Part 1: Geography

Climate and Terrain:

  Hadrian is an island in the inner ring. It is the eastern most island in the inner ring. Hadrian is covered in a lush forest. Their are many lakes and natural springs which are on the island.

Places of Note:

The Island of Enigma Lake

  In the center of Enigma Lake there is a large island. This island is a sacred grove. This island is where the Grand Druid spend most of her time. This island is very well protected from by all of nature. The fish of the sea will let no uninvited guests sail across with out a battle. The island is a very magical place. The water from the lake will heal wound as a spell of Cure Serious Wounds. The island allows any animal that is on it to talk in the language of the druids. The Island is protected by a circle of living trees that will stop any invaders from getting on the shores. Any person who is killed and ashes are put in this grove will be Reincarnated if the person is worthy of it. The whole of the island is able to move and turn. There is a thrown made from roots sticking up from the ground. This is where the Grand Druid can watch the whole forest from a puddle at the base of the thrown. This sacred area has been where the Grand Druids have lived since the beginning of time.

Part 2: History

First Age

  In this age all the elves lived in harmony with each other and there were no wars at all.

Second Age: The Dark Wars

  In this age the elves battled the Moribund the lord of the dark. He was a powerful lich who want to conquer the world with his legions of undead. Some elves even aided him in his battle against the world. He turned these elves as dark as him and this is how the first drow elves were created. He was finally stop by a powerful priest, he was a priest of the god, Belenus. The priest was named leader of all the free people. He was named the Grand Druid. The Grand Druid then set the order of druids and ever since then the Grand Druid ruled the elves.

Third Age: Harmony

  In these years the elves lived in harmony with each other. There was no fighting and no powerful enemies had a risen to fight the champions of good.

Fourth Age: Sylvan Wars

  In this age the happiness over the over throw of Moribund was over. The drows had felt that they had paid their debt to the rest of the elves and were tired of being pushed around. The drows rose against the rest of the elves. This started a large war among the elves and sylvan folk. Bad feelings that had a risen for hundreds of years were now brought out. Finally the Grand Druid got involved and put to peace all of the problems between all of the elves and sylvan folk. The Grand Druid also had to put more druids in her druidic council.

Fifth Age

  In this age there was peace. All of the differences had been settled by the elves and sylvan folk and it was a very prosperous time.

Sixth Age: Elven Expansion (283BC to 317AD)

   The elves were getting very full of what a great race they were though and started to think that they were meant to be the rulers of all of the races of the world. The elves decided that for the best of the world that they should be rulers and bring the druidic code to all the nations. They were able to capture all of the inner islands and Asculum, but were never able to conquer the dwarves in the mountains of Jugurtha. They even employed the help of the Seraphs, whom were much like the elves in some ways.

Seventh Age: Empire of Atlantis (317 AD to Present)

  The Elves never live under the rule of the Atlanteans. They have in most regards been treated fairly by the Atlanteans. The elves are now a wiser race and do not look to rule the world.

Part 3: Government

  The elves government is run by the Druids. The whole circle is the Island of Hadrian. The druids are the only real power holders in the circle. The circle has a similar power structure as other druid circle. The main difference is that the highest rank druid in the circle is the Grand Druid. Then the hierarchical power structure goes down from there. There are 3 Great druids, 9 Arch druids, and 27 Dominion druids. Druids still step down after they become the Grand Druid in the normal way.

  The Grand Druid separates the dominion druids into to which of the 27 dominions they are in charge of. The Dominion druids are expected to upkeep their dominion. The Arch druids are given three dominions to watch, these dominions are called Arch dominions. The Great Druids are to watch three connected arch domains, which are called Great dominions. The Grand Druid control the whole of the island.

  The druids are expected to prepare the elves for battle by raising militias for their need in battle. The Druids make rules according to what their gods tell them to do. Druids are considered to have the power of the gods behind them and are very highly respected.

Part 4: Races


Personality: Bush-ents are very peace loving sylvan folk. The main times that a Bush-ent would get angry is when a forrest is being attacked or when fire is being used in excess.

Physical Description: Bush-ents are a lesser form of Tree-ents. They are shaped like small trees. They have two lower branches which serve as arms and all the rest of the branches are just a part of the body but have no real purpose. They may appear to look like any small bush or tree. Their hieght ranges from 4 to 7 ft. There are many types of bush-ents around. Bush-ents eat through photosynthesis, like any plant would. They reproduce asexually like a plant does. They drop seeds in a "nest" which then they take care of. Most bush-ents allow for a "nest" which is portable. Bush-ents have children very rarely however. They will drop seedlings only about 4 times in their whole life. It takes about 100 yrs for a bush-ent to reach adulthood. Children can usually be born about every 200 yrs.

