local insect life.

Clanmaster Beasthunter is the youngest of the Clanmasters and has a total disregard for the needs of outside contact. He considers Brendian a prissy bureaucrat and Lynnwyl a materialistic fool. At the same time, he has a hard time allying with Dyradyl and Mealidan because of their lack of interest in hunting. His best friend on the Council is Durifern Widefarer

Converting Long Runner Elves in BECMI to 5th Edition – Elves split their advancement from a martial class and a spellcasting class for the first ten levels, then dedicate themselves to either the martial or the spellcasting class for the Letter advancement starting at C and going to M. Long Runner elves prefer Barbarian and Wizard as their match.

D&D Elven Clan Mealidil Alfheim – (Mainly Elves of Fire – Sunfey)
Settlements – Goblinpark (Alfheim(-4,11)), Mealidor (Alfheim(-1,11))

  • DnD Elven Clan Mealidil Hilt
  • DnD Elven Clan Mealidil Heraldry
  • DnD Elven Clan Mealidil Arrow

Clan Mealidil claims to be the true clan of the founder of Alfheim, Mealiden Red Arrow. They claim that this achievement by one of their own grants them the position of cultural arbiters for all that is truly elvish, and they back up the claim with an extensive library of writings and other recordings on the history of elves and those they deal with.

The collection is so large that they had to grow a special combined Sentinel and Home Tree to hold it all. Most books or other records of historical interest found by adventurer elves wind up in the library of Mealidor. Mealidil is easily the most conservative of the clans. Their leaders consistently wear out-of-date clothing fashioned after that worn by the followers of Mealiden 1,800 years ago. Their answer for any problem is to research the Annals of Mealiden and find what he did in a similar situation.

Clanmaster Mealidan can be counted on for the most conservative reaction to any question that comes before Council, but, is not an isolationist like Beasthunter or a paranoid like Dyradyl. He just wants everything to be done “as Mealiden would have us do it.”

D&D Elven Clan Red Arrow Alfheim – (Mainly Elves of Fire – Sunfey)
Settlement – Dragontree (Alfheim(-7,1)), Dreamland (Alfheim(0,-8)), Shieldtree (Alfheim(-1,-6))

Elven Clans – Red ArrowBrightsword (Captain of the Guard, M455, Ftr9/Wiz9),

  • DnD Elven Clan Red Arrow Hilt
  • DnD Elven Clan Red Arrow Heraldry
  • DnD Elven Clan Red Arrow Arrow

This is a clan of militant warriors. Where the Grunalf’s provide the scouts and trackers, Red Arrow provides the rank and file of any elven army. As the clan responsible for stopping six major invasions, they take their position as defenders of Alfheim and the forests very, very seriously.

As a result of their continual contact with outside realms, the leaders of Red Arrow waver between isolationism and cosmopolitanism. They favor a closed Alfheim as the ultimate protection against foreign influence and conquest, but at the same time they have seen and adopted the practices of many foreign military establishments. Among the elves, the closest thing to dwarven or human discipline can be seen in the elite archers of the Red Arrow clan.

This clan was once a part of the Mealidil clan. During Mealiden’s long march to find a homeland, the Red Arrows were his honor guard who protected him and provided most of their military force. At that time they were simply the Red Arrow Guard. Eventually, their way of life changed so much from the Mealidil kinsmen that Mealiden declared them a new clan. When the clans finally settled in the steppes which became the Alfheim forest, the Red Arrows purposely established themselves on the easiest access from the human settlements which became Darokin, just so they could be the first elves to feel the brunt of an invasion. They have been granted their wish many times.

Like the Longrunners, the Shieldtree elves hide their real names and take use names suited to their personalities, personal histories, or enthusiams. Unlike the Longrunners, the Red Arrow tribesmen tend to keep their use names throughout their lives, sometimes taking on extra names if some other facet of their existence becomes supremely important to them.

Clanmaster Redsword Truetalker represents the military viewpoint on the Council. He favors anything that will build up Alfheim’s ability to defend itself, which includes weapons from other lands. However, he dislikes having large numbers of unaccounted-for non-Alfheimers in Alfheim at any one time and would just as soon tear Alfheim Town down (which he proposes at each meeting). In any non-military question, his participation is usually a disaster.

Converting Red Arrow Elves in BECMI to 5th Edition – Elves split their advancement from a martial class and a spellcasting class for the first ten levels, then dedicate themselves to either the martial or the spellcasting class for the Letter advancement starting at C and going to M. Red Arrow elves prefer Fighter and Wizard as their match.

