TEXT:    
  Elves 
  Of the fehin dae 
  A faction guide for the Divine 
  Shadows of Enyryss 
  Written by: John Adams 
  
   2 
  Introduction 
  I’ve felt for a long time that elves needed a bit of a 
  shakeup in the fantasy genre. Their society and 
  culture is always portrayed as aloof, but generally 
  on the good side of the spectrum. As such, elves 
  tend to be shepherds of the shorter lived races, 
  guiding them towards greatness and prosperity.  
   
  With this faction guide I want to reveal a 
  new facet of an immortal existence. One that views 
  the other cultures around them as mere tools to be 
  used, broken, and discarded at the whim of their 
  betters. The elves of the Fehin Dae are meant to be 
  masterful manipulators, moving through the shad-
  ows of other civilizations and guiding the destinies 
  of “lesser” races to achieve a grand scheme, un-
  known to those outside of the cabal’s membership. 
  Overview 
  The Fehin Dae are a cabal of ruthless manipulators 
  born from the remains of a fallen civilization. Using 
  a combination of potent magic and advanced tech-
  nology they infiltrate nations and organizations 
  across the realms in pursuit of a grand, unknowa-
  ble, goal. 
   
  Dynasties have risen from dust and fallen to 
  ash with the unseen guiding hand of the Fehin Dae. 
  They view the nations of other races as one might 
  view a pet or family business. Entire royal lines 
  owe their existence to these secretive elves and like-
  ly don’t even realize it. Every action of the Fehin 
  Dae is carefully planned, sometimes for decades, to 
  create the maximum desired effect. 
   
  All of these machinations are orchestrated 
  as a form of worship or reverence to Enyryss, the 
  fallen goddess of shadows. Enyryss was slain dur-
  ing the War of Sundering, but the Fehin Dae be-
  lieve that she is merely wounded and waiting for 
  her opportunity to emerge once more and reclaim 
  her throne from the usurpers. Whether there is any 
  truth to this belief remains to be seen, but the Fe-
  hin Dae have remained true to their purpose since 
  their inception, and it would be difficult to argue 
  that they do not have the blessing of Enyryss. 
  Their historical successes could serve as proof 
  enough of divine grace from the Maiden of Whis-
  pers.   
  History 
  The origin of the Fehin Dae lies within the conflicts 
  that arose during the War of Sundering when celes-
  tials and fiends rose to make war against their deif-
  ic masters. During this time, mortal nations 
  clashed with each other or tore themselves apart in 
  civil wars, mimicking the actions of their other-
  worldly patrons.  
   
  The elvish nation of Nasqurel became a vic-
  tim of these conflicts, along with the principle wor-
  ship of Enyryss, the goddess of shadows. In the last 
  days of the War of Sundering, Enyryss was be-
  trayed and struck down by her favored servant, 
  Ilyssara. As she fell, Enyryss reached out with the 
  last of her essence and took hold of the shadow of 
  her betrayer using it to flee to relative safety. As 
  Ilyssara struck the final blow, in her hubris, she 
  failed to notice that she no longer cast a shadow. 
   
  Within the beshadowed cathedrals of 
  Nasqurel, a similar betrayal was taking place. For 
  years the cult of Ilyssara had grown within the 
  church of Enyryss. With Enyryss’ faithful focusing 
  their efforts beyond Nasqurel’s borders keeping the 
  neighboring nations at each other’s throats, those 
  who came to revere the betrayer were able to elimi-
  nate several key clergy members before suffering 
  retaliation. 
   
  As Enyryss’ power faded, so too did the 
  blessings of her clerics. While many went mad, oth-
  ers came to see the betrayal within their own 
  church and struck back against the turncoats. Un-
  fortunately, this left Nasqurel bereft of the illusions 
  and subterfuge that had kept it protected from the 
  
   3 
  predations of its neighbors who soon turned their 
  crusaders toward the elven forest.  
   
  The border villages were trampled beneath 
  the heavy booted feet of humanity’s soldiers while 
  the elven clerics slew each other within the tem-
  ples. The chaos and uncertainty forced many citi-
  zens of Nasqurel to attempt to flee their forest 
  home, meeting with varied degrees of success. 
  When Ilyssara struck the final blow against 
  Enyryss and the fallen goddess stole her betrayer’s 
  shadow, a curse tore through Ilyssara’s cultists 
  that transformed them into horrifying creatures 
  now called bhaynes. The touch of shadow burns 
  these creatures and within the forests their echoing 
  howls pierced the daylight hours until they could 
  climb to the top of the forest canopy where they 
  now reside.    
   
