Werewoods Timeline:
?? Crown Wars: Shantel Othreier destroyed, forest divided
?? - 490’s DR (OR 568?): Glimmerwood Era, Elves of Askavar
712 - 720 DR: Werewolf Kingdom, Vehlarr founded and then destroyed
1370’s DR: Wolfweres return to prominence in the wood
1434 DR?: Grand Duke Valarken’s coup fails, and he flees to the
Werewoods with his mercs
Friendly Factions:
- Seekers of Mythrien Sarath
- The Silver Stake
- Druid Circle of some kind (Rivals to Shadow Druids?)
Other Factions:
- Band of the Red Moon (Valarken’s wolves)
- Satyrs and Dryads (name? Tie to Shadow Druids? Wood Elf allies per
Dragon 222?)
- Wolfweres (name? Multiple tribes?)
- At least one dragon
Baldur’s Gate:
- The Silver Stake is an adventuring company dedicated to hunting and
either curing or, if necessary, killing evil Lycanthropes. Devoted to
Mielikki / Selune. Founded by Karel Mahorne, whose husband and child
were killed by werewolves, and recruits people with similar stories.
They have a compound just outside Baldur’s Gate containing a shrine
to Mielikki, a library of lycanthropic lore, an armory with silver and
magical weapons, and reinforced cells for holding captured
lycanthropes they are attempting to cure. They are aware of the Circle
of Vehlarr and take an interest in all who seek it.
The Silver Stake also employs gas bombs to incapacitate
werecreatures, invented by alchemist and founding member Dram
Kallen. They are small leather pouches that radiate faint abjuration
magic. They burst on impact, creating a cloud with a 15’ radius. Typical
bombs contain powdered wolfsbane and silver, to which werewolves
are allergic. Saving throw for werecreatures caught in the blast. If
failed, coughing and sneezing, no actions for 1d6+1 rounds. On a
success, -2 to attack rolls and saving throws for 2d6 rounds. Either
way, -1 to all attack rolls for 24 hours after exposure. Silver Stake
operatives carry 1d4 bombs.
Wereboar-specific bombs instead contain camphor and silver.
Wererat bombs contain poison ivy, and werebat bombs contain
skullcap. (Might not use this).
Spells: detect lycanthrope (level 2, range 1 mile per level),
protection from lycanthropy (level 3, extra saving throw vs. infection
with +2 if werewolf’s blood is a component / +4 if from infector, extra
saving throw to resist transformation if infected)
Wood of Sharp Teeth / Werewoods / Glimmerwood:
- Dire animals, dragons, hydras
- Satyrs, Dryads, wolfweres
- Towering dusk wood trees that no one dares to fell
- Used to be joined to the Snakewood (and the Cloak Wood ?)
- Werewolves under Grand Duke Valarken
- Valarken’s lieutenant Ikhal thwarted by Flaming Fist?
- Trying to rebuild Vehlarr
Founded by the werewolf Vehlarr, the city of Vehlarr was built by the
united werewolf packs of the Wood of Sharp Teeth after Askavar’s
abandonment. Vehlarr was both shapechanger and sorcerer, and his
soul was forever caught between Malar and Sehanine, favored by both.
He dreamed of creating a werewolf kingdom within the Wood of Sharp
Teeth, and by 712 DR he successfully rallied hundreds of werewolf
packs to his cause, creating the great fortified city bearing his name.
The greatest threat to Vehlarr was Syri Mhaal, who ruled Myth Lharast.
Myth Lharast’s mythal had been transformed into a magical lure for
lycanthropes, and only Sehanine’s blessing allowed the werewolves of
Vehlarr to resist it. Sehanine approved of Vehlarr’s rage against the
magical lure, because she felt that Syri Mhaal had corrupted a city
built partly in her honor. In order to strike at Myth Lharast, the
werewolves built the Circle of Vehlarr, a magical gate tied to Myth
Lharast’s mythal that would allow them to strike at the enemy city’s
heart.
In 720 DR they finished the gate, and joined with the Cowled Conjurers
to attack Myth Lharast. However, their combined forces were not
enough. Just before Syri Mhaal could claim victory, the goddess
Selune, enraged at the desecration of a city that was also dedicated in
part to her, blasted Myth Lharast with her power. The city was ripped
from the face of Toril, blasted into a timeless lunar demiplane, and the
backwash of energy through the gate destroyed the city of Vehlarr.
On nights of the full moon, however, the ghostly lunar city of Myth
Lharast becomes accessible through the Circle of Vehlarr. It is
rumored that the werewolf Vehlarr still survives in the timeless
demiplane.
Before it was Myth Lharast, the city was simply Lharast. It was in Amn,
but no longer exists in Faerun.
- Ruins from the Elven realm of Askavar
- Once connected to the Cloak Wood, which may also have Askavar
ruins
- Remnant of Shantel Othreier, a moon elf (and gold elf?) realm
destroyed by Ilythiir
- Destroyed during the Crown Wars some 11,000 years ago
- Later settled by Green (Wood) elves, refugees from Illefarn
The wizard Uldoon sent fiends from his realm, Torsil, to attack Askavar.
Askavar was abandoned in the late 5th century DR, about 1000 years
ago (OR 800 years before 1368 DR, so around 570 DR).
- Location where Mythrien Sarath forged his ring, which Malar stole
- Malar was assisted by Mask and Talos
- Mythrien’s priests, called Seekers, were outnumbered by Divine
Champions in his service
- On Ches 12, the day of the ring’s theft, worshippers launch attacks on
Malarites and thieves
- “The Forging and the Loss”
- Elven God of Protection, teacher of high magic, creator of mythals
- Domains: Knowledge, Arcana ? Forge ?
- Worshippers are older elves and / or Baelnorns
Once a mighty god of the ancient Elves, Mythrien Sarath poured so
much of his own divine power into creating mythals to protect the
elves that his strength was greatly reduced. He attempted to forge the
ring to restore his power, but after Malar stole it, Mythrien’s avatar
became trapped in the forge (Mythrien’s Delve ?). The weakened god
could no longer leave the safety of mythal-shrouded Mythralan, only
sending visions to his dwindling followers. Symbol: three rings (gold
blue gold). Serves Sehanine (connection of Vehlarr / Myth Lharast).
The Werewoods are a battleground between Sehanine and Malar for
the souls of lycanthropes, represented in the person of Vehlarr but
also the fall of Askavar and the theft of Mythrien’s ring.
Cloak Wood:
- Portals? (Defunct?)
- Anchorage for ships
- Beasts, monsters, vicious fey (giant spiders, quicklings, satyrs,
stirges, korreds, hangman trees)
- Felldane’s Manor (burned? Dark Alliance 2)
- Zarad’s Clocktower (Dark Alliance 2)
- Flooded Dwarven Mine (Baldur’s Gate)
- Shadow Druids (Baldur’s Gate)