D&D The Minor Clans Alfheim

Some 20,000 elves do not owe any allegiance to these major clans. They are split up into about 10 minor clans ranging in membership from 500 to 4,000 elves. Their Clanmasters are on the Council, but rarely get called to meetings. In most cases, these are the most isolationist of the elves, frequently refusing to have anything to do with the other clans, much less outsiders. As might be expected, the isolationist clans are the lowest in number. One once boasted over 10,000 members, but now has less than 1,000, due to attrition, lack of new births and desertion to other clans.

Elven Secrets

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Wrath of the Immortals Timeline

Phase One (Levels 1-5)

AC 1000 (Tier 1 – Level 1)

TimelineAC 1000Alfheim

Introduction to Alfheim – A mini campaign introducing the wonder of the elven forest. After spending ten years in the shade of a clan’s Tree of Life, a group of elves have earned their adult name and are called to protect the forest.

Still to be Edited
(PC1) A Night out on the Forest. Encountering the different cultures of the elven forest.
Tales of the Old Margrave – The Fingers of Derende
Tales of the Old Margrave – Hallow

AC 1001 (Tier 1 – Level 2)

TimelineAC 1001Alfheim

Rumours Only
Mystery of the Dead Elf
– A elven student Troikithus gain access to the records of the library of Alfheim relating to the clan of Ellerovyn.

Still to be Edited
(PC1) The Lost Seneschal – A missing tax collector for a lord in a domain bordering the elven forest.
<-> Dwarven Woe – A bunch of dwarven children a causing havoc in the western edge of the forest.
(dwt) Chop Chop! – A logging site has started to cause issues.
Tales of the Old Margrave – The Fingers of Derende
Tales of the Old Margrave – The Honey Queen

AC 1002 (Tier 1 – Level 3)

TimelineAC 1002Alfheim

Mystery of the Missing Delegation – An group of delegates from the Heldannic Freeholds were moving south into Vestland (Northern Reaches) and have disappeared. (Emerald Enclave – Princes of tje Apocalypse)

Still to be Edited
(GAZ5) Follow that Orc! – A Guardian of the Trees of Life asks for an investigation into unusual movements of an Orc in Alfheim City.
(dwt) The Blight – Issues with a sacred tree.
(dwt) Lair of the Mad Druid – people are disappearing in the forest.
The Rise of the Drow – The Darkest Dawn
Tales of the Old Margrave – The Fingers of Derende
Tales of the Old Margrave – The Vengeful Heart
Tome of Beasts II Lairs – The Twisted Wreath

AC 1003 (Tier 1 – Level 4)

TimelineAC 1003Alfheim

Still to be Edited
(GAZ5) Defend the Weir – Monsters are breaking out of the weir and your called in to strengthen the defences.
(PC1) The Hanging Hideout – A wood drake has taken something from the treekeepers.
(dwt) The Burning Tree of Coilltean Grove – a sacred grove is burning.
Rise of the Drow – The Darkest Revealed
Tales of the Old Margrave – The Fingers of Derende
Tales of the Old Margrave – Challenge of the Fang

AC 1004 (Tier 1 – Level 5)

TimelineAC 1004Alfheim

Still to be Edited
GAZ5 – The Missing Artefact – A treekeepers artefact has been stolen and needs to be recovered quickly and quietly.
(mdt) The Queen’s Estuary – Spirits of the forest causing mischief.
(mdt) The Kabandha’s Request – Treants in the forest.
Tales of the Old Margrave – The Tongue of Derende

Phase Two (Levels 6-10)

AC 1005 – (Tier 2 – Level 6)

TimelineAC 1005Alfheim

Still to be Edited
(GAZ5) Rough Play – Dwarves known as the Thorns are causing further mischief.
(mdt) The Dragon Queen’s Sanctuary – A shrine to the dragon gods has gone silent.
(mdt) Campsite in the Haunted Forest – something bad is happening in the woods.
(mdt) Entrance to the Forest Maze – a path deeper into the forest.
Tales of the Old Margrave – The Tongue of Derende
Tales of the Old Margrave – Gall of the Spider Crone

AC 1006 (Tier 2 – Level 7)

TimelineAC 1006Alfheim

Rheddrian’s Investigation Bureau – The Knight’s Rivett Inn expands out to Alfheim City (Alfheim), Akorros (Darokin), Corunglain (Darokin), Tothmeer (Five Shires) with services to its employees at each site.

Still to be Edited
(PC1) Sith Bruaich – A legendary haunted hill on the edge of the forest starts to wake.
To Catch a Unicorn Special Edition

AC 1007 (Tier 2 – Level 8)
TimelineAC 1007Alfheim

Mystery of the Dying Trees – A the treekeepers needs heroes to investigate the mother tree of life. (CM7 – The Tree of Life – Levels 8+)Tue Group

Rumour Only
The Day Magic Died
– The trees of life stopped talking, communicating or protecting the elves, causing much concern in the nation.

