Important Sites

Forest of Mir: This forest grows on rough, hilly terrain and is dense with a variety of monsters. Large numbers of evil goblinkin and smaller giants live here, establishing petty fiefdoms and occasionally raiding to the north or south. In the northern part of the forest, a decaying mythal around Myth Unnohyr guards magical treasures, but the mythal turns helpful magic into harmful effects. Three Vhaeraunian drow settlements exist just under the surface near the foothills of the Marching Mountains. 

recurring rumours place a mated pair of black dragons and a brood of several hatchlings in the Forest of Mir. (A hatchling black was seen flying over nearby Saradush, which lends weight to this rumour.)

gnoll tribes are common in the Forest of Mir

of Mir, a vast pine forest that can best
be described as “stifling.” The hot sun
fights its way down to the forest floor,
yet the trees cut off any semblance of a
breeze. Only the occasional clearing or
spring provides any relief.

There is also a large tribe of Drow
elves living in the western leg of the
Forest of Mir, but they are very much
interested in keeping to themselves—
almost as interested as their neighbors
are in keeping away. The Drow in general
have a bad reputation, and this
tribe in particular is well-known for its
ruthless tactics in battle and cruel treatment
of prisoners.

The Forest of Mir is also a relatively
evil place, where adventurers can find
orcs, kobolds, ogres, hill giants, goblins,
stirges, choke creepers, bloodthorns,
ettins, forester’s banes, driders, giant
spiders, centaurs, dryads, harpies, and
the ever-growing drow elves. There are
also rumors of dragons of various colors
using the Forest of Mir as a base,
but no one has returned from the forest
with proof.

Bhaelros has many followers among the
members of the various evil alignments
in Calimshan, especially the Drow elves
in the Forest of Mir, who abandoned
their elven gods long ago.

Myth Unnohyr: A corrupted mythal erected before the time of Shanatar and demolished during the First Age of Calimshan. It still contains many treasures of Keltormir.

Myth Unnohyr: Once an elven stronghold in the Forest
of Mir, its mythal became corrupted and now acts as a wild
magic area by day and a dead magic area by night. Healing
magic within its boundaries instead inflicts mummy rot
upon its target. Little remains of its original buildings, and
it is unknown if the treasures of the elven nation of Keltormir
still exist under its bramble-covered mounds.

Portal: A major portal here connects the Forest of Mir with Honoursgate in Kerradunath (in Cormanthor). Many elves were evacuated through this portal during the Fall of Myth Drannor before the Honoursgate was destroyed by the Eternal Srinnala.

Ralayn’s Tower: In the western part of the Forest of Mir is a seemingly abandoned tower that has been used as the primary base of Ralayn the Occultacle for the past 10 years.

Starwater Pool: A tranquil pool now used as a meeting place by the Starwater Six (a circle of druids) to combat the monsters and strange, twisted beasts that are raiding the lands south of the River Ith.

Elder Orb of Ooze: This temple was created by Clan Hune of Ilythiir just prior to the Fourth Crown War when they discovered this massive pit with a monstrous creature of evil inside and built the temple around it. The temple was destroyed when Clan Hune tried to draw on the power of the creature (in preparation for a strike on Keltormir), and when it awoke it slew the interlopers and called forth an army of jellies, oozes, slimes, and other creatures.

The temple has long since been forgotten and abandoned, but is presumably still inhabited by the ancient monstrosity found here. Shond Tharovin removed the Living Gem from this temple, sealing his fate.

-1900 to -1400, the Caltazar Hills (today the highlands around
Kzelter) frequently came under attack from the south by the beholder
nations of the Lake of Steam. As a consequence of the fires
that accompanied the beholder battles, the Forest of Mir’s eastern
expanse north of the Alimir mountains fell victim to beholder
arson and was consumed by fire in -1550 DR; the forest was subsequently
reduced to the borders it has maintained to the present

The Forest Fronts: Early in the war, the beholders conquered
Almraiven, Suldolphor, and the southern half of the Forest
of Mir, though they never managed to conquer the rest of the
woods. The latter three years of the war saw the beholders invade
and attempt to entrench themselves among the rest of the
trees of the Forest of Mir three times. The Calishite forces
within the forest gained unexpected allies in form of the drow of
Dallnothax and the aranea of the Spider Swamp on the last two
occasions, though once the beholders were gone, the allies immediately
turned on each other. The mere hidden presence of
Myth Dyraalis and its wizards in the northeastern forest saved
the day against the beholders’ first attacks in the northern Forest
of Mir, as the wizards teleported the beholders deep under
the earth and into the jaws of a shadow dragon lurking in
Shanatar’s ruins.

