 Map of the Principality of Evermeet |
 Flag and Heraldry of the Principality of Evermeet |
Principality of
Evermeet
Capital: Leuthilspar
Society: Evermeet is a haven for various elven races, each contributing to its unique cultural tapestry. The population of 20,393,853 comprises:
- Moon Elves: 50%: 10,196,927
- High Elves: 20%: 4,078,771
- Wood Elves: 10%: 2,039,385
- Grey Elves: 10%: 2,039,385
- Other (Humans, etc.): 10%: 2,039,385; The other Races represent a mosaic of races from various corners of the world. Humans, Dwarves, Halflings, Half Elves and other races have found a welcoming home within the isles, contributing to the kingdom's diversity. This melting pot of cultures results in a vibrant exchange of traditions, culinary delights, and artistic expressions.
- Note: The population figure mentioned excludes the Fae. The Fae creatures of Arethane are too numerous to be accurately counted so is not precicely known. It is estimated to be at the least, 3 to 5 times that of the Elven population, and consists of fae and magical creatures of all types. These mystical beings, with their whimsical nature and inherent connection to nature's magic, bring an extra layer of enchantment to Arethane. Fae communities are often nestled in the heart of magical glades, adding to the kingdom's natural wonders.
Religions: The Seldarine, a pantheon of elven deities, is revered on Evermeet.
Commerce: Evermeet is self-sufficient and exports coveted goods such as jewelry, exotic and magical items. The renowned Evermeet Sparkling Wanderale, a fizzy drink, is exported and cherished by elves across the realms.
Culture: Magical architecture defines Evermeet. A distinctive elven spell, Construction, enables the transformation of raw materials into grand structures. The spell is a well-kept secret, contributing to the island's unique aesthetic.
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Construction
Level: 6
Construction is an elven alteration spell that allowed the caster to transform raw building materials into completed structures, decorations and similar fabrications. By use of this spell, the caster transformed raw, naturally occurring materials such as wood, stone, crystal, metal, and certain types of glass, into fully realized formations. These magically constructed pieces varied from simple walls and palisades, to completely finished buildings and grand palaces, depending on the skill and dedication of the caster.
By use of this spell, the caster transformed the natural building material into a unique structural fabrication with a volume equivalent to 1,000 cubic feet (28.3 cubic metres). The shape, form, and other design characteristics of the constructed piece are determined entirely by the caster and simple constructs of this size took a full day to form. If the caster chose more complex designs, such as by adding vaulted ceilings, columns, or other decorative additions additional time is required. Additions could be added to the initial creation at a rate of 1,000 cubic feet per day by use of the same, single casting of this spell.
Once completed, the fully formed structures are permanent and required no additional arcane magic or maintenance. They are structurally sound and much more resilient than buildings erected by non-magical means.
This spell is unique to the elves of Evermeet, and is extensively used to create the structures and palaces that adorned the island refuge. Like their other magic, the specifications of the spell's casting is a well-kept secret of the Green Isle
Casting: In addition to verbal and somatic components, this spell required the natural building material that is used in the creation of the structure. For the entire duration of the spell's casting, all the natural building material had to remain in contact with the ground and not be moved until construction is complete. |
Evermeet Warlocks made fey pacts that granted these warlocks enhanced powers of teleportation and debilitation of their enemies.
The three Great Treasures of Evermeet are some of the most highly prized items created by elves, the first two of which were possessed by Queen Amlaruil Moonflower of Evermeet. Now all three are in the Possesion of the High Council holding them for Zaoruil until he is of age.
- Tahlshara: An extremely potent two-handed sword and the life's work of elven armourer Kythaela Durothil. It has leaves and vines carved into its surface with knotwork on the hilt. The name of the sword is present around the ferrule.
Powers: The weapon drastically improved its wielder's armor and can only be wielded by surface elves. Death is often the result of a non-elf handling it. The sword can be used to cast any high magic spell, or any of teleport without error, spellstrike, sunburst, spelltrap, turnshadow, or teleport dead.
History: The sword was the life's work of the elven armorer Kythaela Durothil. It was thought that its creation took over one hundred and fifty years and that Kythaela deliberately extended her life to complete it.