Relations: Bush-ents have a very close bond to all of the sylvan folk whom live on Hadrian. They work well with elves, centaurs and satyrs. They are very shy toward outsiders but can become very good friends and allies for rangers and protectors of the forest. Bush-ents have a special place in the hearts of tree-ents. Many bush-ents and tree-ents have devolped bonds which they would die for the other. Many times tree-ents will become protectors for a group of bush-ents.

Alignment: Bush-ents are neutral creatures. They will not fight any one unless they have cause. One such cause will be if someone is damaging the forest or using fire in an unsafe way.

Lands: Bush-ents live in deep parts of forests were most humanoids do not roam. They prefer to be by themselves so not to be bothered by other people who are not of the forest.

Religion: The Bush-ents worship the same way as all of the inhabitants of Hadrian. They worship like druids. They do have their own god though. His name is Deeproot and he is a Tree-ent diety.

Language: Tree-ent, Elven, Sylvan, Centaur, Satyr

Names: Their names usually have to do with trees or nature. Such as: Treebeard, Thicktrunk, Greenleaf, Longstem,

Adventurers: Bush-ents would adventure for the reason to protect their forest or to seek out and to protect other forests. They are lovers of nature and would stop any one from harming it.

Racial Traits:


Personality: Centaurs are very friendly toward other sylvan folk. They have a special bond with nature and will protect those who are living with nature. They are a very serious race who will not let the forest be destroyed by any one. They can be powerful friends and powerful enemies.

Physical Description: Centaurs have the torso of a man and the body of a horse. The stand to be about 8 to 9 ft. tall. They are very heavy due to the fact that they have a body of a horse. Their fur is usually colored brown black or white. Their hair on their head usually matches the fur of their body. Centaurs hair is usually wore long like a mane. They reproduce like any other mammal. A pregnance last 9 months and the child grows into adulthood in about 40 years.

Relations: Centaurs are usually friends of defenders of the woods. They get along well with all sylvan folk. They do have some problems with satyrs in the fact that they are much more serious then satyrs. Centaurs believe that satyrs enjoy life to much and do not help to proserve the forest.

Alignment: Centaurs are usually neutral good. They do what they believe is the best for the world and do not try to trick or take advantage of the week or powerless.

Lands: Cenaturs live in the forest of Hadrian. They live in tribal villages which are usually headed by a warrior chief or a druid

Religion: Centaurs believe in the believes of the druid and have the same gods as the elves.

Language:Centaur, Tree-ent, Elven, Satyr, Sylvan


Adventurers: Centaurs like most sylvan folk will adventure to save nature including nature which is not their homeland.

Racial Traits:


Personality: Satyrs are a fun loving race. They love to pull pranks on travelers as they pass. Satyrs are infamous for their drinking and partying. Satyrs spend most of their life drunk and having a good time.

Physical Description: Satyrs have the upper body of a man and the lower body is the hind legs of a goat. Their ranges from a light brown to a midnight black. The hair on their legs range from a light grey to a dark brown. they stand to be about 5 ft. tall.

Relations: Satyrs relate well with most of the sylvan folk. The other sylvan folk do get tired of the constant partying of the satyrs but the satyrs are doing no real harm and therefore no one cares.

   Satyrs have a special way of protecting the forest, When a foe come in the satyrs will either bother the foe so much that they will get mad and just leave or else they will invite the foe to drink with them and get them drunk and when the foe passes out they will just take foe to someplace and leave them there lost

Alignment: Satyrs are caotic good, They have no real rhyme or reason for what they do but they will do what they think is right

Lands: Satyrs live in small families. Satyrs usually just party with their family and since they spend most of their time parting they do not have time to have complexed social structures.

Religion: Satyrs worship the same gods as the elves

Language: Satyr, Centaur, Tree-ent, Elven, Sylvan


Adventurers: Satyrs will adventure because they are a curious race who like to get into mischief. They will also adventure if theirr homeland is in danger.

Racial Traits:

Part 5: Subraces

Drow Elves

  Drow elves are usually evil. They live underground and live apart from the rest of elven society. Some do live with the other elves. These are the Drow Elves that will become player characters. They have dark skin and white hair. They are also more magical then the other elves but, they are less physically combative as other elves.