  Before the final crusades descended on 
  Nasqurel’s cities and the betrayers of Ilyssara were 
  cursed to remain in the treetops during the day-
  light hours, several remaining clergy of Enyryss 
  that had escaped madness, managed to abscond 
  with a small library of tomes and relics and retreat 
  from the capital to take refuge in the forest. Using 
  their limited arcane knowledge, and what few of 
  Enyryss’ blessings remained, they managed to hide 
  themselves from the marauding crusaders as well 
  as the bhaynes until the fighting had subsided. 
   
   
  As the dust settled, Nasqurel was no more 
  and its people suffered greatly under the yoke of 
  their conquerors as their culture and knowledge 
  were slowly eroded away and lost to the chaotic 
  entropy of history. The Fehin Dae survived amidst 
  the ruins of their former civilization for a time, but 
  while the First Council were without divine assis-
  tance, they were practiced deceivers and manipula-
  tors and eventually insinuated themselves into the 
  society of their nation’s conquerors, where they 
  waited, observed, and plotted. 
   
  Over the next several decades, the Fehin 
  Dae gathered influence and power in secret, ma-
  nipulating nobility and criminals alike within the 
  nation of Feron through blackmail, misdirection, 
  and arcane enchantments. Over time these manip-
  ulations fomented into civil war and shattered 
  Feron into the independent city-states now collec-
  tively known as the Rivenlands.  With the success 
  of their scheme came a brief vision; the faintest of 
  whispers from a goddess that was thought to be 
  dead. With this vision came purpose, and the cler-
  ics of Enyryss anointed themselves as the First 
  Council of the Fehin Dae. With the few faithful 
  still at their side, the First Council began to extend 
  their grasp beyond the borders of the Rivenlands 
  to guide nations, great families, and powerful indi-
  viduals into ruin as sacrifices to the Whispering 
  Maiden to restore their goddess with the wreckage 
  of those that ushered in her downfall. 
   
  Within the following century, the Fehin 
  Dae cemented their hold over the Rivenlands 
  through a cautious campaign of manipulation that 
  stoked the flames of the feuding nobility. Those in 
  power that could be seen as a threat were often de-
  posed by agitators and revolutionaries who had no 
  idea that they were pawns of the First Council. 
  The various city-states were often goaded into 
  wars to foster mistrust and feuds between families 
  that could eventually have grown into a unifying 
  force. The Fehin Dae became masters of the crimi-
  nal underworld and noble courts of the Rivenlands 
  without most people even knowing that they exist-
  ed. Because they numbered so few, roughly two 
  dozen elves, the faithful of Enyryss operated 
  through proxy, using other organizations to ac-
  complish the less important aspects of an individu-
  al mission while the elves focused solely upon the 
  most important tasks required for success. This 
  success almost always involved the dissolution of 
  one or more of the proxies used by the fledgling 
  organization, usually those who had the most con-
  tact with Fehin Dae agents. 
  
   4 
   
  After the Fehin Dae had a secure hold in 
  the Rivenlands, they began to focus on outward 
  pursuits. They looked to the noble families of 
  neighboring kingdoms and contemplated how their 
  brief existence could be leveraged against them. 
  The elves collected vast knowledge of noble geneal-
  ogies and national histories. Using this knowledge, 
  the Fehin Dae began to truly play the long game. 
  The elves guided the evolution of entire bloodlines 
  of humanity through arranged marriages and scan-
  dalous affairs to guide generations toward power or 
  ruin as they desired. The dynasties of the broken 
  empire of Tarkenwold, that ruled for over four cen-
  turies, owed their creation and existence to the 
  guiding hand of the Fehin Dae, but so too did the 
  ravening hordes of Solken Lok that marched across 
  the steppe to tear down the Tarkenwold walls. 
   
  Throughout the centuries, the Fehin Dae 
  have orchestrated the collapse of numerous re-
  gimes without discovery. The Balgrid Mercantile 
  Guild’s collapse after the discovery of powerful de-
  monic relics in several of their warehouses, the 
  usurpation of the throne in the kingdom of Velgun 
  by a relatively minor noble family, and the frac-
  turing of the thieves guild of Port Allor into multi-
  ple warring sects are all examples of the Fehin 
  Dae’s extensive reach. The nearest they ever came 
  to a failure was when several freelance adventurers 
  unwittingly interfered with a plot against a power-
  ful merchant guild in the kingdom of Gormensk. 
  The adventurers discovered the conspiracy by acci-
  dent while working for the local magistrate to 
  track down a guild of thieves. The thieves in ques-
  tion had ties to the Fehin Dae, and key infor-
  mation about their part in the conspiracy. The dis-
  covery of this information opened an investigation 
  that revealed the much grander scheme against the 
  guild and their associates.  
   