Many of Ilmater’s faithful today revere Amahl Shoon V as a
near-saint of the religion. When his only child, a daughter, lay dying
of a head injury due to a fall from a horse in the Year of Screaming
Sharn (173 DR), the kindly qysar frantically sought aid for her and
found it in a hermit living along the shores of the River Agis in a
tiny hut just within the treeline of the Forest of Mir. Still not trusting
the regime’s apparent change of heart after the long religious
persecutions of the previous qysars, the Ilmatari brother demanded
the child be brought to him rather than his entering Shoonach to
treat her. However, when the young girl, whom court healers said
would die from the head wound, was brought to him, the monk
healed her. She would later grow to bear five strong grandchildren
and heirs for Amahl V.
Ecstatic and thankful beyond measure at her recovery, the
qysar assembled his people at the Taraqin Arena in Shoonach and
spoke to them of Ilmater and his benevolent priests. He then cast
a spell, which sent pulses of crackling emerald energy out from
him, stretching through the crowd and all across his lands while he
spoke, and proclaimed: “This magic 1 work is solely a binding spell
that would enforce our will. Hereafter, none shall raise a hand
against a servant of the Crying God save if the servant attacks first.
Harming a true Ilmatari, one of the Adorned of the god, will see
such harm visited a hundredfold upon thee and thine. This curse,
as some of you already believe it, is but an enforcement of our will:
llmater’s children shall be safe, as he and his made mine.” For this
act and his cessation of the prior persecutions, Ilmatari have debated
for centuries whether or not to canonize Amahl Shoon V, a
debate which will doubtless continue for centuries more.

Of course, knowing the location of the Gem and knowing how
to reach the artifact were not one and the same, and it took Shond
Tharovin over 10 years to uncover the way to reach what Shoon
described as “a long-lost temple to the Great Slug, Ghaunadaur,
beneath the roots of the Murabir’s Woods.” The long-blocked cave
leading down to the temple of Ghaunadaur beneath the Forest of
Mir lay about 20 miles southwest of the Vorpal Tower, a ruined
mage’s tower therein. Within lay the Living Gem and the culmination
of all of Shond Tharovin’s dreams of power.

The Forest of Mir (known to the elves as Sarenestar) has been
a source of paranoia to Calimshan for millennia. With
Tethyr guarding the northern half of the great coniferous forest,
pashas for centuries have worried that it would be used for cover by
an invading army that could strike swiftly from cover to take
Volothamp and Almraiven. This fear ignores the basic tactical
challenge of the forest: its nature. The Forest of Mir is so dense
with monsters, natural dangers, and rough, hilly terrain that taking
six people through it, let alone a small army of 600, is extremely
The Forest of Mir has always been a monster-riddled thicket far
more dangerous than the more placid and stately Forest of Tethir
(Wealdath) to the north. Its dense stands of pines and other evergreens
are interwoven with heavy underbrush, seedlings, and
saplings. The seedcones from generation upon generation of trees
could be used as makeshift sling ammunition and the not-infrequent
giant seedcones could even provide catapult ammunition.
Everything from ogres to giants, goblins, and other creatures has
lived and ruled here. With the increase in monster populations
during the Tethyrian Interregnum due to the lack of any organized
opposition to their growth, the creatures are becoming a major
problem for Calimshan and Tethyr alike.
Goblins, ogres, and gnolls are the most populous humanoids in
the woods. The bizarre creatures known as fomorians and mongrelmen
also dwell among the trees, though they stick mostly to the
forested slopes of the Marching Mountains on the western edges of
the forest. Aranea have spread into the southern forest from the
Spider Swamp, though they have claimed only minimal territory
to avoid detection from without. Illithids and alhoon, neogi, hydrae,
black and green dragons, and many other creatures native to
the Realms can be found under the shade of the forest; so many
monsters live in it that some Calishite sages refer to it as the Khalahmjiri,
or place of deadly teeth. Because they are reluctant to explore
the forest, the Calishites do not know the forest also holds
less malevolent sylvan beings such as korred, satyrs, dryads, brownies,
leprechauns, and gnomes.
Small rodents, such as voles and mice, weasels, foxes, and small
woodland songbirds live throughout the forest. Black and gray
squirrels and a number of owl species (all of normal to amazing
sizes) live in the northern and northeastern woods. The southern
woods are home to panthers and other cats that are also found in
the eastern mountains, as well. Snakes of many shapes, sizes, and
species occupy the woods south of the Marching Mountains, growing
more and more plentiful near the Spider Swamp. Wild boars
predominate within the forest’s eastern and southern reaches, especially
along the southern borders near the Spider Swamps. The
forest boars root up and eat insects, grubs, and various small
ground-crawling creatures and thereby aerate the soil. The wild
boar populations are led by Wereboars, who seem oddly content to
merely rule over their clans of small family groups.