Still to be Edited
(GAZ5) The Ten Mother Trees of Life – A treekeeper needs you investigate the known trees, and to account for the missing tree’s. Something is going wrong with them.
Tales of the Old Margrave – The Tongue of Derende
Tales of the Old Margrave – Grandmother’s Fire

AC 1008 (Tier 2 – Level 9)
TimelineAC 1008Alfheim

Rumours Only
End of the Clan Trees – All the clan tree’s have gone into hibernation, and the elven ley lines are drying up. It is only a matter of time before the elven wards on the forest start to fate with the ley lines. (CM7 – The Tree of Life – Levels 8+), (Follow on from Tree of Life – Mystery of the Dying Trees)

Still to be Edited
GAZ5 – Cross and Double-Cross – Shadowlands elves are stirring trouble in the elven forest.
Tales of the Old Margrave – The Tongue of Derende
Tales of the Old Margrave – Grandmother’s Fire
Save a Unicorn – Quest to save a Unicorn of the forest from a Beholder Wed Group (Trellen)

AC 1009 (Tier 2 – Level 10)
TimelineAC 1009Alfheim

Rumours Only
Turmoil in Alfheim – Armies are mobilising to help the Sylvan Realm and Wendar. Rumours are spreading of the failing magic. (CM7 – The Tree of Life – Levels 8+)

Still to be Edited
GAZ5 – Assassins – Shadowlands elves are terrorising the forest.
Tales of the Old Margrave – The Heart of Derende
Tales of the Old Margrave – The Vengeful Dragon

Phase Three (Levels 11-15)

AC 1010 (Tier 3 – Level 11)
TimelineAC 1010Alfheim

Rumours Only
War in Alfheim – Part One – Armies are away to help the Sylvan Realm and Wendar. (CM7 – The Tree of Life – Levels 8+)

Still to be Edited
GAZ5 – The Plot – a major conspiracy from the Shadowlands comes to fulfilment.

AC 1011 (Tier 3 – Level 12)
TimelineAC 1011Alfheim

Rumours Only
War in Darokin – Part Two – Armies are away to help the Sylvan Realm, Darokin and Wendar. The forces of the Five Shires, Alfheim and Karameikos come to the aid of Darokin City. (Spring Event – Wrath of the Immortals – U – The Master is Hammed), (CM7 – The Tree of Life – Levels 8+)

Still to be Edited
GAZ5 – The Root of the Trouble – Looking into the issues that are causing the tree’s of the nation to twist and become darker and more sinister.

AC 1012 (Tier 3 – Level 13)
TimelineAC 1012Alfheim

Rumours Only
Wat of Alfheim – Part Three
– Armies are away to help the Sylvan Realm, Darokin and Wendar. The trees of Alfheim are becoming twisted and dark in the aftermath of the masters curse. (Fall Event – Wrath of the Immortals – W – Twisted Trees of Alfheim), (CM7 – The Tree of Life – Levels 8+)

Still to be Edited
PC1 – A Quiet Day Spent Fishing – Magical talking fish and the creatures of the fey await.

AC 1013 (Tier 3 – Level 14)
TimelineAC 1013Alfheim

Rumours Only
Wat of Alfheim – Part Four
– Armies are away to help the Sylvan Realm, Darokin and Wendar. (CM7 – The Tree of Life – Levels 8+)

Still to be Edited
GAZ5 – A New Holding – A chance to hold the corruption at bay bring a new domain into the forests.
PC1 – Cattle of the March – A famous cattle farm on the edge of the forest is cursed.

AC 1014 (Tier 3 – Level 15)
TimelineAC 1014Alfheim

Rumours Only
Wat of Alfheim – Part Five
– Armies are away to help the Sylvan Realm, Darokin and Wendar. (CM7 – The Tree of Life – Levels 8+)

Still to be Edited
Tome of Beasts II Lairs – Towers of the Three Regents
CM8 – Endless Stair – A tomb sealed by magic long ago is now accessible with the elves magic failing.

Phase Four (Levels 16-20)

AC 1015 (Tier 4 – Level 16)
TimelineAC 1015Alfheim

Rumours Only
War of Alfheim – Part Six – Armies are away to help the Sylvan Realm, Darokin and Wendar. The ability for the forest elves to hold their own nation against underground attack has become too much. (Fall Event – Wrath of the Immortals – ZG – Alfheim is No More), (CM7 – The Tree of Life – Levels 8+)

Still to be Edited
GAZ5 – The Nithian Lich – A forgotten foe is awakened by the corruption
PC1- A Blight on the Forest – The forest is dying, the elves have left, what is left is in shadow

AC 1016 (Tier 4 – Level 17)
TimelineAC 1016Alfheim

Rumours Only
War for Alfheim – Part Seven – Armies are away to help the Sylvan Realm, Darokin and Wendar. The migration of elves leaving the great forest is slow, and finally reaches the mountains. (Winter Event – Wrath of the Immortals – ZJ – Elves Winter in Cruth Mountains), (CM7 – The Tree of Life – Levels 8+)

Still to be Edited
GAZ5 – The Great Hunt – The king is hunted through his former lands.