  The Fehin Dae in charge of this operation, 
  Nalise, had to act quickly to sever any leads that 
  could reveal her organization’s existence. As such 
  the memory alterations and record purges were 
  performed at a substandard level which allowed 
  some rumors to circulate that a secretive organiza-
  tion was somehow controlling vast portions of the 
  criminal elements within several cities of the 
  realm. The merchant guild initially profited from 
  its infamy as a target of the Fehin Dae, but their 
  accounts eventually dried up as former business 
  contacts began to utilize competing guilds. Thus 
  cementing the rumors of a great shadow cabal as 
  fact among the citizenry of Gormensk. 
   
  The following decades leading up to present 
  day saw the Fehin Dae scale back many of their 
  operations to avoid discovery. Instead they fo-
  cused much more on recruitment in order to reduce 
  their reliance on outside elements that lacked the 
  proper discretion.   
   
  The recruitment had mixed results. Many 
  of the elves remaining in the Rivenlands had be-
  come comfortable with their positions in the, pre-
  dominantly human, city-states. In a somewhat un-
  characteristic move, however, half-elves began to 
  be approached as possible candidates. The societal 
  isolation endured by half-elves meant that many 
  were eager to join an organization that welcomed 
  them, gaining the Fehin Dae multitudes of skilled 
  operatives. Though half-elves aren’t typically well 
  regarded by their elven peers unless they distin-
  guish themselves in a truly grand fashion. 
  Organization 
  The Fehin Dae is a relatively small organization 
  that wields immense influence. They accomplish 
  this by using small teams, or even solo operatives, 
  that infiltrate the influential facets of a society and 
  manipulate its members toward whatever goal 
  they desire via blackmail, extortion, seduction, 
  bribery, disinformation, and, occasionally, murder. 
  Due to the incredibly long lifespan afforded to 
  elves, the plans of these infiltrators take place over 
  the course of years or even decades.  
  
   5 
   
  At the head of the Fehin Dae are the mem-
  bers of the First Council. These elves are the same 
  priests and priestesses of Enyryss that evaded the 
  subjugation  of  Nasqurel over a thousand years 
  ago. They are ancient, even by elven standards, 
  and rarely interact directly with anyone beyond 
  the other members of the First Council. They pre-
  fer, instead to communicate their wishes through 
  an artifact known as the Shadowmind which can 
  communicate across vast distances with a form of 
  telepathy to implant an agent’s orders directly into 
  their mind. 
   
  Each of the five Councilors, or Drusei, are in 
  charge of a single facet of the Fehin Dae’s opera-
  tion. Lirwen is the Councilor in charge of the or-
  ganization’s arcane development, the Istan Ruil. 
  The wizards and sorcerers under her command are 
  responsible for developing the powerful memory 
  altering enchantments and the various arcane tools 
  and implements used by the Fehin Dae to hinder 
  divination magic used against them.  
   
  Derisand is the Councilor in charge of the 
  Fehin Dae’s technological advancements in the 
  Glaross Ruil. His crystalline technology has been 
  used to create several unique weapons and surveil-
  lance devices utilized by the Fehin Dae. This divi-
  sion contains many of the youngest members of the 
  organization as well as the largest concentration of 
  half-elves amongst the Fehin Dae. 
   
  Tesiren is the Councilor in charge of the Fe-
  hin Dae’s recruitment efforts with the Annura 
  Ruil. She allows the priests and priestesses of her 
  group great autonomy when choosing individuals 
  or groups to target for potential recruitment. Tesi-
  ren does, however, take great pains to monitor and 
  research the potential recruits to make sure they 
  can be trusted. Any that she deems incapable or 
  untrustworthy vanish before they are offered a 
  place in the organization. This typically happens 
  without an individual recruiter’s knowledge.  
   
