AD&D 2nd edition: Elven City of Lydia

Lydia

Like the legendary falling star which in millennia past crashed to the earth at the present site of the Paladian elf capital, the alabaster and rose quartz spires of Lydia radiate a sense of symmetry and perfection beneath the fading rays of the sun as it sets behind the forested slopes of the Rone Hills.

First impressions of the elfin city of about 25,000 belie its true splendor which only reveals itself as the visitor passes through one of the 12 massive rose quartz gates that ring the city. Each covered with etchings across its entire 30-foot high expanse, they show only the beginnings of the beauty within like wrappings on a gift for the High Winter festival.

Each gate bears the story of one of the elfin deities, giving testament to the piety of the Paladian people. The largest and most ornate of these gates: Corellon Larethian's gate opens onto the main thoroughfare which leads to the Crystal Palace and the Pantheon of All Deities in the heart of the city.

  • Sehanine
  • Aerdrie Faenya
  • Erevan Illesere
  • Fenmarel Mestarine
  • Hanali Celanil
  • Labelas Enoreth
  • Solonor Thelandira
  • Lafarallinn (Hero)
  • Rillifane Rallathil
  • Eilistraee

Lydia's important places

Pantheon of Lydia

The twisted arabesque-like patterns covering the delicate but large rose quartz doors leading into the Pantheon of Lydia seem alive with the shared memories of the Paladian civilization. Beyond their expanse the foot-worn, smooth stones of the cathedral's interior faintly reflect the wisps of flame from hundreds of candles huddled around the altars to the elfin deities circling a wide common area built to easily accommodate one of the queen's legions with room to spare.

Birdsong echoes through the vast domed ceiling as scores of small birds fly with abandon through the sweet mist of incense, some escaping to the open sky, other alighting in the trunk-like branches of the elder oak which twists its way through the circular opening on the roof. Acolytes circle the tree of life gathering its acorns, watering it and like mothers with new born babes, speaking to it with soft voices. A dozen more acolytes trying to earn the favor of their chosen gods and goddesses glide from altar to altar, collecting offerings, trimming candles and scrubbing soot from the walls behind the altars.

The Tree of Life

Heavy granite flagstones around the base of the tree rest precariously on perches of formed by the intertwined roots of the great tree of life as they thrust their way under the floor in search of more plentiful sources of water. Twenty elves could not circle its massive trunk with linked hands. Its branches cast their shade over most of the Pantheon, each one large enough that it could be mistaken for a tree by itself.

The Paladian planted their tree of life in the distant past soon after Calaphy found the fallen Heaven Star. Legend says it grows from the crater left by the meteor when it struck the earth. The Paladian hold this tree as sacred above all other things. Through war, drought and fire, it has survived. It signifies the life of the Paladian people and with its branches reaching to the heavens, its roots nestled in the earth, it reminds them of their attachment to the earth while calling to mind their goal of reaching the heavens.

Priests of the elfin deities are allowed to harvest acorns from the tree in accordance with their progress in rank. A priest may gather one acorn per level each month as long as she remains in good standing with the gods. The acorns when used as a component in healing magic allow the caster to heal the maximum amount for the spell in question. If used as a component for other spells, it allows the caster to cast as if one level higher than normal. The acorns can also be ground into a floury paste which when baked into bread can provide nourishment for an entire day (one acorn equals one day's nourishment).

The tree also offers benefit to elfin priests casting spells under the shade of its branches (within the confines of the Pantheon). All spells cast under the tree are cast at one level higher than normal, and curative magics are cast so that the maximum amount of damage is healed. The tree radiates a constant protection from evil and bless spell within the confines of the Pantheon which not only prevents lesser undead from entering the temple (undead of wraith or lower status) but allows priests to turn greater undead as if they were four levels higher.

An elfin priest that goes into reverie under the tree will gain spells twice as quickly as normal. And an elf that sleeps under the tree for a night has a chance equal to 1% per level of having a vision.

Legend tells of the tree itself coming to life to thwart invaders, but no living elf can testify to the veracity of this myth. (The legend is true: At the DM's discretion the tree of life may come to life for a brief period to help defend against invaders; for this purpose it is considered to have the following statistics: MV 0; AC -5; HD 100; hp 800; THAC0 1; #AT 4; Dmg: 4d10/4d10/4d10/4d10; SA entangle opponents as spell of the same name cast at 20th level; SD +3 weapons to hit, immune to lightning, fire, and cold; MR 90%.)

Pantheon Archives:

An ancient elf, with wrinkled skin and nearly translucent silver hair tends the temple archives in the basement of the Pantheon. Here birth, death, marriage, ordination and other records are kept. He also oversees the sale of scrolls created by the temples clerics. The majority of the scrolls kept on hand contain spells of use by the common people (though they must have a priest to read them), although a few with adventuring type spells are available. Scroll availability also varies by season -- endure heat spells are less likely to be available in the winter and endure cold less likely in the summer.

The base chance for a scroll to be present in the temple collection is 100% minus 10% per level of the spell requested. For adventuring spells there is a chance of availability of 100% minus 20% per spell level with a minimum of 5%. If a spell is present on scroll there will be 1d4 of the spells available (1d2 for adventuring spells) before another roll is required. Each roll beyond the first the chance decreases by 20% that a spell will be present (no minimum). Some protection scrolls are available (10% chance for any given clerical protection scroll).