- Chalice of Labelas: The Chalice was crafted from silver, onyx, and chalcedony
Powers: The Chalice remaines constantly full of clean water. Anyone drinking from the Chalice was instantly healed of all injuries. The Chalice could even bring a dead person back to life if its waters were poured into their mouth. The resurrection power of the Chalice could only be used once per month
- Crown of the Sun: The Crown was a simple silver circlet set with a few small blue and green gemstones. A single gold leaf adorned the brow.
Powers: The Crown of the Sun combines all of the powers of a helm of brilliance, a helm of telepathy, and a helm of teleportation, making it a valuable and useful magic item
Government: Prior to the 2nd Sundering of Faerun, Evermeet was ruled by Queen Amlaruil Moonflower, who resided within the capital city of Leuthilspar, and depended heavily on her Council of Matrons for advice. Although the queen had male advisers as well, none of them formed part of her court. The Queen's High Council on the other hand included some prominent males. It consisted of:
- Zaltarish: The queen's personal scribe
- High Admiral Emardin Elsydar: Master of Evermeet's navy
- High Marshal Keryth Blackhelm
- Lady Selsharra Durothil: Matron of House Durothil
- Lady Ammisyll Veldann: Governor of the city of Nimlith
- Grand Mage Breithel Olithir: Head of Evermeet's mages
While tradition decrees the High Council serves at the pleasure of the Elven Throne and the current reigning monarch, the members appointed to the council are just as traditionally powerful in their own right, and their opinions did not always coincide with that of the reigning monarch.
When the Second Sundering ravaged across the World of Faerun, contact is lost with Evermeet. All of the permanent portals ceased functioning and efforts by the other fey kingdoms on Faerun to reestablish contact failed, and it is largely thought that Evermeet is destroyed. What is little known is that Evermeet is in fact transported first into the Feywild and then to Otara as the Will of the Seldarine.
Queen Amlaruil was lost during the drawing of Evermeet into the Feywild, and her reign was replaced with the governance of her high council, renamed the Royal Council. They were set to rule until a suitable heir could be found. When Evermeet returned from the Feywild only to find itself not on Toril, but on Otara and placed within the boundaries of the Arethane Islands the will of the Seldarine was made known and Evermeet became a principality of Arethane, and the royal council reverted back to the high council and an infant Coronal Zaoruil Moonflower the last surviving Moonflower and grandson of Amlaruil and Son of Lamruil was made Prince with the council serving as regents.
Defenses: Evermeet is shrouded in illusions crafted by the Seldarine. The island is protected by defensive storms, illusionary hazards, and a naval fleet renowned for its swanships, dragonships, and wardragon Dreadnaughts. The Aerial forces include Pegasus Cavalry, Eagle Riders, and Dragon Riders.:
- Military: The elite standing army is composed of warriors from various elven sub-species. Sun elves serve as mounted heavy cavalry. The military is augmented by aerial combatants and a navy that has integrated seamlessly with the Arethane Navy.
- Geography:
The island's north features rugged terrain with dark pine forests, while the eastern shore is densely wooded. Key regions include the Eagle Hills, Farmeadows, and Horsefields. Bodies of water include the Lake of Dreams and the River Ardulith.
- Notable Locations:
- Tilrith: Tilrith Island is a forgotten, rocky isle off Evermeet's northern coast, shrouded in powerful wards and erased from most maps. Once a simple prison for the exiled archmage Sifahir, its true nature is far deeper, it is a living, arcane vault, a planar nexus where ancient elven high magic binds fey lords, aberrations, and otherworldly horrors beneath its surface. The island itself is sentient, a genius loci that senses every thought and movement within its borders, twisting the seas and skies to deter intruders. Its tangled spell-web, fueled by long-enslaved mages and artifacts of immense power, distorts reality around it, creating illusions and fear to drive away travelers. Should its wards fail, the catastrophic energies bound below could unravel Evermeet's mythal, unleashing forgotten powers into Otara.
- Major Cities:
- Leuthilspar: The stunning capital.
- Taltempla: Known as the City of Magic, crafted from white and green marble.
- Ruith: A coastal town housing a significant part of the elite elven military.
- Settlements:
- Drelagara: Known for moon-horse breeding.
- Elion: A northern fishing village with an isolationist reputation.
- Nimlith: A coastal fishing community on the west coast.
- Ty'athalael: A collective of farms, vineyards, and estates in a lush valley between two mountain ranges.
- Landmarks:
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