  Ilduan is the Councilor in charge of the or-
  ganization’s training group, the Misaani Ruil. 
  Ilduan works very closely with Tesiren when deter-
  mining a recruit’s placement within the organiza-
  tion. Each recruit is paired with a personal tutor 
  that directs their training and prepares them for 
  whatever duties they will be performing in the Fe-
  hin Dae. Depending on a recruit’s previous experi-
  ence and skills, training can last anywhere from 2 
  years up to 2 decades. During this time the recruit 
  learns how to utilize the various magical and tech-
  nological items used by he Fehin Dae, spy craft 
  techniques, assorted mnemonic exercises, and cul-
  tural knowledge of the region in which they will be 
  operating to mold them into highly skilled and 
  adaptable agents of the Fehin Dae. It is also during 
  this time that the recruit is educated on the tenets 
  of Enyryss and the divine purpose driving the Fe-
  hin Dae. 
   
  Nusaar is the Councilor in charge of the 
  largest sub-group of the Fehin Dae, the Lussa Ruil. 
  Members of this group are the agents which ven-
  ture into the wider world to sow chaos, mistrust, 
  and eventually the downfall of the nation, guild, or 
  noble family that is targeted as a sacrifice to 
  Enyryss. These agents are given little direction as 
  to how to accomplish their task. The objective is 
  always the same, however, total collapse. 
   
  Within each of these groups, the individuals 
  hold a rank that differs only in its moniker, de-
  pendent upon which group they work with . An 
  operative from the Lussa Ruil holds the same level 
  of influence as an arcanist of the Istan Ruil. Over 
  the decades an unofficial rank came into use that is 
  reserved for members that have participated in 
  multiple successful operations, or offerings as the 
  Fehin Dae are fond of saying. The rank is Nual-
  than and is used as a prefix to the operatives nor-
  mal rank to denote a sort of seniority amongst 
  their peers. An individual whose advice should be 
  heeded because of their experience in the field. Be-
  
   6 
  cause it is used for members that participated in an 
  offering, it is most likely to be encountered in refer-
  ence to members of the Lussa Ruil, but it has be-
  gun to emerge in the other groups as well. 
   
  The official ranks for each of the divisions 
  are as follows: Members of the Istan Ruil are 
  known as Mereen, members of the Glaross Ruil are 
  known as Firaas, members of the Annura Ruil are 
  known as Leshvar, members of the Misaani Ruil 
  are known as Juras, and members of the Lussa 
  Ruil are known as Lussa. The largest of these 
  groups is, of course, the Lussa Ruil, but even they 
  number only a few dozen. Total membership for 
  the Fehin Dae is only around 70-80 individuals, 
  though, due to their clandestine nature, it is un-
  likely that anyone outside of the First Council 
  knows the truth of this. 
   
  Members of the Fehin Dae rarely congre-
  gate and so the organization itself has no need for 
  training halls or guild houses. The only structure 
  that is truly necessary for the existence of the Fe-
  hin Dae, is known as the Fading Tower. This tower 
  is located within what remains of the ancient forest 
  of Nasqurel and houses the First Council as well as 
  the Shadowmind Pool. On rare occasions, members 
  of the Fehin Dae will be summoned to the tower to 
  discuss an assignment that requires a degree of 
  specificity that is impossible to impart over the 
  limited timeframe allowed by the Shadowmind. As 
  yet, no one outside of the Fehin Dae has ever seen 
  the Fading Tower. This is due, in large part, to the 
  tower’s ability to shift completely into the Ethere-
  al plane. The powerful enchantments and illusions 
  surrounding the location of the tower also work to 
  confound and befuddle anyone that comes within a 
  mile of the tower’s material plane location. 
  Gaining Membership 
  Because of the nature of their duties and reverence 
  of a goddess that is illegal in many regions, and 
  unknown, in many others, the Fehin Dae are ex-
  ceedingly cautious when recruiting new members. 
  First and foremost, the candidate must be an elf or 
  half-elf, beyond that the recruiters of  the Annura 
  Ruil weigh several factors before approaching an 
  individual. Reverence and knowledge of  Enyryss 
  is a factor that weighs heavily, but if the candi-
  date’s skill set is extremely useful to the organiza-
  tion then their religious preference is not as much 
  of a factor. Another factor is a candidate’s assets, 
  both material and social. Particularly well-
  connected individuals or those with vast wealth or 
  arcane and religious relics can often be more useful 
  to the Fehin Dae than one who is highly skilled in 
  a particular craft. 
   
