Need Help with old elven settlement/homeland

Gwaihir

Explorer
In my homebrew 3.5/pathfinder campaign, the elves are long extinct, and the party is slowly unraveling this mystery. They are just about to be pointed to the long lost & abandoned elven homeland. Is there anything published that would correspond to that.

More background

The elves actually left the world and a remnant now reside in the astral plane, as the Lich Queens Beloved githyanki, repurposed imc as defiled elves. I'm sure a remnant of undefiled elves exists somewhere too, but I haven’t quite wrapped my head around where yet.
The party has spent the campaign suspicious of and generally opposing a large cult whose stated claim is to “rid the world of all undeath.” But whose real purpose, known only to the very highest ups is to open a gateway for the lich queen and her minions to return.

So any ideas on published materials that could help with this would be appreciated.

DK
 

log in or register to remove this ad

"They are just about to be pointed to the long lost & abandoned elven homeland. Is there anything published that would correspond to that."

Yes. Though not necessarily anything I would recommend for the purpose. You are probably better off brainstorming. Myth Dranor suits the theme, but I'd vouch against the actual quality of anything written about it.

What exactly do you feel are your weaknesses as a DM that you think you need a professional to shore up?
 

I had considered myth drannor as well, and may steal from that. As to my DMing weaknesses, they are legion, but #1 amongst them is lack of free time.
 

The Githyanki having origins in a destroyed empire is a world level secret in my game as well, although they aren't elves. I've never used my ideas or developed them before though, nor have I ever done anything with the ruins of the lost empire of the elves. For one thing, since the First Empire was about 5000 years ago, it would be on this world as ancient as 5th dynasty Egypt is in the real world. Very little survives from that period except in areas that are so haunted, nobody goes there, and even then - though the elves build well - time has rendered most things just broken bits of weathered rock.

What exactly are you looking for? Dungeons? Random encounter lists? Lists of names? Speculative history? Cultural ideas?
 
Last edited:

Very little survives from that period except in areas that are so haunted, nobody goes there, and even then then - though the elves build well - time has rendered most things just broken bits of weathered rock.

This is sort of what Im looking for as well, perhaps coupled with some sort of dungeon level, somehow hidden for the last 10000 years, but still able to point on to fact that the elves left and directly or indirectly point to the cult thats trying to gate them back in.
 

This is sort of what Im looking for as well, perhaps coupled with some sort of dungeon level, somehow hidden for the last 10000 years, but still able to point on to fact that the elves left and directly or indirectly point to the cult thats trying to gate them back in.

That's fairly easy.

So, in my game Elves defend their land by placing around it layers of magical wards - basically traps. Since the elves live for 1000's of years, are magically adept, and do this all the time (they are maintained by Wardens, the closest thing the elves have to police and a standing army), they can literally create millions of wards over time. Most of the traps are subtle, and designed to thwart but not kill trespassers. Most commonly these serve to confuse sense of direction, sense of time, and memory. A typical well developed system of wards will include barriers that block summoned creatures, wards that raise obscuring fogs around travelers, wards that alter sense of direction so that those effect think they are walking in straight lines when in fact they are walking in circles, wards that alter sense of time so that they feel they've been walking for hours when they've only been walking for minutes, wards that cause people to forget why they were here, wards that raise ghostly sounds, wards that provoke fear, or wards that suggest the trespasser leave the area for various reasons. A typical ward 'wall' will be a mile or more thick, and some of the larger ones go for hundreds of miles. Most wards are tied to trees, but in areas with more prepared defenses they are carved into standing stones. In some cases a little rune is carved. In others, it is visible only through detect magic. Really sophisticated defenses could include things like Symbols, Gylphs of Warding, and other sorts of potent traps.

Smart trespasser's in my game world typically realize what they've walked into, and quickly go the other way, as elves typically shoot first and ask questions later if they find you within their borders. In your case though, the wards could persist long after the culture that created them has disappeared, so that after a while no one completely remembers what created the wards in the first place. The interior might not have living elves, but it might well contain a large number of haunts, apparitions, phantasms, ghosts, ghasts, and banshee haunting the ruins of the former civilization. Likewise, your ward wall may have 'decayed' as trees or other objects the wards were tied to died, leaving only these scattered moss covered standing stones and the traps that they represent.

Have you seen the Hobbit? If you assume the elven palace is carved into some caves somewhere similar to Thranduil's halls in the Greenwood, but in a Rivendell like vale surrounded by Doriath's wall of ward and off in a wilderness somewhere, you could conceivably have a very plausibly hidden area that no one or almost no one in the last 10000 years has penetrated. It wouldn't take too much effort to hide it sufficiently well that the PC's couldn't find it either without the help of the cultists.

If it were me, I'd give some thought to whatever gods the elves used to worship and what they think about all this. A plot to restore the elven race in a damned form is a plot that I think gods no matter how otherwise prone to keeping hands off would have to intervene in to some extent, one way or the other. Either all the elven gods are dead (in which case, Dead Gods trope), or else I'd start weaving their agents into the plot Dragon Lance style.
 

Yes - perhaps finding some remnant of uncorrupted elves is a good option.
And I hadnt thought much about elven deities, Ill have to do that.
Thanks
 

I don't know if it would help you, but I've only got one custom map that fits elves in the forest, but it isn't an ancient ruin site as your premise seems to suggest - I don't have any elven ruin maps, so I don't have an alternative. This is an arboreal tree house network between several giant trees and a cliffside with some caves and a stream. Giant spiders also inhabit the same location, as the elves I placed here used them as mounts.
 

Attachments

  • arboreal-halfling-village-final.jpg
    arboreal-halfling-village-final.jpg
    4 MB · Views: 423

Remove ads

Top