Ability Scores: +2 Dex, -2 Con, +2 Int, -2 Wis

Advantages: As Player's Handbook

Hindrances: As Player's Handbook

Gray Elf

  The Gray elves are a race of elves that live in mountains. They make their homes in side of mountains. They have long gray or silver hair. They are not used to roughing it in the outdoors. they are however more civilized and smarter then other elves.

Ability Scores: -2 Str, +2 Dex, -2 Con, +2 Int

Advantages: as Player's Handbook

Hindrances: as Player's Handbook

High Elf

  These are the standard elves in the Player's Handbook. They live in the forest and are relatively social with other races.

Ability Scores: +2 Dex, -2 Con

Advantages: as Player's Handbook

Hindrances: as Player's Handbook

Wild Elf

  Wild elves are the most barbaric of the elves. They are not very smart when it comes to book smarts. They live the lands and have built up higher constitutions then their cousin elves have to harsh life.

Ability Scores: +2 Dex, -2 Int,

Advantages: as Player's Handbook

Hindrances: as Player's Handbook

Wood Elf

  Wood elves are elves who are not as social as high elves. They live in the deeper parts of the forest. They do not try to befriend other races like the high elves. They are stronger and larger then most of the other elves, except for wild elves who they are only stringer then.

Ability Scores: +2 Str, +2 Dex, -2 Con, -2 Int

Advantages: as Player's Handbook

Hindrances: as Player's Handbook

Part 6: Technology

Elven Goods


  Elven armor is made from a metal which is mined in the forrest of Hadrian. The metal is called Mithril.

Armor cost Armor Bonus Max Dex Armor Penalty Arcane Faliure
Chain Shirt1,000 gp+4+600%
Chain Mail3,000+5+4-210%
Half Plate15,000 gp+7+2-420%

Part 7:Religion:


  Belenus is the god of light, and referred to as 'The Shining One'.Belenus is in charge of the welfare of sheep and cattle. His wife is the goddess Belisama. His festival is Beltine ("Fire of Bel"), celebrated on May 1. On this day, purifying fires were lit and cattle driven between them before being allowed out onto the open pastures.

  God of Sun, Heat light

  Symbol: Solar Discs and Standing Stones

  Domains: as druid

  Alignment: as druid

  Nonweapon Profiecieny Requirement:

  Duties: At least once in their lifetime they must take part in the construction of a stone structure in honor of their god and his sun. This usually takes at least one year. Meeting with other druids must take place in designated groves around enormous fires. Wandering druids must tend to forest fires, taking care that they occur in sufficient quantity to renew portions of the woods, but not to frequently that they devastate it.




  Lugh is the lord of every skill. He and his nature goddess consort (Rosmerta) were worshipped during the 30 day Lugnasad midsummer feast. Fertility magic during this festival ensured ripening of the crops and good harvest. He was called Lamfhada or 'of the long arm' in Elven because of his great spear and sling. His animal attributes were the raven and the lynx. His exploits are recounted in the "Tain Bo Cuailnge", the Cattle-raid of Cooley.

  God of Arts, Crafts, Travel, Commerce, War

  Symbol: Eight Pointed Star

  Domains: Healing, Knowledge, Magic, Protection, Travel, War

  Alignment: any neutral

  Nonweapon Profiecieny Requirement:

  Duties: Priest of Lugh must be highly-skilled in the arts, and they must be well travelled. They must also erect mounds to Lugh, or hold ceremonies atop low hills or other summits.




  Oghmn is the son of the goddess Danu and the god Dagda, and one of the foremost members of the Tuatha Dé Danann. He is the reputed inventor of the ancient Sylvan alphabet which is used in the earliest Elven writings.

  In the final battle at Mag Tuireadh he managed to take away the sword of the king of the Fomorians, but had to pay with his life for this feat.

  God of Speech, Writing

  Symbol: Elven Chalice

  Domains: Good, Healing, Knowledge, Protection, Sun

  Alignment: any Good

  Nonweapon Profiecieny Requirement:

  Duties: Priest of Oghma are expected to hold their congregations in line with the persuasive powers of their order. Oghma does not tolerate losing worshippers to other gods in the patheon, and deals out strict punishment to those priest who let their flocks wander.




  A smith god, son of the goddess Danu. He manufactures swords that always strike true, and he possesses the mead of eternal life. He makes the arms for the Tuatha Dé Danann together with Credne and Luchtainel. As a brewmaster he was unsurpassed and his beer gave the drinker immortality.