Argentor: A legend of King Strohm III of Tethyr says that he and his army
met a force of drow around Argentor, one of the easternmost
foothills of the Marching Mountains located just within the forest’s
edge southwest of Ithal Pass. Here he fought for two days, during
which the sky was black because the sun’s light was blocked by
the moon. Atop this low hill’s crown, the king and his general
alone killed thousands of drow—or so the story goes. Today, this
low hill is a standard sentry post for guards that patrol just outside
of Ithal Pass, and it has been the site of many a duel as well. No evidence
has ever been uncovered that supports the veracity of the
tale of “King Strohm and the Felled Five Thousand.”

Dallnothax, Iskasshyoll, Holldaybim: These three drow settlements—Dallnothax, Iskasshyoll, and Holldaybim—
are all that survives of four or more larger settlements
and cities of displaced drow within the Forest of Mir. Tethyr’s
forces and their elf allies brought down the former drow capital,
Allsihwann, the ruined enclave closest to Ithal Pass. All three
sites are located among the foothills of the Marching Mountains
that lie beneath the tree cover of the forest (north, northeast, and
east of the eastern end of the range respectively), and the caverns
that lie beneath them were once the Clan Velm lands of Deep
Shanatar. Now only a few buildings dot the surface at these three
settlements to provide access to the deep realms below and to
stable some small, swift ponies upon which those exiting can easily
reach Ithal Pass, Kzelter, or other cities in the area.
Of all the hundreds of drow among the settlers in the three
cities, more than 70% are ardent Vhaeraun worshipers, while the
others are atheists or worship darker gods still. If these religious
heresies were not enough to mandate their exile, the northern two
sites of Dallnothax and Iskasshyoll are patriarchal societies, while
Holldaybim is an egalitarian city of female and male rule. The
major Faerunian temples to Vhaeraun exist within these settlements,
and that is the primary reason they have not been more
successful at conquering the surrounding area: The zealous priestesses
of Lolth from Guallidurth, below the settlements, have been
battling for centuries to exterminate the Vhaeraunian heretics.
Thus, when Lolth demands a crusade against them each decade or
so, the drow of these three settlements grow fewer in number as
Lolth-worshiping drow pry open the connecting tunnels the Mir
drow have sealed and kill as many Vhaeraun worshipers as possible.
Some of the Vhaeraunian drow of Mir are abandoning these
sites and forming minor alliances with the Alimir Hive of beholders
in exchange for more defensible abodes in the Alimir Mountains,
but the majority of the Mir drow want to hold onto their
temples and homes in the caverns below the forest.

Eyesvale, Ullers Hill: This small glen along the Pass Ride between Ithal Pass and besieged
Kzelter is unremarkable now, with only the famed Uller’s
Hill near its southern end to mark it as one of the great battle sites
of the Eye Tyrant Wars. The Battle at Eyesvale is immortalized in
the “Song of Silvam,” and most of the nearby villagers are able to
recite at least bit parts of it. Well, the villagers would if they still
lived in Eyesvale; they abandoned this tiny vale west of the road
and barely outside the forest when Kzelter fell.
The Uller’s Hill itself is lopsided, with a steep slope along its
western side. When gazing upon it, one can almost hear the local
guide who used to tell the tale for a few coppers: “Ayup, that’s
where the last beholder disintegrated the ground beneath King
Silvam before he killed it dead.” What many braver folk of Tethyr
and Calimshan alike learned slowly over the centuries since the
Eye Tyrant Wars was that the hill is lopsided due to the large number
of petrified beholder corpses and the skeletal remains of the
soldiers who destroyed them buried on one side of the hill.

