Chapter 2: Gazetteer of tal’Dorei 69
elves. The high priestess of the moon claims the annual rite
purifies Lyrengorn, and gives the wild elves long life.
lyrenGorn aDventures
the iMpossible art
For low-level characters: While traveling through the
Cliff keep Mountains, the cold becomes too much for the
PCs to bear and they pass out in the snow. They are healed
and rescued by a trio of Lyrengorn wyvern riders, but their
roles are suddenly reversed when a massive horde of ice
goblins pincushions the riders in mid-flight. When the PCs
crash in the snowfields, they must try to learn the impossible
art of wyvern riding before they are claimed by the blizzard.
the incorrUptible liGht
For high-level characters: While the PCs are in Lyrengorn,
they discover a small community of dark elf refugees. They
fled here from a monstrous, nameless source of aberrant
corruption that has been devouring their society for centu-
ries. The dark elves hope that the skyswimmers’ ceremony
will cleanse them of the corruption and bouts of sadistic
madness that still plague them. However, strange accidents
conspire to kill the skyswimmers and the priestesses, and
on the day of the solstice, a pair of aberrant Death Eyes rise
from the underworld and try to bend the Moonweaver’s
Ribbons to their evil purposes.
The Neverfields
The farther north one goes into the Cliff keep Moun-
tains, the taller the peaks grow and the colder the weather
becomes, until the snowstorms are so thick that no human
unprepared for their chill can survive. The spiky peaks grow
shallow, trading treacherous rock for glacial ice and the
untempered fury of endless blizzards. No bastions of living
society exist this far north, though some brave, foolish
warriors endure the elements here to hunt rare and pow-
erful game or to seek lost relics from before the Calamity.
Rumors do speak of a time when this region once was green
and temperate, where trees and ancient elven colonies held
the land, and that many secrets of this era are now buried
deep beneath the icy wastes. Many that go seeking answers
to these rumors never return. The few that do, however,
occasionally emerge with artifacts of intense power and
mystery, reigniting interest in the region and sending
further generations to their doom among the ancient, ice-
rimed ruins and plains of endless glacial wasteland.
neverfielDs aDventures
seeD of life
For mid-level characters: Heroes of Tal’Dorei who have
made themselves known to the elves of Syngorn may
suddenly find themselves contacted by Verdant Lord
Celindar, leader of Syngorn’s armies. His report is grim;
the warding trees of the Verdant Expanse no longer pro-
tect the city, in fact, some have turned against it. Tr e a nt s
that once defended the elves have grown pale and sickly
and are now attacking the elvenguard. Celindar requests
the PCs, as elf-friends, to venture into the Neverfields
and seek out the Seed of Life, the last bloom of an ancient
treant named Cedargaunt, that may restore the withered
treants’ senses. The Seed of Life is worn on the neck of a
frost giant jarl’s pet remhoraz within the Neverfields.
Othendin Pass
This massive valley carved into the southwest section of
the Cliff keep Range was historically a proud territory of
the indigenous stone giant clans that already warred with
the dwarves of Kraghammer. When the human expansion
pushed into the valley and discovered mineral-rich rock,
many battles ensued with the reclusive giants.
The volume of human forces eventually overwhelmed the
clans, forcing them to retreat from their caves higher into
the mountains to the northeast. This allowed the forces of
Emon to claim the valley’s resources and land for its people,
establishing Fort Daxio to defend it. However, since then,
a slow rise in the bulette population maintains a constant
threat to the northern fortress, as well as the local miners,
gatherers, and travelers that attempt to pass through.
othenDin pass aDventures
bite the bUlet te
For mid-level characters: A tribe of stone giants and goli-
aths have taken up residence in an important choke
point of the Othendin Pass. They claim that they are the
Stoneherders, a great druidic order that keeps the balance
between civilization and nature in the North. Fort Dax-
io’s military presence here has kept them away for several
generations, but the unusual rise in bulette population
has forced them to return. Their plan to thin the bulette
herd requires the PCs’ aid in rounding up the beasts; once
they have been assembled, the goliaths will tame as many
as they can and move them elsewhere in the Cliff keep
Mountains. Those that cannot be tamed will become fare
for the stone giants’ bulette-eating contest!
The Pools of Wittebak
Wittebak was once a peaceful city of three thousand or
more rock gnomes, a safe haven for the small ones built
into the mountain rock and heated by a series of geother-
mal pools. The Wittebak gnomes weathered great wars
by not getting involved, investing in contraptions and
laughter, rather than wars and empires. They found joy in
inventing complicated ways to simplify their daily lives.
Yet, for all their efforts, trouble eventually came to them.
Around four hundred years ago, a displaced band of hill
giants found fancy in the hot springs and began to set up
a new homestead on their banks. By complete accident, a
flaw in the stonework of the gnomish city cracked under
the force of the giants frolicking within the pools, and the