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Clan Meldarin

The Concord of Hidden Streams

Rooted deep in the western Gnarley Forest—within striking distance of the corrupted village of Nulb—Clan Meldarin stands as a resolute but sorrow-marked elven society. Unlike their kin, Meldarin is not defined by ancient pride or high magic, but by adaptation, diplomacy, and the eternal struggle to preserve unity in the face of external corruption. From their seat in Alaeduril, the Harmonious Dells, Clan Meldarin keeps the watch not only over their sacred forest but also the poisoned borderlands where pirates, slavers, and cultists from the Temple of Elemental Evil creep ever closer.

Bearings and Mileposts
  • Shelleton (Celene outpost): 16 miles ENE→WSW of Alaeduril by the northern forest road; the trail itself passes through Shelleton and continues into Sherendyl country.
  • Fern Groves: ~30 miles due east; the Whispering River’s headwaters rise in Meldarin lands and run through these fae-rich copses before turning south.
  • Namburil (valley settlement): ~20 miles due south; the main south road crosses here before bending toward Corustaith and Tricaster.
  • Wailing Halls: Downstream from Namburil along the same watercourse; the stream passes the Halls before entering the flats west of Narwell.
  • Plain West of Narwell: The stream skirts these fields on its southern run; locals use the flood-meadows as seasonal grazing and hay-cut.
  • Castle Mastryne: The watercourse flows past the castle before disappearing underground in the Welk verge, marking the end of its surface run.
Roads & Forest Paths

Three well-traveled trails stitch Alaeduril to the wider Gnarley:

  • The High Road (west): Twilight Falls → Sobanwych line; it bisects Meldarin country and is the chief westbound artery for trade and patrols.
  • South Road (through Namburil): Continues past Corustaith (Gnarley Ranger stronghold) toward Tricaster and the Greyhawk verge—primary access for ranger coordination and messenger traffic.
  • North Spur (from the South Road): Forks north shortly after leaving Namburil, crosses the Meldarin heartlands, then enters Clan Sherendyl territory en route to Beltander; this is the route that threads through Shelleton.

History of Clan Meldarin

Founders of Concord, Heirs of Ruin

Clan Meldarin was founded nearly eight centuries ago as a unifying body for the disparate wood elf kin-bands scattered across the western Gnarley. Their early mission was one of conciliation and preservation, seeking to mediate disputes among their people and to provide a common front against encroaching threats from humanity and darker things.

But the shadows of history run deep here. Alaeduril, their present capital, was raised south of the ruined site of Ansynor (Runeoak)—a once-glorious elven sanctuary that fell to the Ur-Flannae necromancers and the Whispered One's cults over a thousand years ago. The corruption at Runeoak still festers, and the legacy of this destruction weighs heavily on the clan.

  • Ansynor's Fall: A tragedy remembered in mourning songs and rites, tied to Vecna’s early conquests.
  • Unified Kinships: Meldarin began as a confederation of wood elf tribes agreeing to convene under shared law and spiritual observance.

Geography and Alaeduril

The Harmonious Dells and the Shadow of Runeoak

Alaeduril, also known as the Harmonious Dells, lies in a pair of forested vales where two streams converge into one flowing river. Here, tree-homes and arboreal sanctuaries blend seamlessly into the landscape, with platforms rising in tiers and rope bridges spanning from canopy to canopy. The settlement is famous for three central features:

  1. The Temple of Ehlonna (Ehlenestra): A relic from the time of the Grey Elves, this temple is a masterwork of magic-shaped wood and stone—open to the air, yet filled with sacred calm.
  2. The Leaflord's Tree-Temples: These aerial sanctuaries honor Rillifane Rallathil and contain a secret relic said to be a seed from the First Tree of the Sylvan Realms.
  3. The Besh’norin (Oath Oak): A living hall carved from the heart of a mighty tree, housing the Council Chamber, foreign guesthouses, and the Lon’Törli lodge for emissaries.
  • Location: 16 miles west-southwest of Shelleton, 30 miles west of the Fern Groves, 20 miles north of Namburil.
  • Threat Proximity: Just north of Nulb and the Fens of Tor—well within the influence of cultist and bandit activity.

Hydrology & Watchpoints

  • Confluence at Alaeduril: Western brook + eastern stream merge at the village’s south tip; Meldarin wardens keep a low palisade of living hedgerows and alarm-groves here.
  • Namburil Reach: The stream broadens through the valley floor; hidden posts on both banks watch the north–south road.
  • Wailing Halls → Narwell Plain: The watercourse skirts the Halls, then the hay-fields west of Narwell; elven scouts report cult traffic along this stretch during dark moons.
  • Castle Mastryne to Welk Verge Sinks: Final visible reach before the stream dives into subterranean channels under the Welk; Meldarin guides warn travelers not to bivouac on the sink margins.

