Nyelath's Grace
"The surface burns. The deep remembers."
Overview
Far beneath the crashing waves lies Nyelath’s Grace, a hidden enclave of coral spires and glowing kelp domes, veiled from the surface world by magic and myth. The sea elves here have watched the rise and fall of surface empires for centuries—and learned to keep their distance.
Protected by a lesser mythal, the enclave is shielded from scrying, storms, and surface chaos. While they rarely venture ashore, the sea elves are deeply observant and act only when necessity or opportunity arises. Trade, secrets, and diplomacy are all handled quietly—and never without purpose.
They have no respect for surface laws.
But their own laws—older, colder, and far more binding—are not to be taken lightly.
Traffickers are executed.
Liars are dismissed.
Smugglers? Welcome, if discreet.
Structure & Protection
- Lesser Mythal: A powerful magical ward tied to Myth Nantar, anchored by a living coral heart and sustained by arcane rituals. It protects the enclave from detection, natural disasters, and outside magic.
- Living Coral Heart: At the enclave's center, this mystical core allows non-aquatic races to breathe and move freely—but only within the central dome.
- Travel Requirements: Visitors must bring or be granted one of the following:
- Water Breathing potion
- Syrlen's breath - Alchemical kelp (cheaper, shorter duration)
- Spellcasting support
Culture & Values
- Prioritize knowledge, discretion, and long-term strategy
- Trade in:
- Alchemical inks
- Waterproof tomes
- Preserved spices
- Immersion-proof fabrics
- Pearls are considered worthless
- Rare spices or enchanted parchment? Priceless.
- They distrust coin, and often barter in favors, secrets, or usefulness
They view Leilon’s resurfacing and expansion as:
- A threat to the mythal's secrecy
- A strategic trade opportunity
- A chance to rebuild deep-sea trade routes using Leilon as a surface node
- A way to offload forbidden goods via deniable intermediaries
Updated Council of Tides (Post-Session 7 – Judgment Beneath the Waves )
1. Shellsinger Nyrae – Acting Matriarch & Civic Voice
Lorekeeper, Diplomat, Steward of the Mythal’s Heart
Now acting ruler of Nyelath’s Grace after Priestess Arilshae’s death. A pacifist scholar turned reluctant leader, Nyrae governs by compromise and ritual — striving to preserve stability amidst hunger, unrest, and the psychic pressure rising from the depths.
2. Raelunai Zsvael – Druid of the Kelpwardens
Voice of the Gardens, Keeper of the City’s Breath
Once content to tend kelp and coral, Raelunai now bears immense responsibility. The Kelp Gardens — the city’s primary food source — have begun to wither, forcing them to confront famine, mutation, and the encroaching corruption in the sea. Their quiet pragmatism grounds the council in nature’s truths.
3. Veylan Tidecaller – Commander of the Pearlguard
Guardian of the Shoals, Defender of the Dome
Half-elf successor to Nimrath Oceanforge. A career soldier who served under both Arilshae and Nimrath, Veylan was thrust into leadership after Nimrath’s fall. Despite prejudice from traditionalists, his loyalty to Nyrae and skill in battle have earned him the grudging respect of the ranks. Some view him as proof that unity between bloodlines is possible — others, as a reminder of why Arilshae’s secrecy was dangerous.
4. Sythar Alcarin – Deepwarden of the Mythal
Architect, Mage, Keeper of the Living Sigils
Having narrowly survived the political chaos, Sythar now works obsessively to maintain the failing Mythal. The strain of compensating for Arilshae’s absence has left him gaunt and sleepless. He’s begun experimenting with dangerous substitutes for feystones — whispering that “the Mythal itself may be trying to think.” His survival ensures technical stability, but his sanity is increasingly questioned.
5. Tirashae “The Ambercurrent” – Trade Envoy of the Veiled Market
Merchant, Smuggler, and Master of Secrets
A cunning negotiator who represents the Veiled Market, Tirashae trades in forbidden curiosities, surface goods, and delicate diplomacy. Once a rival of Nyrae, she now supports the steward’s leadership out of self-interest: peace keeps trade flowing. Tirashae’s bright amber eyes and coral-etched mask have become synonymous with the black-market diplomacy that sustains the city.
She is the council’s economic pragmatist — loyal only so long as commerce endures.
6. Erlana Moontide – High Cantor of Sehanine Moonbow
Spiritual Liaison, Dream Interpreter, Keeper of Rites
A serene priestess from the temple of Sehanine, Erlana has emerged as a new moral compass for the enclave. She presides over funerary rites, dream auguries, and civic ceremonies — including those meant to calm the populace after the psychic storm that swept through the city. Her dreams have recently turned troubling; she speaks of “a veil thinning beneath the deep.”