  After weighing all of these factors, the can-
  didate is typically observed for 2-3 years before a 
  recruiter considers approaching them with an of-
  fer, though sometimes this observation can last 
  decades. It is typical for a recruiter to interact with 
  the candidate during this observational period to 
  establish a rapport with the individual and test 
  their knowledge, ability, and character, but if the 
  candidate is deemed unfit or refuses the offer once 
  it is made, their memories are cleansed of all inter-
  actions with the agent. 
   
  In a few rare instances, individuals are tar-
  geted by the Fehin Dae purely for their intrinsic 
  attributes rather than any learned skills or ideolo-
  gy. These candidates are used by the organization 
  in a manner similar to breeding stock in order to 
  create offspring with exceptional natural ability 
  and are never actually recruited to the organiza-
  tion. The offspring are then raised within the Fe-
  hin Dae from birth to become highly effective op-
  eratives. The parents, after they have produced 
  the offspring, often have their memories altered to 
  erase the knowledge of the child, but in a few in-
  stances have simply been eliminated if they were 
  deemed to be a particularly high risk to the organi-
  zation. Typically only one parent is a “breeder”, as 
  they are derogatively known within the Fehin 
  
   7 
  Dae, while the other is a member of the 
  organization itself. Occasionally both par-
  ents are chosen from outside the organiza-
  tion and manipulated into birthing a child 
  which is then taken by a recruiter of the 
  Fehin Dae to be raised within the organi-
  zation, and the parents memories are 
  cleansed. 
  Notable Personalities   
   Lirwen 
  As the Councilor in charge of the arcane 
  arm of the Fehin Dae, Lirwen has had a 
  hand in pioneering some of the most effec-
  tive magical tools in the organization’s ar-
  senal. Even at her venerable age, Lirwen’s 
  keen mind is as sharp as ever. Her focus on 
  matters of the arcane has lead some to be-
  lieve that her dedication to Enyryss has 
  waned over the centuries, replaced by a 
  thirst for sorcerous knowledge. While she 
  is not as well versed in the rites and rituals 
  of the faith as the rest of the council, there 
  is no denying that the research performed 
  by Lirwen and her subordinates has been 
  instrumental in allowing the Fehin Dae to 
  operate undetected for such an extensive 
  length of time. 
   
  Lirwen is a quiet woman, rarely 
  speaking above the volume of a whisper. 
  Her presence is rarely noticed unless she 
  desires it to be so, and when she moves it 
  is with the ethereal grace of a shadow. Lir-
  wen leads the Istan Ruil as a teacher over-
  seeing the education of her students, gen-
  tly nudging them toward ever deepening 
  arcane secrets. Those favored by Lirwen 
  are allowed to assist the sorceress in her 
  personal research into the link between a 
  deity and her clerics and how that link could be 
  generated artificially to bolster a deity’s personal 
  essence. 
   On rare occasions, these favored in-
  Lirwen (Cleric 5/ Sorcerer 14) 
  AC: 11 (14 with mage armor) 
  Hit Points:  119 
  Speed: 30 ft. 
  Str: 8 Dex: 13 Con: 14 Int: 16 Wis: 16 Cha: 20 
  Saving Throws: Constitution +8, Charisma +11, Wisdom +9 
  Skills: Arcana +9, Religion +9, Deception +11, Insight +9, Per-
  ception +9 
  Senses: darkvision 60 ft., passive Perception 19 
  Languages: Elvish, Common 
  Fey Ancestry: Lirwen has advantage on saving throws against 
  being charmed, and magic can’t put her to sleep. 
  Weapon Training: Lirwen has proficiency with the longsword, 
  shortsword, shortbow, and longbow in addition to standard profi-
  ciencies. 
  Bend Luck: Lirwen has the ability to twist fate using her sorcer-
  ous power. When another creature that she can see makes an at-
  tack roll, ability check, or saving throw, she can use her reaction 
  and spend 2 sorcery points to roll 1d4 and apply the number 
  rolled as a bonus or penalty to the creature’s roll. 
  Cantrip: Lirwen can use the cantrip friends. This uses Intelligence 
  as her spellcasting ability. 
  Spellcasting: Lirwen casts spells as a multiclass cleric and sorcerer. 
  Cantrips: acid splash, chill touch, guidance, mage hand, mending, 
  message, minor illusion, prestidigitation, resistance, thaumaturgy 
  1st Level (4 slots): bless, charm person, command, cure wounds, 
  disguise self, fog cloud, mage armor, witch bolt  
  2nd Level (3 slots): augury, detect thoughts, mirror image, pass 
  without trace, silence, suggestion, zone of truth 
  3rd Level (3 slots): blink, counterspell, dispel magic, hypnotic pat-
  tern, speak with dead, tongues 
  4th Level (3 slots): confusion, dimension door 
  5th Level (3 slots): dominate person, telekinesis 
  6th Level (2 slots): mass suggestion 
  7th Level (1 slot): etherealness 
  8th Level (1 slot) 
  9th Level (1 slot) 
  Actions 
  Shadow Fang: melee attack +8, reach 5ft., one target (1d4+2) 
  piercing damage plus (2d10) poison damage. A successful Consti-
  tution saving throw DC 18 halves the poison damage. 
  
