Illan, the Emerald Expanse

East of the Rainmist Mountains, hundreds of miles of massive, unbridled forest shrouds the landscape. Widely understood to be the domain of the elves, the dense timberland is traversed by few beside these elusive folk. Protected by high magic and ancient elvish artifacts and thousand-foot cliffs, the Emerald Expanse of Illan is the mist-shrouded realm of the elves.

Overview
The Emerald Expanse sprung from ley energies that shifted here following the Dawn War, bringing vibrant, accelerated growth, and rampant magical flux to the region. This has instilled the forest with countless pockets of fey folk, and displaced aberrations that call the darker groves their own. Ruins slowly fall to the swelling overgrowth, and some say that parts of the wood move and hunt on their own.

Walking beneath Illan’s giant maples, looming shadowtops, and towering oaks, humans soon realize they have entered a world that does not need them and where they do not belong. The great forest is a living testament to a forgotten green age, a time in which humans were an afterthought instead of the dominant society.

The enchanted nature of the forest holds the decay of the seasons at bay, the trees blooming evergreen year-round.

Life and Society
Much of the Emerald Expanse is under the watch of the Verdant Guard, granting a measure of safety to those who travel or live near its dusky boughs. Life here has changed little over the centuries. The elves continue their appreciation of learning, crafting, and the arcane arts. The dignified and gracefully evolving life of the elven life pivots around the carefully smoothed passing of time; it is a land of endless spring and summers, giving life in the Emerald Expanse a stately cadence into which the decades blur into centuries of contemplative serenity. Nothing in human lands compares to it.

The elves of the Emerald Expanse live a life that is both peaceful and joyous, though tinged with dangers that lurk in the shadows even in this safe place. Outside of the cities, in the smaller villages and nomadic wood elf clans, life revolves around doing what one needs to survive and spending time with your family and friends. One must forage, gather wood, weave, fish, and other important things during the day, and at night they gather around a central bonfire where they may sing and dance beneath the moon

In the few bastions of civilization through the Expanse, the proper cities, life is surprisingly similar as it is in human lands, yet also strikingly different. There are no real shops or stores, not in the way humans know them. The people will pursue artistic crafts and hobbies and work on projects during the day and at night they will conduct their business. Sipping wine along the lakeside or from their towers or treetop homes is a popular hobby for the elves.

In all, life is slow. They do not restlessly pursue their ambitions; such long lives usually mean that the elves taking things slow. They have plans, yes, and they'll get to them when they get to them. Problems and projects will all be there later.

For the most part, the high and wood elves form a single culture (though the noble houses, family lines, and clan relationships color associations between individuals). The wood elves hold themselves somewhat apart, preferring a quieter relationship with the forest and its spirits, but individuals can be found blending into life in the cities. As such, the “gentry” (the elven name for nobility or aristocracy, see below) is almost exclusively made up of high elven bloodlines, and the Archon themselves are high elves.

People
The elves were the first people of this land; they are the creation of the Archeart and the first mortal race to awaken in the world. They roamed the forest and sang beneath the stars centuries before humans gave any of it a name. The common origins of elves around the world lie within these wooded lands, and many still call the great forest their home. Though the city of Elvhanen is a wondrous thing, many young elves take to the road to see what else the world has to offer.

High Elves
The High Elves was the name originally given to those who chose to leave Dharrenal with the Archeart and dwelled for a time in the city of Seraphel. It was here they were taught the secrets of arcane magic by their deity, and it is still something they focus on to this day.

Today, the term is mostly used to describe the elves who dwell within the cities and do not live the nomadic lifestyle of their wood elf kin. Within the city of Elvhanen, many high elves focus their crafts on culture and learning, weaving magics and art with grace and aplomb. It is understood that the protection of the realm is the most important thing, and while the Verdant Guard provide an invaluable duty that cannot be overstated, it is through the power of the high elves that Illan is kept truly safe.

Wood Elves
Hunting across the many elven outposts, most wood elves find their survival skills keenly matched for the wilds of the forest. Wood elves have a long history of dutifully protecting the Emerald Expanse, and their people make up much of the Verdant Guard that patrol the realm and defends the forests around it.

The term wood elf was originally given to all of the elves who had chosen to remain in Dharrenal when the Archeart led the elves to Seraphel. Today, the term refers to those elves who live in semi-nomadic clans, traveling the land and following the migration of deer like their ancient ancestors. The nomads seek to preserve the knowledge, traditions, and sacred treasures of their people, which they call "The Old Ways". They eschew the cities of their high elf kin, preferring to live in the forests and among the beasts beneath the open sky.

Government
The Emerald Expanse is a sprawling forest, hundreds of miles across in any direction. It is a perfect blend of civilization and nature, and both the semi-nomadic wood elves and the more high-minded high elves find the region perfectly suited to the magical realm.