Society and Culture

Keepers of Balance, Speakers for All

Where the Clan Fealefel are bound by fey pacts and the Clan Enlanefel by leylines, the Meldarin are bound by oath and council. Their society prizes deliberation, diplomacy, and above all else, unity. The clan is structured as a loose but binding confederation of kin-groups that send representatives to the Council of the Besh’norin. The Thiramin Rite remains sacred, often practiced with neighboring clans to ensure interclan peace.

  • Multi-Racial Harmony: Alaeduril is unusually diverse—welcoming half-elves, fae, tallfellow halflings, and even a handful of humans.
  • Woodsmen Allies: Meldarin is the most sympathetic clan to the Woodsmen of the Gnarley and the The Gnarley Rangers, often offering them counsel or sanctuary.

Religion

Between Ehlonna’s Garden and the Leaflord’s Canopy

The spiritual heart of Meldarin life beats between two deities—Ehlonna (Ehlenestra) and Rillifane Rallathil, with shrines and rituals dedicated to both. They see themselves as spiritual mediators between nature’s wild will and civilization’s order.

  • Ehlonna’s Shrine: Oldest structure in Alaeduril, originally built by Grey Elves.
  • Leaflord’s Relic: Hidden deep within the temple groves; the nature of this relic is a closely guarded secret.
  • The Oath Oak: Oaths made here are considered sacred and magically binding.

Government and Diplomacy

The Oath-Bound Council and the Quiet Crown

There is no single ruler of Clan Meldarin. Instead, each kin-band elects a Törli, or "Voice," who sits in the Council of the Oath Oak. Major decisions require a two-thirds majority vote and often come only after prolonged debate and mediation.

  • Lon’Törli: The senior-most speaker, currently Thalien Moondell, a wise but weary leader known for brokering peace with Shelleton and with the druids.
  • Alliances: Friendly with druids, the Gnarley Rangers, and the Woodsmen. Tense relations with Verbobonc and Dyvers. Deep suspicion of the Wild Coast.
  • Opposition to Nulb: Meldarin agents monitor Nulb’s movements closely and actively work to disrupt Elemental Evil influence along the forest edge.

Politics & External Relationships of Clan Meldarin

Diplomatic Stance at a Glance

Clan Meldarin governs by oath and consensus, preferring binding compacts, rotating patrol pacts, and marked safe-conduct trails over open shows of force. The Telva (Dawnpromise) handle most external parley; the Nolbrael (Thornwatch) and Yularith (Fernshade) enforce border terms; the Sevensong keep the whistle-codes used with allies during joint patrols.


The Other Elven Clans of the Gnarley

Clan Fealefel — Arcane Sentinels of the Twilight Trees
  • Posture: Respectful cooperation with regular information exchange on ley-line anomalies, fey disturbances, and Temple movements.
  • Points of Friction: Fealefel’s secretive pacts and periodic “fae prerogatives” sometimes clash with Meldarin’s insistence on predictable border law and shared patrol timetables.
  • Standing Accords: Mutual wardstone maintenance on the Namburil–Welkwood approaches; right-of-way for messengers and healers.
Clan Enlanefel — The Quiet Flame
  • Posture: Warm scholarly alliance; Enlanefel archivists advise the Elaenda (Greenheart) on arbormancy and relic care.
  • Points of Friction: Enlanefel caution about entanglement with humans can slow Meldarin’s diplomacy with Verbobonc and Dyvers.
  • Standing Accords: Joint guardianship of several ley-crossings; shared rites at seasonal moots; exchange of apprentices in druidic and ward-magic crafts.
Clan Sherendyl — Northern Warders (bordering allies)
  • Posture: Practical neighbors; frequent mixed patrols along the Sherendyl–Meldarin spur roads.
  • Points of Friction: Logging quotas for human vassals near the fringe require constant renegotiation; Sherendyl hawks press harder for Celene’s direct oversight.
  • Standing Accords: Rotating pickets on the North Spur, common signals, and reciprocal asylum for wayfarers under oath.

Celene, Faerie Kingdom of
  • Posture: Historically loyal yet presently arm’s-length; Meldarin insists on local autonomy in dealing with humans and gnomes.
  • Internal Split: The Quenlarue favor a formal re-alignment with Celene; Telva prefer a looser tie to keep urban channels open.
  • Practice: Celene envoys are hosted at the Oath Oak; treaties are witnessed by the Garad’a’Besh but implemented by tribal leads.