Scrolls cost 300 gp per spell level and are typically cast at two levels higher than actually required to learn the spell. Adventuring scrolls cost 500 gp per spell level. A scroll may be special order at twice its normal cost. Protections scrolls sell for the price 90-140% of the price listed in the DMG.

The archives also serves as the repository for curative potions and poison antidotes. On a typical day 4d8 healing potions, and 2d8 extra healing potions will be available for sale. There will be 1d3 of other healing and curative potions available. Healing and Extra Healing potions sell for the list price in the DMG, others sell for 90-140% of list price.

The Catacombs

Beneath the Pantheon a twisting maze of elfin tombs can be found. Elves are typically laid to rest on a slab of stone dyed to a color appropriate to the year of their birth. Elves are buried with their prized weapons and possessions and competent guards safeguard the tombs.

Tomb Guardians are a special breed of warrior who fiercely defend the final resting places of their fallen brothers and sisters. The guardians, as they are often called, are respected and admired by other elves almost as much as the elfin knight.

Benefits: Never surprised. Close quarter fighting. Detect invisibility. Reaction adjustment.

Hindrances: Bound to temple. Missile weapon penalty. Enemies. No two-handed weapons.

Temple of Corellon Larethian

From atop a stony hill east of the Pantheon the fortified walls of the temple of Corellon Larethian cast watchful gaze over the majestic Lydia. From their post high in the seven towers which forming a perimeter around the inner temple, crack elven archers search the sky and surrounding countryside anticipating attack. Passersby often feel the cool brooding, but somewhat parental stare of the wall and gate guards as the walk past.

Only the royal palace boast greater defendability than the temple of Corellon, base to the Elven Knights. Not only does the temple serve as a place of worship, but as a martial training ground for young elfin warriors and paladins and the stable of the famed pegasus warriors.

Within the confines of the temple walls members of the various orders of Corellon practice their combat skills on the expansive training field surrounding the temple proper. Others study theology within the temple school or tend to the needs of the city's populace who have come to the temple for aid. Frequent patrols venture forth from the temple to ensure the safety of the countryside or with plans to travel to a distant outpost to provide welcome relief for soldiers separated for too long from their families.

Six thousand Elven Knights form the core of Queen Fiona’s elite bodyguard. However, these knights never pledge allegiance directly to the queen, they are instead pledge to follow the direct order's of the high priest of Corellon who has in his turn pledge direct allegiance and the support of the Elven Knights to the queen. Any paladin, Elven Knight kit, or Cavalier kit character may join this order at first level. Any other character of 3rd level or higher may also join this order, provided they complete the appropriate testing.

The second order of knights based at the temple are known as the Order of the True Arrow (in honor of Correlon's amazing prowess with the long bow). To become a member of this order an Elven Knight, Paladin or Cavalier must be at least 6th level. All others must be at least 9th level. They number 600.

Only the best of the Elven Knights, however, may join the elite order of the star. Limited to the 60 active knights, the warriors of the star must be at least 12th level cavalier, paladin or elven knight. All others must be at least 15th level. These warriors each pledge an oath of allegiance directly to the queen.

While these order's are based at the temple only about 20 percent of their number actually reside there on a permanent basis. Others man outposts and keeps throughout the kingdom.

Characters who belong to one of the knightly orders may train here at the temple at no charge for the instruction, but are expected to pay their own expenses of 500 gp per level per week trained. Other warriors and priests may train at the temple for the cost of 1,000 gp per level per week trained.

The Star of Lydia

Nestled in a cul de sac away from the busy main thoroughfares of the city, a weary traveler will likely hear the crisp elfin harp music drifting past like downy feathers as it escapes from within the splendid halls of the Star of Lydia inn before they see it. Seasoned travelers from throughout Fälgorna speak of the inn with hushed almost reverent tones, captivated by its offering of culinary delicacies, comfortable beds, delightful service and an elusive quality few can adequately identify, but those who have tried say the inn's staff make you feel like something between royalty and their best friend. Strangely enough, at least one king asked after a comfortable nights stay as a guest of Queen Fiona, “Why can't I get this kind of treatment at home?”

However, the kind of treatment one receives at the Star of Lydia comes at a high price. Single rooms average 100 gp per night per person and suites can run upwards of 1,500 gp per night! Not many can afford this type of luxury. On average, a patron should expect to spend 400 gp per night for room, dinner and amenities, but the price could run much higher.

In addition to a warm comfortable bed, fireplace, private bath and writing table, each spacious room also includes a fruit plate and well stocked bar. Fruit from throughout the known world is teleported in daily from such distant location as Yart, Het and the Panterian Islands. Liquors included such delights as Millennium Wine, Elderberry wine, aged Melony brandy and Cylenian Kraken blood.

Of the inn's 12 suites, one of the most popular, the Dragon's Bane Suite, has been the choice of adventurer's for years. The mounted head of an elder red dragon spewing illusionary flame from its nostril and mouth dominates the four-room suite. A white snow snake rug covers the floor and a large circular fire place keeps the place warm in the harsh winter months. Two sleeping chambers and a spacious pool-size bath branch off from the main room of this suite. Cost is 1,000 gp per night.

Views of Lydia

Map of Lydia

A close-up view  

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