   8 
  dividuals are invited to join Lirwen at the Fading 
  Tower for a time.  
  Derisand 
  As the youngest member of the First 
  Council, Derisand is somewhat of an odd-
  ity amongst his peers. He has retained a 
  staggering amount of the exuberance of 
  his youth as well as a rather unique sense 
  of humor. Under Derisand’s direction, 
  the Glaross Ruil has made significant ad-
  vances on the crystalline harmonic tech-
  nologies pioneered by Nasqurel over a 
  millennia ago. His division also includes 
  the largest membership of half-elves of 
  any other division of the Fehin Dae, a 
  fact that has brought him into conten-
  tion with Ilduan on more than a few oc-
  casions. 
   
  While he may seem whimsical and 
  carefree, Derisand has a very shrewd 
  mind for deception and politics. He is of-
  ten able to hide his true intentions be-
  neath layers of humorous anecdotes and 
  flippant behavior until he has achieved 
  whatever outcome he desired. Most sub-
  ordinates learn to recognize Derisand’s 
  various tells in order to keep themselves 
  in the Councilor’s good graces. Those 
  that don’t sometimes find themselves 
  carrying out very dangerous assignments 
  with precious little support. 
  Terisen 
  Terisen is the eldest of the First Council, 
  and the architect of  the Fehin Dae’s exo-
  dus from Nasqurel. She was granted a 
  vision foretelling of the impending doom 
  all those centuries ago and convinced 
  many other clerics of the temple of the 
  veracity of her vision. Terisen views her 
  position at the head of the Annura Ruil 
  as a service to Enyryss for granting her 
  this vision so her culture could continue 
  Derisand 
  Cleric 17 
  AC: 18 (magical scale mail) 
  Hit Points: 102 
  Speed: 30 ft. 
  Str: 12 Dex: 14 Con: 15 Int:16 Wis:17 Cha: 12 
  Saving Throws: Wisdom +9, Charisma +7 
  Skills: History +9, Insight +9, Perception +9 
  Senses: darkvision 60 ft., passive Perception 19 
  Languages: Elven, Common, Draconic, Dwarven 
  Fey Ancestry: Derisand has advantage on all saving throws against 
  being charmed, and magic can’t put him to sleep. 
  Weapon Training: Derisand is proficient with longswords, shorts-
  words, shortbows, and longbows in addition to his class proficien-
  cies. 
  Read Thoughts: As an action, Derisand can read a creature’s 
  thoughts within 60 feet. The creature rolls a Wisdom saving throw 
  DC 17. Failure indicates that Derisand can read the surface 
  thoughts of the creature for up to 1 minute. At any point within the 
  duration Derisand can use an action to end this effect and cast sug-
  gestion without expending a spell slot. The target receives no saving 
  throw against the suggestion effect.  
  Cantrip: Derisand can cast the cantrip dancing lights using his Intel-
  ligence for the ability score. 
  Spellcasting: Derisand casts spells as a 17th level cleric 
  Cantrips: light, mending, resistance, sacred flame, thaumaturgy 
  1st Level (4 slots): command, detect magic, healing word, identify, 
  purify food and drink, shield of faith 
  2nd Level (3 slots): augury, enhance ability, hold person, locate ob-
  ject, protection from poison, suggestion 
  3rd Level (3 slots): magic circle, nondetection, protection from ener-
  gy, sending, speak with dead 
  4th Level (3 slots): arcane eye, confusion, divination, locate creature 
  5th Level (2 slots): geas, legend lore, planar binding, scrying  
  6th Level (1 slot): find the path, harm 
  7th Level (1 slot): divine word 
  8th Level (1 slot): anti-magic field 
  9th Level (1 slot): mass heal 
  Action 
  Harmonic Rod: ranged attack +10, range 120 ft. one target suffers 
  2d10 thunder damage.  
  