Her inclusion stabilizes the council spiritually — and introduces a fragile, prophetic voice that may see what Nyrae dares not say.
✨ Council Overview (at a Glance)
| Name | Title / Role | Specialty |
|---|---|---|
| Shellsinger Nyrae | Acting Matriarch & Civic Voice | Diplomacy, food relief, mythal coordination |
| Raelunai Zsvael | Druid of the Kelpwardens | Environmental stewardship, alchemy |
| Veylan Tidecaller | Commander of the Pearlguard | Defense, strategy, morale |
| Sythar Alcarin | Deepwarden of the Mythal | Arcane infrastructure, research |
| Tirashae Ambercurrent | Trade Envoy of the Veiled Market | Economics, subterfuge, external trade |
| Erlana Moontide | High Cantor of Sehanine Moonbow | Religion, augury, public unity |
Key Locations Within the Enclave
The Coral Hall
- Central gathering and ritual space; the walls pulse gently with bioluminescent kelp
- The seat of Arilshae’s authority and where the mythal is anchored
The Salt Archive
- A library of preserved memories and water-sealed tablets
- Access is restricted; permission must be granted by a Lorekeeper or Arilshae herself
The Kelp Gardens
- Maintained by the Kelpwardens, a druidic sect
- Primary food source and potion ingredient supply
The Veiled Market
- Hidden from direct view, even within the dome
- Items traded here are often cursed, prophetic, or simply untraceable
Key Figures of Nyelath’s Grace
Priestess Arilshae – The Tidekeeper
High Priestess and political ruler of the enclave
- Cold, ancient, patient—but not endlessly so
- Holds the knowledge needed to restore what lies broken on shore
- killed by her son, Nimrath.
Nimrath Oceanforge – exCaptain of the PearlGuard
- Bound by the Tidebinding Ritual: The Shoal Oath Remains
Raelunai Zsvael – Druid of the Kelpwardens
- Young by elven standards (only a few centuries old)
- Oversees potion production and alchemical plant life
- Calm, observant, politically neutral
Sythar Alcarin – Deepwarden of the Mythal
- Arcane engineer and maintainer of the mythal
- Views the mythal as a living sigil
- Opposes opening the enclave too far to surface influence
Shellsinger Nyrae – Lorekeeper and Diplomatic Voice
- Translator, storyteller, negotiator
- Fascinated by surface culture
- Most likely to speak Common or serve as a quest-giver
- current most influential member of the Council of Tides.
Laws & Religion
Religions
The council of Nyelath’s Grace recognizes the elven pantheon as its spiritual foundation, with shrines to Corellon Larethian (Magic, Arts) and Sehanine Moonbow (Dreams, Travel, Death) holding pride of place. Deep Sashelas, god of the sea elves, is the city’s chief patron, with a grand temple overlooking the harbor.
Other faiths are tolerated only with council approval or clan sponsorship. Outsiders may worship privately, but founding temples without sanction is forbidden.
Recognized Deities:
- Deep Sashelas (Sea Elves, Oceans, Knowledge)
- Corellon Larethian (Magic, Arts, Protector of Elves)
- Sehanine Moonbow (Dreams, Travel, Death)
- Hanali Celanil (Love, Beauty, Harmony)
- Labelas Enoreth (Time, Longevity, History)
Tolerated Faiths:
- Selûne (Moonmaiden; regarded as Sehanine’s ally)
- Umberlee (Queen of the Depths; tolerated out of necessity, shrines hidden and monitored)
- Eldath (Quiet peace goddess; minor shrines permitted)
- Chauntea (Great Mother; limited relevance to sea elves but tolerated for surface dwellers)
Restricted/Proscribed Faiths:
- Lolth and drow gods — explicitly banned; association risks exile or execution.
- Sekolah (shark god of the sahuagin) — mortal enemy of sea elves; worship is high treason.
- Bane, Cyric, Myrkul, Talona — proscribed for promoting tyranny, murder, or undeath.
- Any cults promoting slavery or tyranny — suppressed as threats to council authority.