AC 1017 (Tier 4 – Level 18)
TimelineAC 1017Alfheim

Rumours Only
War of Alfheim – Part Eight – Armies are away to help the Sylvan Realm, Darokin and Wendar. The remaining elves turn to guerrilla tactics. (CM7 – The Tree of Life – Levels 8+)
War in Glantri – Part Eight – Some of the elves of Alfheim travelling north are forced into the Glantrian mountains and catch the plague. (Fall Event – Wrath of the Immortals – ZP – Ethengarians Ambush Elves)

Still to be Edited
GAZ5 – Into the Bad Magic Point – A link to the Sphere of Entropy Is going out of control and threatens to drag the world with it.

AC 1018 (Tier 4 – Level 19)
TimelineAC 1018Alfheim

Rumours Only
War of Alfheim – Part Nine – Armies are away to help the Sylvan Realm, Darokin and Wendar. The remaining elves turn to guerrilla tactics. (CM7 – The Tree of Life – Levels 8+)
War in Norwold – Part Nine
– The migration of elves to the north reach the region of Wendar. (Fall Event – Wrath of the Immortals – ZW – Elves Reach Wendar)

AC 1019 (Tier 4 – Level 20)

Phase Five (Levels 21-25)

AC 1020 (Tier 5 – Level 21)
TimelineAC 1020Alfheim

War of Alfheim – Armies are away to help the Sylvan Realm, Darokin and Wendar. The remaining elves turn to guerrilla tactics. (CM7 – The Tree of Life – Levels 8+)

The land that was once Alfheim is now a nation of dark and twisted tree ruled by the pale, xenophobic Shadow Elves.

Elven quest for immortality

Section of Notes still under Construction

Dragonborn:
Gold – found near the lakes.
Green – found in or near the forest.

Elf:
Forest (Wood Elves) – The woodly realm was run by wood elves, as at the centre of every clan (even the high elves) was a Tree of Life that supported all elves as a gift from their Immortal guardian Ilsundal god of the elves.
Slyvan (Eladrin) – The fey kind, or most mischievous of the elven clans, have the least in common with the forest and only arrive as visitors, not having a clan of their own in this forest.
Sun (High Elves) – The high magic support for the forest is provided by the clans of high elves, they also seek more communication with the outside world and those clans that are found outside the forest.

Gnome:
Forest – in the darker regions of the forest.

Content Updates

  • 2022-09-08 – Migrated Secrets and Locations to new site.
  • 2022-04-21 – Detailed the locations and clans of the region.
  • 2022-04-14 – Added back in Alfheim map.
  • 2022-01-15 – Added AC 1010 to AC 1020.
  • 2021-10-25 – Cleaning up the Timeline adding in details for levels 9 and 10.
  • 2021-07-30 – Added in a reusable background section to add to character creation material.
  • 2021-06-24 – Updating and linking content.
  • 2021-05-09 – Moved the mini campaign to its own page.
  • 2021-03-20 – Added in background options for region.
  • 2021-03-02 – Added in details for character options and cleaned up the layout again.
  • 2020-08-23 – Cleaned up the Timeline sections.
  • 2020-08-06 – Added Timline for AC 1007.
  • 2020-04-23 – Migrating content from my google site to here.
  • 2020-04-01 – Restructure and moved out the elven pantheon.
  • 2020-03-03 – Added in Timeline for AC 1006.
  • 2020-02-18 – Added in Timeline for AC 1005.
  • 2020-01-14 – Added in Timeline for AC 1004.
  • 2019-12-31 – Added in Timeline for AC 1003.
  • 2019-12-24 – Added in Timeline for AC 1002.
  • 2019-12-17 – Added in Timeline for AC 1001.
  • 2019-12-11 – Added in Timeline for AC 1000.
  • 2019-11-28 – Racial and religion update
Alfheim
D&D Gazetteer

Mystara setting

The Known World Region: Alfheim, Atruaghin Clans, Broken Lands, Darokin, Ethengar, Five Shires, Glantri, Ierendi, Karameikos, Minrothad, Northern Reaches, Rockhome, Shadowlands, Ylaruam

Other Places of Note: Alphatia and Thyatis, Norwold Region, Thunder Rift

Hollow World

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)

FloorplansThyatian

Session RecordingsCampaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

Main Logo

This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.

Basic Links: Who Am I?, Home, Game Tools, Game Session Videos, My Campaigns, My Library, Site Map, Subscription Information

Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems

Site sponsored by the author AS Hamilton (my wife) with her books available on amazon kindle.

By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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