Verbobonc, Viscounty
  • Posture: Wary pragmatism. Patrol deconfliction and market access are negotiated regularly; the clan demands strict limits on logging, hunting, and road-building within the green.
  • What Meldarin Wants: Human stewardship—settlements that police their own travelers, curb banditry, and report cult activity without elven prodding.
  • Red Lines: No militia bases in the inner forest; no chartered cutting of sacred groves; no pursuit of suspects across oath-marked trails without elven escort.
  • Working Channels: Telva advocates in Verbobonc City; seasonal meets between the Lon’Törl’s envoys and the Viscount’s wardens.

Dyvers, Free Lands of
  • Posture: Conditional trade partner. Dyvers caravans may use marked corridors if they honor weight limits, wildlife seasons, and the ban on “torch trade” (night caravans without ranger escort).
  • Concerns: Dyvers’ river networks feed smuggling lines to Nulb; Meldarin insists on bonded factors and forester-paid trail wardens on the Low Road approaches.
  • Leverage: The clan can close canopy trails and way-stairs at short notice, forcing caravans onto slower fringes if agreements are breached.

The Gnarley Rangers
  • Posture: Trusted co-guardians, though both sides preserve independence. Meldarin provides hidden field caches, healing, and shelter; Rangers share route intel and muster quickly against raids.
  • Protocols: Common whistle-cants, beacon glyphs on tree-skins, and “green favor” tokens granting emergency passage for sworn Rangers.
  • Limits: Rangers avoid clan politics; the elves do not direct Ranger operations, only coordinate.

Woodsmen of the Gnarley Forest (human hamlets outside clan lands)
  • Posture: Courteous distance. Woodsmen hamlets ring the forest but are not planted inside Meldarin holdings.
  • Engagement: Guidance on sustainable hunt and cut; barter of herbals, bowstaves, and repairs; joint watches on the fringe during bad seasons.
  • Deterrence: Poachers and fire-setters are disarmed, fined in labor, and walked to Woodsmen elders for judgment; repeat offenders are banished from oath-marked trails.

Nulb, Banditry, and the Low Road
  • Assessment: Nulb is treated as a contagion vector—piracy, slaving, and cult logistics threaten every southern approach.
  • Action: Shadow patrols with the Rangers and selected Woodsmen; interdiction of slaver chains; surveillance of ferries and sink-margins; denial of canopy routes to any caravan linked to Nulb factors.
  • Policy: Merchants that accept Meldarin escort and inspection may pass; those who won’t are diverted to the outer roads where human law must answer for them.

Current Opportunities & Flashpoints (576 CY)
  • Opportunity: A trilateral pact—Meldarin, Rangers, and Verbobonc road-wardens—to re-establish predictable convoy calendars on the south approaches.
  • Flashpoint: Quenlarue agitation for tighter alignment with Celene vs. Telva’s urban diplomacy; Thonás Elaenda is balancing both while expanding joint watches near Ansynor and the Wailing Halls.
  • Standing Goal: Teach neighbors to guard the forest of their own will—so the canopy can stand without constant elven intervention.

Current Threats and Politics

The Poisoned Borderlands

With Nulb festering like a wound on the borderlands, Meldarin faces existential threats. Bandits cross the river and disappear into the forest, and cultists whisper promises of power to young elven outcasts. The ancient ruins of Ansynor still attract necromantic pilgrims, and the Temple of Elemental Evil looms close enough to poison dreams.

  • Covert War: Meldarin has begun sponsoring shadow watch patrols, working in tandem with Gnarley Rangers to suppress cultist cells and recover corrupted artifacts.
  • Political Tension: Verbobonc’s failure to curb Nulb’s criminality has strained relations; the Viscount's agents are not welcome in Alaeduril.

Notable Figures of Clan Meldarin

Thalien Moondell, Lon’Törli of Meldarin

“We are the stone in the stream. The current will not sweep us away.”

An aged wood elf with long silvered hair, Thalien is a voice of calm reason amid storm. He once served as a diplomat to Celene, and now speaks with subtle authority. Many fear he is growing weary, and his possible successors are a matter of hot debate.


Elasya Vernalara, Warden of the Ruinwatch

A half-elven huntress who leads a secret company of scouts tasked with patrolling the ruins of Ansynor and preventing necromantic resurgence. She is ruthless, skilled, and rumored to have once walked within the Temple itself.


Gaelelrin the Hollowroot

A reclusive druidic seer who lives in the Oath Oak’s uppermost branches. He communes directly with forest spirits and believes the Oath Tree was grown from a seed given by Rillifane himself. He warns of “the black root under Nulb” and the awakening of things best forgotten.