Rights & Codes
| Right | Code & Notes |
|---|---|
| Arms | M — Light arms and simple armor tolerated; martial weapons restricted to pearlguards, licensed mercenaries or approved adventurers. |
| Spellcasting | D — Defensive spells permitted; destructive war magic (e.g. fireball, lightning bolt) proscribed within city bounds. |
| Beasts | C — Common beasts (fish, familiars, working animals) allowed; exotic or dangerous creatures (sharks, owlbears) forbidden without council exemption. |
| Trade | T — Tariffed trade; foreign merchants must register and pay fees. Sea elf clans retain priority on maritime trade routes. |
| Faith | P — Pantheon permitted; major elven gods (Corellon, Sehanine) recognized openly. Other deities tolerated but temples restricted without council approval. |
| Status & Justice | C — Common justice; citizens judged in council courts. Outsiders receive harsher penalties if they disrespect local customs. |
| Movement | P — Papers or sponsorship required; non-elves must secure a local sponsor or writ of passage to enter or remain in the city. |
Improving Standing in Nyelath’s Grace
- Pearlguard Commission → Arms M → R
Adventurers commissioned as auxiliaries of the Pearlguard (the city’s sworn defenders) may carry martial weapons and medium/heavy armor. They are also granted Movement P → U (free travel through the harbor and gates) while on duty. - Kelp Warden Sanction → Beasts C → E / Spellcasting D → DT
Those who earn the blessing of the druidic Kelp Wardens (often through oaths to protect the reefs) may keep exotic sea creatures and familiars, and may cast travel spells like water walk or control water within city limits. This sanction often requires ongoing service in maintaining kelp forests or patrolling the shallows. - Clerical Ordination (Deep Sashelas) → Faith P → R / Status C → N
Priests and paladins formally ordained by the temple of Deep Sashelas gain recognized Faith status and are treated as nobles in religious disputes. Their shrines are tax-exempt, and they may preside over minor trials and rites. - Council Sponsorship → Movement P → U
Outsiders who prove themselves useful (through trade, diplomacy, or defense of the city) may be adopted as “Friends of the Council.” This grants free passage, exemption from tariffs on personal gear, and protection under council law. - Pearl-Diver’s Guild → Trade T → G
This guild manages the lucrative pearl and coral trade. Membership grants tariff protection on recovered goods and priority access to underwater markets. Outsiders may buy into the guild, but must either pay steep dues or prove themselves with dangerous salvage dives. - The Lorekeepers’ Circle → Status C → N (in limited cases)
A circle of sea elf historians and storytellers who preserve ancestral memory through song and rune. Outsiders who contribute significant discoveries (ancient relics, lost songs, surface histories) may be inducted as “Friend of the Circle,” granting social protection akin to minor noble recognition. - The Shell-Singers → Faith P → R (music as worship)
A semi-religious order of bards who weave spells through song and conch-horns. Recognition allows spellcasting in public performance (bypassing D → DT restrictions). Particularly valued during council ceremonies and rites of passage.
Player Hooks
- The enclave seeks diplomatic ties and may use PCs as messengers, smugglers, or spies
- Shyk ’s family once had ties to the enclave—offering leverage for negotiations
- Arilshae may offer help with the lighthouses, but only for a steep cost
- Nimrath may try to recruit adventurers to gain Arilshae’s trust or circumvent her entirely
- Nyrae may seek rare surface texts or enchanted objects for translation or trade
The sea elves do not forget favors. Or betrayals.
You can become a trusted ally or a marked ripple—either way, the tide will return.
Access & Wards
- Protected by a Mythal — blocks scrying, storms, and surface divination.
- Living Coral Heart — grants water breathing within the dome only.
- Travel Requirements: outsiders need 1 of:
- Potion of Water Breathing
- Syrien’s Breath (alchemical kelp, short duration)
- Spellcasting support
Laws of the Enclave
- Traffickers: Executed.
- Liars: Dismissed.
- Smugglers: Welcome, if discreet.
- Surface Laws: Ignored — only elven law binds.
Common Trade
- Alchemical inks & waterproof tomes
- Preserved spices, rare kelp, immersion-proof fabrics
- Forbidden knowledge, traded for favors or secrets
- Pearls: worthless here
Enclave Factions
- Kelpwardens: Druids who maintain kelp gardens & food supply.
- PearlGuard: Militant defenders, resentful of surface contact.
- Lorekeepers: Diplomats & translators; hold oral histories.
Adventure Hooks
- Diplomacy: PCs sent as messengers or spies.
- Negotiation: Family ties, lighthouse bargains, or secret trade.
- Mystery: Priestess Arilshae grievously wounded after meeting the PCs.
- Temptation: Rare texts or artifacts may lure smugglers and scholars.
Quick Tips for PCs
- Respect secrets — careless speech can get you cast out.
- Bring offerings — rare surface lore or enchanted parchment = priceless.
- Expect oaths — bargains here bind magically, not socially.

Comments