   9 
  even after its desecration at the hands of nations 
  of, what she calls, savages. 
   
  Terisen has nothing but contempt for hu-
  manity. She sees them as an infestation of pests. 
  This attitude has lead her into many vigorous ar-
  guments with Derisand about the inclusion of half-
  elves to the Fehin Dae, as the elder Councilor 
  sees them as tainted by the society that de-
  stroyed her home. Terisen was originally 
  against the idea of allowing half-elves member-
  ship, but after stepping back to view the pro-
  posal from a more practical perspective, the 
  venerable elf was able to see that the unique 
  position of half-elves in many nations through-
  out the region created near perfect conditions 
  for breeding ideal recruits with nearly as much 
  distaste for humanity as herself.  
   
  For an elf that should be nearing the 
  end of her natural life, Terisen is remarkably 
  resilient. Her eyes still hold the same vigor and 
  conviction that she held over a millennia past. 
  This is due to the powerful elven relic she pos-
  sesses, Breath of the Shadow Queen. This relic 
  is able to temporarily stave off the effects of 
  aging by siphoning the essence of another indi-
  vidual that has been willingly linked to the rel-
  ic. Terisen typically dupes a new recruit into 
  linking with the relic every few decades before 
  the recruit notices their own hastened aging. 
  This process is nearly always performed on a 
  half-elven recruit, though particularly irksome 
  elves have also been used at times. 
  Ilduan 
  During his days as a templar at the cathedral 
  in Nasqurel, Ilduan was a rather jovial man. 
  Now that Nasqurel has fallen, and his patron 
  goddess has been reduced to no more than a 
  shade of her former strength, Ilduan has be-
  come a much more stern and subdued individ-
  ual. The excessive paranoia that has started to 
  manifest has strained his relations with the 
  other members of the First Council, but has 
  yet to cause any lasting damage to the Fehin 
  Terisen 
  Cleric 19 
  AC: 20 (magical scale mail and shield) 
  Hit Points: 95 
  Str: 8 Dex: 12 Con: 10 Int: 16 Wis: 20 Cha: 18 
  Saving Throws: Charisma +10, Wisdom +11 
  Skills: History +9, Medicine +9, Persuasion +10, Religion +9 
  Languages: Elven, Common 
  Fey Ancestry: Terisen has advantage on saving throws against 
  being charmed, and magic can’t put her to sleep. 
  Weapon Training: Terisen has proficiency with longswords, 
  shortsword, shortbows, and longbows in addition to her class 
  proficiencies. 
  Cloak of Shadows: As an action, Terisen can become invisible 
  until the end of her next turn. This can be done up to 3 times 
  per long rest. 
  Cantrip: Terisen can cast the cantrip message, using Intelli-
  gence as its ability score. 
  Spellcasting: Terisen casts spells as a 19th level cleric. 
  Cantrips: guidance, mending, resistance, spare the dying, 
  thaumaturgy 
  1st Level: charm person, cure wounds, disguise self, sanctuary, 
  shield of faith,  
  2nd Level: calm emotions, blindness/deafness, mirror image, 
  pass without trace 
  3rd Level: bestow curse, blink, dispel magic, spirit guardians 
  4th Level: dimension door, divination, freedom of movement, 
  locate creature, polymorph 
  5th Level: commune, dispel evil and good, dominate person, 
  hallow, modify memory, planar binding 
  6th Level: forbiddance, true seeing, word of recall 
  7th Level: divine word, etherealness, symbol 
  8th Level: control weather, holy aura 
  9th Level: gate, mass heal 
  Actions: 
  Breath of the Shadow Queen: melee attack +7, reach 5ft., one 
  target suffers (2d10) necrotic damage and 1 level of exhaus-
  tion. A successful Constitution saving throw DC  20 negates 
  the exhaustion. 
  