Elves are, as a rule, quite aloof and are not only capable of handling their own affairs, but prefer it to be that way. There is much to be said of the famously independent nature of the elven people. But even then, there is still need for leadership and governance. The elves call their nobility "The Gentry", which is made up almost exclusively of High Elves. The main exception are that Wood Elf clans usually have a spiritual leader they call a Speaker, who has the same basic responsibilities as the "proper" Gentry.

The titles below are presented in elvish, with their Common Tongue translations.

Iarla (Elf Friend)
The simplest form of respect, and the only title granted to non-elves. This translates roughly to “elf friend”, and is only bestowed upon common elves or non-elves who have performed some great service to the elves. Like a human knighthood, this title is not hereditary.

Righ-Cuicidh (Speaker)
The Speaker is generally the highest rank possible for elves not a part of a noble house. The Speaker is roughly akin to a mayor or burgomeister; they are responsible for the workings of the and safety of their given community. They also likely lead a community’s militia force.

Flaith, Banfhlaith (Prince or Princess)
The term Prince or Princess, in Elven society, is not actually indicative of royal blood. Instead it is a title bestowed to elvish nobility, like the term “Lord” or “Lady” in human culture. They often rule holdings of some renown, often with a number of smaller communities and outposts spread across their realm. All Speakers in a community answer to the local Prince or Princess.

Righ, Bean-Righ
These are the members of the nobility that have been given special recognition and authority so that they may act in the name of the Archon should there be a need. These are the most trusted officers of the elven people, demonstrated though often literally centuries of consistent loyalty and especially valuable, talented, competent, and well-loved elves can find this honor bestowed upon them.

Ard-Righ, Ard-Bean-Righ (Archon)
All elves recognize and pay homage to the Archon, a monarch title that is passed down through a bloodline. This bloodline, called the Verdant Bloodline, is the only that can sit upon the Emerald Throne according to tradition. It is not passed down to the eldest child, like most non-elf monarchs, but instead it is passed to the child most capable of handling the responsibilities of the position. This is usually determined by the high priest of the Archeart.

The current Archon is named Gwendoliel. The two-hundred year old monarch is seen as something of a spitfire among her people, opening the Expanse’s borders in ways unheard of in centuries past. She is a controversial figure among the more traditional members of elven aristocracy, but among the wood elves and the common people she is beloved. Gwendoliel is an accomplished singer, dancer, painter, and poet. She is also, quite famously, counted among the Bladesingers and carries her Moonblade with her still, forgoing the spear famously wielded by her father, the previous Archon.

Major Settlements



 * Aerelles: An Elvish port city on the Gulf of Lune, also called "The City of Sails". It is ruled by Prince Mando the Magnificent. Maseuqrades are common in Aerelles. It is build in the shape of a crescent moon over the Bay of Orlan, with magical lights lighting the skies at night. It is famed for it massive lighthouse, which burns with a brilliant, magical, silvery light every night. The guards of the sea port are known as the Swan Guard.
 * Autumn Hall: Located in the Autumn Hills, in the north, this homely house and comfortable estate belongs to Prince Illuvian the Wandmaker. He is a famed diviner and wandermaker, and is recognized as one of the more powerful mages in the Expanse.
 * Elvhenan: Also called "The City of Song", Elvhenan is the center of elven society, this massive city is also the largest settlement in Illan by a large margin. For more informaiton, check here.
 * Lantan: Folk here tales of Lantan, “where madness is worshiped and magic is shunned”. Most know little beyond the hearsay that Lantan is a strange and dangerous place, where clockwork machines and infernal devices work great wonders and terrors at their master’s direction. Common wizardry, it is whispered, pales in comparison. This isn’t entirely true, but the gnomes who call this place home won’t tell you that. The Lantanese gnomes are constantly creating “small wonders”—though, unlike their kin in Zhivago, far to the north, they are have no qualms with combining magic and technology. Some examples of inventions created in Lantan are wind-driven fans, “snap-together” weapons, grapnels that can be disassembled and concealed in clothing, the accordion and some of its derivatives, eye glasses, and a variety of intricate needles and tools for both sewing and magical uses.
 * Lasthome: Within the Valley of Green Grasses, Lasthome is the first settlement outsiders will encounter. It is unique in that humans and non-elves are allowed here without question or invitation. It is the most "human" of the cities in the Expanse, with many "traditional" wooden and stone buildings built in a way that humans and non-elves can easily navigate.
 * Telandia: Located near the Dawnrise Mountains, Telandia is also called the "City of Illusions", it is ruled by the cunning Princess Darcelyn. It is colorful and full of music and merriment at almost all hours of the day. Life in Telandia is an almost constant party.
 * Sans Retoir: The oaks and maples fed by Lake Pemburan’s pure waters soar high above the rest of the forest, creating a cathedral-like retreat for those who wish to escape from the politics of life in Elvhenan. The limestone caves that formerly provided the ancient wood elves with protection now provide a small number of Moon Elves with the perfect shelter. Sans Retoir is one of the few human-friendly settlements in Illan, and the only one which will tolerate the drow.