Adventuring Hooks

  • Ruins of Ansynor: A cursed site of leyline convergence haunted by whispers of Vecna’s cult. Wardstones placed by Meldarin druids are weakening.
  • Forest Warbands: Meldarin has quietly begun recruiting adventurers, woodsmen, and rangers for clandestine missions near Nulb.
  • The Leaflord’s Relic: A lost relic of Rillifane slumbers beneath the tree-temples—an object of great power, coveted by the Temple.
  • Cult Infiltration: A young noble elf from a cadet house has vanished—last seen traveling toward Nulb after secret meetings with a disguised cultist.

“Under One Canopy, By One Oath.”

Original Article written by Damien "Haligaunt" Edwards. Expanded and adapted to the "Verbobonc Campaign Guide 576cy" by 3orcs.

Clan Meldarin
  • Capital: Alaeduril ("Harmonious Dells")
  • Location: Western Gnarley Forest, ~20 miles north of Nulb
  • Population: ~580 (majority wood elf, notable minorities)
  • Deities: Ehlonna and Rillifane Rallathil
  • Enemies: Temple of Elemental Evil, bandits of Nulb, cultists of the Whispered One
  • Allies: Gnarley Rangers, Druids of the Gnarley, Woodsmen
  • Special Feature: The Besh’norin (Oath Oak) – site of the sacred council and powerful nature spirits
  • Mood: Hope in harmony, shadowed by proximity to ancient evil

Demographics of Alaeduril

(Clan Meldarin Capital)

  • Wood Elves – 76%
  • Half-Elves – 15%
  • Humans – 4%
  • Fae (Dryads, Pixies, etc.) – 2%
  • Tallfellow Halflings – 2%
  • Other (Gnomes, Centaurs, Feykin) – 1%

Total Population: Approximately 582
Location: Alaeduril, the Harmonious Dells, western Gnarley Forest

Harmonious Dells Council by Damien "Haligaunt" Edwards
The Nine Tribes of Clan Meldarin

Quenlarue (Meadowstar)
Population: ~520 (largest)
Seats: Starmead Glade; the Lanternwalk (north of Alaeduril)
Devotions: Ehlonna (Ehlenestra), Solonor Thelandira
Roles & Notes: Wind-readers and range-masters; host most formal archery schools; frequent diplomats to Rangers and Woodsmen.


Sathlîrwyn (Sevensong)
Population: ~505
Seats: The Singing Bowers (eastern dell)
Devotions: Sehanine Moonbow, Rillifane Rallathil
Roles & Notes: Keepers of marching songs, whistle-cants, and battle signals; lead night-marches and Oath Oak ceremonies.


Telva (Dawnpromise)
Population: ~310 (includes Verbobonc City households)
Seats: Dawnridge; the Willow-Stairs; Telva quarter in Verbobonc City
Devotions: Ehlonna, Corellon Larethian
Roles & Notes: Outward-facing envoys and wardens of safe-passage; oldest urban diaspora (dating to the Aerdi era).


Elaenda (Greenheart)
Population: ~280
Seats: Greenheart Nurseries (western dell)
Devotions: Rillifane Rallathil, Ehlonna
Roles & Notes: Arbormancers and healers of living wood; keep seed-archives; craft grown bows and heartwood draughts.


Yularith (Fernshade)
Population: ~240
Seats: Shadelow Platforms (south run toward Namburil)
Devotions: Solonor Thelandira
Roles & Notes: Mist-stalkers and camouflage experts; guide travelers past bog-sinks; watch the approaches to the Wailing Halls.


Ranthír (Mossmantle)
Population: ~190
Seats: Mantled Roots (dell-shoulders)
Devotions: Sehanine Moonbow, Ehlonna
Roles & Notes: Weather-augurs who read moss and bark; plan storm routes and time ambushes by windshear and moon.


Nolbrael (Thornwatch)
Population: ~170
Seats: Thornfield Stands (above the eastern stream)
Devotions: Corellon Larethian, Solonor Thelandira
Roles & Notes: Shield-tribe and ruin-wardens; rotate posts at Ansynor; counter-ambush specialists with bramble-ink fletching.


Vaelune (Moonsap)
Population: ~150
Seats: The Moonstills (ring of white-barked ipp)
Devotions: Sehanine Moonbow
Roles & Notes: Foragers and alchemists of night-blooming saps; supply stealth oils, scent-maskers, and bowstring dressings.


Durnsae (Duskwood)
Population: 68 (smallest; single village)
Seat: Duskwood Hollow (at the stream confluence)
Devotions: Rillifane Rallathil, Ehlonna
Roles & Notes: Custodians of oath-rites at the Besh’norin; elders arbitrate sacred-ground disputes and inter-tribal quarrels.



Cover image: Elven Pantheon by 3orcs
Character flag image: Clan Meldarin Herald by 3orcs

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