  God of Manufacture of Weapons and Armor

  Symbol: Anvil

  Domains: Earth, Fire, Healing, Protection, Strength

  Alignment: any neutral

  Nonweapon Profiecieny Requirement: Craft

  Duties: Priest are expected to watch over and protect both smiths and warriors.




  The god of the earth and treaties, and ruler over life and death. Dagda, or The Dagda, ("the good god") is one of the most prominent gods and the leader of the Tuatha Dé Danann. He is a master of magic, a fearsome warrior and a skilled artisan. Dagda is a son of the goddess Danu, and father of the goddess Brigid and the god Aengus mac Oc. The Morrigan is his wife, with whom he mates on New Years Day

  The Dagda is portrayed as possessing both super- human strength and appetite. His attributes are a cauldron with an inexhaustible supply of food, a magical harp with which he summons the seasons, and an enormous club, with one end of which he could kill nine men, but with the other restore them to life. He also possessed two marvellous swine---one always roasting, the other always growing---and ever-laden fruit trees.

  God of Crops, Weather

  Symbol: Celtic Shield

  Domains: as druid

  Alignment: as druid

  Nonweapon Profiecieny Requirement:

  Duties: Druids of Daghdha are expected to dress very differently in order to draw attention. These druids are the ones who created the great standing stones with which they keep track of the seasons and through which they practice their magic. These druids manily keep with themselves, and gather only to perform important ceremonies.



Manannan mac Lir

  The god of the sea and fertility, who forecasts the weather. He is older than the Tuatha Dé Danann, yet was considered to be one of them. He is the son of Lir and his name means "Manannan Son of the Sea". His wife is Fand and he is the foster-father of many gods, including Lugh. He is the guardian of the Blessed Isles, and the ruler of Mag Mell. Manannan has a ship that follows his command without sails; his cloak makes him invisible; his helmet is made of flames and his sword cannot be turned from its mark. He is described as riding over the sea in a chariot.

  God of Oceans and Creatures in them

  Symbol: A Fish

  Domains: Air, Animal, Good, Healing, Knowledge, Strength, Travel, Water

  Alignment: any good

  Nonweapon Profiecieny Requirement:

  Duties: Priest must live near the sea and protect it from harm. They may move inland if it is to protect the sea.




  The god of the underworld. The god Amaethon stole from him a dog, lapwing and roebuck with led to the Battle of the Trees, in which his forces were defeated. A tale in the Mabinogion relates how he persuaded Pwyll to trade places with him for the span of a year and a day. In this period, Pwyll defeated Arawn's rival for dominion of the underworld Hafgan. Because Pwyll also refrained from sleeping with Arawn's wife, they became close friends

  God of Life and Death

  Symbol: Warrior's Skull

  Domains: Death, Destruction, Evil

  Alignment: any evil

  Nonweapon Profiecieny Requirement:

  Duties: Priest of Arawn have only one duty and that is to bury the dead.




  The Morrigan is a goddess of battle, strife, and fertility. Her name translates as either "Great Queen" or "Phantom Queen," and both epithets are entirely appropriate for her. The Morrigan appears as both a single goddess and a trio of goddesses. The other deities who form the trio are Badb ("Crow"), and either Macha (also connotes "Crow") or Nemain ("Frenzy"). The Morrigan frequently appears in the ornithological guise of a hooded crow. She is one of the Tuatha Dé Danann ("Tribe of the goddess Danu") and she helped defeat the Firbolg at the First Battle of Mag Tuireadh and the Fomorians at the Second Battle of Mag Tuireadh.


  The origins of the Morrigan seem to reach directly back to the megalithic cult of the Mothers. The Mothers (Matrones, Idises, Disir, etc.) usually appeared as triple goddesses and their cult was expressed through both battle ecstasy and regenerative ecstasy. It's also interesting to note that later Celtic goddesses of sovereignty, such as the trio of Eriu, Banba, and Fotla, also appear as a trio of female deities who use magic in warfare. "Influence in the sphere of warfare, but by means of magic and incantation rather than through physical strength, is common to these beings." (Ross 205)

  Eriu, a goddess connected to the land in a fashion reminiscent of the Mothers, could appear as a beautiful woman or as a crow, as could the Morrigan. The Disir appeared in similar guises. In addition to being battle goddesses, they are significantly associated with fate as well as birth in many cases, along with appearing before a death or to escort the deceased.