Taras Falinestil
Built within and around a cluster of massive, living trees that form the heart of the Expanse, and enchanted with powerful abjuration and illusion magics, Taras Falinestil (or “Shifting Keep” in the elvish tongue) acts as a satellite military compound for the elven scouts and rangers that patrol and defend the forest. The spells embedded within the keep’s foundation allow the fortress to hide its exact location from Divination magic—so the fortress and anything within cannot be detect via magic.

This advantage played a major role in the historical victory over the demonic legions of the Demon Prince during the Calamity War, and lent to the mystique that now surrounds the outpost. Nearly a thousand trained elven warriors, hunters, and spies call Taras Falinestil their home, though many spend their time wandering the expanse, vigilant and ever curious what fools would dare trifle with the might of the elves.

The Aelwood
The Aelwood is an ancient forest, populated by fey and elves. The Aelwood is the largest forest in the Emerald Expanse and the most notorious for its strange magics and mysterious, moving trails. The forest is mostly home to the wandering, semi-nomadic tribes of wood elves, but many small villages and even a few larger settlements can be found within it. Even Elvhenan, the capitol of Illan and the center of elven culture, is found along the western edges of the Aelwood.

The Blue Grove
The Blue Grove, or Lhun Glad as it is known by the elves, is a dense and heavy woodland that makes up much of the northeastern portion of the Emerald Expanse, near the borders of Alfine and Vanar. The climate is relatively mild, but much coler than the Expanse as a whole. Except for ways through the thickets of the forest, there is onlu one commonly used route through the Blue Grove, called the Old Forest Road. This forest is, for reasons unknown, colored blue where most forests would be green. The forest here is the home of the aggressive clan of wood elves known as the Woads, sometimes called the Blue Elves.

The Darkwood
Deep within the western reaches of the Expanse lies a section of extremely dense forest that allow nearly no sunlight to enter. Existing since the birth of the forest itself, the trees cluster and twist together into a maze of knotted roots and branches, while a tangled canopy of dropping foliage and gray moss choke the sky from view. Natural creatures often wander from the from the Darkwood altered or touched by darkness, lending to population surges of dire beasts and fey abominations.

While the source of the Darkwood’s corruption has many myths in elven folklore, none have yet been able to define the purpose nor reason for the darkened region. While many scholars find fascination with this curiosity, the few who proceed do so with caution, as many who have delved deeply into the Darkwood either fail to return, or do so with but a shred of sanity remaining. These tales lead most locals to avoid the area altogether, instead using the fables to frighten young elven children into not wandering the forest alone.

Tanglebriar
While the Dawn War managed to purge the world of the Primordials, their influence can still be felt across the world. Even in the blessed realm of the elves, the taint of the Primordials is an everpresent threat. So it is that a vast, corrupted, vile swamp exists within the Emerald Expanse known only as the Tanglebriar. It sits as a festering wound, from which abominations and demons crawl into our world. It always threatens to corrupt the forests and rivers around it, something the Verdant Guard work tirelessly to stop from happening.

While the elves would say their conflict with the denizens of the Tanglebriar have been a success, most acknowledge that the evil has only been contained.

The Gladepools
Surrounding the southern edges of the Expanse lies a cluster of broken ponds and lakes that ever draw fresh water from the mountains to the east, and salt water from the oceans to the west. The strange mixes of habitats across this somewhat marshy grassland has led to unusual ecosystems and odd, dangerous denizens, which in turn has drawn the attention of many fisherman from Vanar and Alfine, and hunters from within the Expanse.

The clay and salt gathered along the shores of the salt-water lakes can be refined into fine ceramics and simple constructs that fetch fair prices in northern Dharrenal. Elven tradition speaks of an oracle’s spirit that is bound to the lakes, and when given sufficient offering and respect, the oracle’s spirit with come to parlay a trade for information on one’s fate.

Lake Pemburan
This beautiful lake in the north of Illan is the heart of the elven community of Sans Retoir (see below). It sits at the bottom of the Ashenpeak Mountains, and is fed by a trio of waterfalls.

Vues’dal Waters
The Vues’dal volcano erupted for the last time in the late Dawn Era. Its explosion shook the earth so terribly that the mountain itself was swallowed by the earth, creating the Vues’dal Basin at the edge of the Rain Mountains. Today, the basic has been completely filled by the River Ardulith, and the land around it is among the most fertile in Dharrenal. An elven farming town of about 1,000 souls exists on the shores of the Vues’dal.