Magis Tor: This mysterious structure composed of five towers lies within the
northeastern portion of the Forest of Mir. Covered archways arc
from each of its corner towers to a central tower whose base rests
30 feet above the ground, connecting all the towers as one. This
doorless, windowless set of towers was home to the members of
Tethyr’s adventuring wizards, the Magis Mir, who were secretly
sworn foes of undead beings and would have become a threat to
the Twisted Rune had they remained active. They mysteriously
disappeared seven months after their spectacular defeat of
Runecount Akasi during the Ten Black Days of Eleint that started
Tethyr’s Interregnum. They have not been seen since. Apparently,
a person could enter Magis Tor while wearing a special ring,
none of which can be found in the absence of any members of the
Magis Mir.

Wereboar Colony: A Wereboar colony has burrowed into the
southern region of the forest that abuts the expanding aranea territories
near the Spider Swamp. The Wereboars and their lesser
cousins have taken over small hill caves or dug burrows to make
defensible lairs along the banks of the upper streams that feed the
Spider Swamp. The Wereboars are led by a former slave from a
nearby plantation who fled into the forest. He became a lycanthrope
after an attack by the boars. Aided by his driving hatred of
being subordinate and his massive frame, Adhavox the Render
(NE hm Wereboar F2) soon fought and killed the former leader to
become master, not slave, for the first time in his life. He is organizing
the Wereboars to a higher degree than is usual for such creatures,
and eventually they may raid some local plantations or caravans.
For now, Adhavox bides his time and revels in the freedom
he has won.
Myth Dyraalis: The “Phantom City of Drollus” is a legend
that many slaves hold dear to their hearts. This mystical hideaway
for escaped slaves is supposedly hidden among the trees of Mir.
Since the dream of fleeing to such a land holds out hope to them,
many slaves head to the forest, despite its dangers. If runaway
slaves find the Myth Dyraalis, the mythal-cloaked and peaceful
city of gnomes, elves, and others at the heart of this legend, they
tend to stay for life, and thus confirmation of the city’s existence
remains elusive and the subject of tavern talk. (The phantom city
of Myth Dyraalis is detailed in the Lands of Intrigue campaign supplement
boxed set, in Boole One: Tethyr, in the section on the
Duchy of Suretmarch.)

Trails and Byways: Other than some logging trails along the southern fringes of the
forest, rapidly shifting game trails that lead (or led) to ponds and
streams, and the treetop trails used by many of the forest’s inhabitants,
no discernible trails penetrate the forest. For millennia, the
inhabitants of this forest have enjoyed the relative safety of its
fearsome depths, for without the trails that normally wind through
so many great woods, the inner forest has remained undisturbed
since the Orb Marches centuries back.

Myth Dyraalis, a mythal-cloaked town of elves and gnomes in
the Forest of Mir, has served as a safe haven for the Fair Folk
and Forgotten Folk who have dwelt therein since the settlement’s
inception in the Year of Clutching Dusk (-375 DR). The
elven and gnome clergies of Sehanine Moonbow and Baravar
claim that the two demihuman powers of illusion keep the
“Phantom City of Drollus,” as it is mistakenly called, a secret,
locked away from the rest of the world. Many worshipers of the
Moonlit Mystery and the Sly One may be found within the borders
of Myth Dyraalis. They gather to worship both powers at
the Twin Spires of Mystery, a temple jointly administered by the
clergies of Baravar and Sehanine.

Myth Dyraalis: Located in the Forest of Mir, this city
boasts a mythal that prevents it from being seen (even by
magic) except by elves, gnomes, and perhaps a few other
sorts of creatures. Those who cannot see it are teleported to
its opposite site should they cross its boundaries.

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