  There is certainly evidence that the concept of a raven goddess of battle was not limited to the Irish Celts. An inscription found in France which reads Cathubodva, 'Battle Raven', shows that a similar concept was at work among the Gaulish Celts.

  Valkyries in Norse cosmology. Both use magic to cast fetters on warriors and choose who will die.

  During the Second Battle, the Morrigan "said she would go and destroy Indech son of De Domnann and 'deprive him of the blood of his heart and the kidneys of his valor', and she gave two handfuls of that blood to the hosts. When Indech later appeared in the battle, he was already doomed." (Rees 36)

  Compare this to the Washer at the Ford, another guise of the Morrigan. The Washer is usually to be found washing the clothes of men about to die in battle. In effect, she is choosing who will die.

  An early German spell found in Merseburg mentions the Indisi, who decided the fortunes of war and the fates of warriors. The Scandinavian "Song of the Spear", quoted in "Njals Saga", gives a detailed description of Valkyries as women weaving on a grisly loom, with severed heads for weights, arrows for shuttles, and entrails for the warp. As they worked, they exulted at the loss of life that would take place. "All is sinister now to see, a cloud of blood moves over the sky, the air is red with the blood of men, and the battle women chant their song." (Davidson 94)

  An Old English poem, "Exodus", refers to ravens as choosers of the slain. In all these sources, ravens, choosing of the slain, casting fetters, and female beings are linked.

  "As the Norse and English sources show them to us, the walkurjas are figures of awe an even terror, who delight in the deaths of men. As battlefield scavengers, they are very close to the ravens, who are described as waelceasega, "picking over the dead"..." (Our Troth)

  The Morrigan and Cu Chulainn

  She appeared to the hero Cu Chulainn (son of the god Lugh) and offered her love to him. When he failed to recognize her and rejected her, she told him that she would hinder him when he was in battle. When Cu Chulainn was eventually killed, she settled on his shoulder in the form of a crow. Cu's misfortune was that he never recognized the feminine power of sovereignty that she offered to him.

  She appeared to him on at least four occasions and each time he failed to recognize her.

  When she appeared to him and declared her love for him.

  After he had wounded her, she appeared to him as an old hag and he offered his blessings to her, which caused her to be healed.

  On his way to his final battle, he saw the Washer at the Ford, who declared that she was washing the clothes and arms of Cu Chulainn, who would soon be dead.

  When he was forced by three hags (the Morrigan in her triple aspect) to break a taboo of eating dogflesh.

  God of Battle and War

  Symbol: Celtic Sword Hilt

  Domains: Destruction, Evil, War

  Alignment: any evil

  Nonweapon Profiecieny Requirement:

  Duties: Priest of Morrigan's chief duty is to fight. They are to join up with soldiers and to fight.




  The great god of healing and the physician of the Tuatha Dé Danann. He made the silver hand for his brother king Nuada to replace the one he lost in battle. Dian Cecht had blessed the well Slane in which the wounded Tuatha Dé bathed. It healed all their wounds so they could resume their fighting. He had a son, Miach, whom he slew out of professional jealousy. Miach had replaced the silver hand Dian Cecht had made for Nuada with Nuada's own hand. Some claimed it was jealousy, while Dian Cecht said is was the disrespectful manner in which the replacement was done. He is also the grandfather of Lugh.

  God of Medicine and Healing

  Symbol: a Leaf

  Domains: Animal, Good, Healing, Plant

  Alignment: any good

  Nonweapon Profiecieny Requirement: Heal

  Duties: Priest of Diancecht are healers who seek the world for the wounded.



Math Mathonwy

  The god of sorcery, brother of the goddess Don

  God of Magic

  Symbol: The Staff

  Domains: Air, Death, Fire, Knowledge, Magic, Protection

  Alignment: any neutral

  Nonweapon Profiecieny Requirement:

  Duties: They must spend a month every year in complete solitude praying.




  The goddess of the rivers and livestock. Brigantia was also a pastoral goddess associated with flocks and cattle.

  God of Rivers and Livestock

  Symbol: a Footbridge

  Domains: Air, Animal, Healing, Plant, Water

  Alignment: Neutral Good

  Nonweapon Profiecieny Requirement:

  Duties: Priest of Brigantia are charged with spreading bounty across the land, and so are often seen carrying two jars. The first jar contains war from a stream, which will cleanse any river. The second containing dung, which will bless any field or village.



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