For the past several decades, the farmers have clashed with lizardfolk that dwell in the marshes beyond the basin, but lately something has changed. The lizardfolk are growing more aggressive, but less bestial. Their tactics are evolving, and the locals are struggling to repel their attacks.

The Autumn Hills


==== Once known as the Essanduri Hills, these high, grassy hills were settled by the elves of Illan a few decades after the Sundering, before even the founding of Elvhanen. They are cloaked in mist and in a state of perpetual autumn. ==== There is little for a traveler to visit in the Autumn Hills, save for the bastion of Prince Illuvian the Wandmaker. This elven noble presides over the town of the Autumn Hall. This town is little more than the spacious and comfortable estate of the Prince, and amounts to little more than a stop for travelers going between Alfine and the Expanse. Prince Illuvian is well known for his wisdom, generosity, craftsmanship, and power.

The Copper Canyon
Also called the Red Canyon. This high walled ravine leads into the Polczek. It is a dead end for invading armies, as the canyon winds its way to high cliff walls in the shadows of the peak. The elves often use magic to lead invaders here before turning the ravine into a killing floor.

Rain Mountains
These three-thousand-foot, conifer-lined peaks tower over the Expanse. Lookouts keep watch from the peaks and tend to their giant eagle mountains in nests on the crags. Rains and heavy frog are common in the Rain Mountains, which are not called that for nothing.

River Ardulith
The mighty River Ardulith, also known as the Great River, bisects the Expanses; it is the longest, the widest, and the most important river in the entire Emerald Expanse. It is the longest river in Dharrenal, with a total length of apprioximatgely 1,388 miles. It begins as two different streams; the Langwell and the Greylin. The Langwell River begins in Vanar, with an origin in the Nordlache and flowing souther, past the Ashen Peaks and into the Expanse. The Greylin begins in the westernmost heights of the Rain Mountains. It flows from these sources to the the Great Sea.

Silverymoon River
A fast-flowing, salmon filled, glacial stream. The Silverymoon River holds special reverence for the followers of the Wildmother. It was on the banks of the river, specifically at Silverymoon Carrock, where the Wildmother fought and defeated both the Rot and the Wild Hunt during the Sundering. The town of Sans Retoir sits along the Silverymoon River, at the base of Silverymoon Carrock.

Tormor Falls
Feeding the mouth of the rushing River Ardulith that carves through the body of the Emerald Expanse, Tormor Falls is an incredible multi-level series of waterfalls that cascade down the eastern side of the Glittering Mountain for hundreds of feet. Swelling with every major rainfall, and beautiful to behold at all times of year, Tormor Falls is also host to a number of caves that hide beneath the mist and spray, leading beyond the forest and under the mountains beyond.

A band of the Verdant Guard patrol the base of the falls at all hours, and many have explored the caverns in the past. Some return with nothing, while others finds trinkets or old artifacts from before the Sundering. Others still fail to return. Rumors speak of the cave entrances moving, shifting with each rising sun, leading superstition and fear of exploring further.

Far Meadow & The Silver Fields
The two largest plains in the region are made up of dozens of smaller glades tucked in among the trees. Centaurs run free through the long grasses alongside moon-horses, the intelligent horses bred by the elves.

Northern Carlaeron
A glacial fir and pine filled valley that skirts around the edges of the Ashen Peaks. The Autumn Hills are technically found within Northern Carlaeron.

The valley is teeming with warped beasts and roving goblins. While the region is regularly patrolled by the Verdant Guard, the hardy wood elf nomads who call this area home prefer to take care of their own affairs.

Pegasus Hills
The Pegasus Hills form a small range of hills and low mountains that form the Vale of Green Grasses. This valley, with its grassy hills and small clusters of trees, is the first thing outsiders will encounter when entering the Expanse along the High Road. This narrow region is sometimes known as Haldir’s Throat.

From Thalikaera Rock, the highest peak of the range, lookouts can see all the entirety of the Vale. Using magic, they can see much farther. A lookout post was built here centuries ago, known as Fort Pegasus. Here is one of the most well-defended forts outside of the Elvhenan, famed for its Pegasus Knights and the population of Bladesingers. It is said that this fortress houses a Seeing Stone.

Vale of Lost Voices
The Vale of Lost Voices is a quiet valley, where neither brook trickles nor birds sing. Fairy lights provide a soft, somber lighting and little bright color is found here. A circle of standing stones can be found in the heart of the Vale, where (according to elven legend) the Kinslaying occurred, marking the betrayal of the drow and the start of the Kin War.

Elves do not build or settle this area. It is sacred to the elves, who occasionally visit it alone while on somber pilgrimage.