   10 
  Dae. 
   
  Ilduan can be a harsh leader toward his 
  subordinates, even more so with the recruits them-
  selves, but it comes from his desire to serve 
  Enyryss in the best way that he can. Right now, 
  that is accomplished by ensuring that all recruits 
  leave his care with the skills to accomplish whatev-
  er tasks Enyryss and the First Council have for 
  them. His concerns about the recent influx of re-
  cruits from half-elven communities has been tem-
  pered by his desire to see these same recruits swell 
  the ranks of Enyryss’ faithful. As such his fo-
  cus on training has begun to focus more on the 
  religious aspects of the Fehin Dae to cultivate 
  greater zeal amongst the newest members. 
  Nasaar 
  As the head of the operational division of the 
  Fehin Dae, Nasaar has overseen the downfall 
  of dozens of nations, syndicates, and noble 
  families. He is a ruthless and cunning elf; able 
  to see the ebb and flow of politics that controls 
  the lives of the masses within the nations of 
  humanity. He is able to create and exploit 
  weaknesses through careful and cautious ac-
  tion only exposing the Fehin Dae for the brief-
  est of moments before his operatives vanish 
  and the memories of those still standing are 
  cleansed of even a glimpse of the architects of 
  their  destruction.  
   
  Nasaar’s calm demeanor can be disturb-
  ing for younger operatives. He frequently dis-
  cusses the death or ruination of tens of thou-
  sands of humans as though he was culling a 
  herd of sheep. The older operatives, however, 
  can appreciate his detachment as it allows 
  Nasaar to foresee eventualities that might re-
  main hidden to them.  
   
  When the venerable elf sends his agents 
  on a mission, it is typically with very broad 
  and innocuous  instructions, such as “build an 
  information network”, “Collapse the value of 
  silver in this region”, or “Offer this city to 
  Enyryss”. On occasion his instructions can be 
  extremely specific targeting only a single indi-
  vidual or household with particular instruc-
  Ilduan 
  Paladin 17 
  AC: 20 (magical breastplate and shield) 
  Hit Points: 136 
  Speed: 30 ft. 
  Str:18 Dex: 14 Con: 14 Int: 10 Wis: 11 Cha: 14 
  Saving Throws: Charisma +8, Wisdom +6 
  Skills: Intimidation +8, Insight +6, Perception +6,Religion +6 
  Senses: darkvision 60 ft., passive Perception 16 
  Fey Ancestry: Ilduan has advantage on saving throws against 
  charm effects, and magic can’t put him to sleep. 
  Smite: When Ilduan makes a melee attack, he can choose to 
  expend a spell slot to deal necrotic damage. This extra damage 
  is 2d8 for a 1st level spell and increases by 1d8 per spell level 
  higher than 1st up to 5d8. 
  Divine Health: Ilduan is immune to disease via his divine con-
  nection with Enyryss. 
  Cantrip: Ilduan can cast the cantrip true strike using his Intelli-
  gence as its ability score. 
  Spellcasting: Ilduan casts spells as a 17th level paladin. 
  1st Level (4 slots): bane, detect magic, divine favor, hunter’s 
  mark, shield of faith 
  2nd Level (3 slots): hold person, misty step, protection from 
  poison, zone of truth 
  3rd Level (3 slots): aura of vitality, dispel magic, haste, protec-
  tion from energy 
  4th Level (3 slots): aura of purity, banishment, death ward, 
  dimension door 
  5th Level (1 slot): circle of power, hold monster, scrying 
  Reaction: 
  Relentless: When Ilduan strikes with an opportunity attack, 
  he may move up to half his speed as part of the same reaction. 
  Action: 
  Whispering Blade: 2 melee attacks +12, reach 5ft., one target 
  (1d8+6) slashing damage plus (1d10) necrotic damage. This 
  necrotic damage is doubled against bhaynes and fiends. 
  
   11 
  tions as to their fate, but these instances are a rari-
  ty though their outcomes can be no less devastat-
  ing. 
  Ilitha Mandeel 
  Ilitha was welcomed into the Fehin Dae as one of 
  the first half-elf recruits to be allowed into the 
  Lussa Ruil. When she was initially approached by 
  the Fehin Dae recruiters, she was working as a 
  freelance assassin during a particularly brutal peri-
  od in the Rivenlands. The nobility and merchant 
  guilds were warring over various land rights which 
  made for quite a lot of lucrative work...if you 
  worked with the syndicates. More then a few of 
  Ilitha’s employers tried to eliminate her once the 
  job was completed. She was growing tired of scrap-
  ing for contracts and looking to leave the 
  Rivenlands when an elf by the name of Feluan ap-
  proached her with an offer to leave the petty 
  squabbles of the guilds behind and join the Fehin 
  Dae. Though initially skeptical of Feluan’s true 
  intentions, Ilitha came to the eventual realization 
  that she had already been working for the Fehin 
  Dae unknowingly and she would much rather be 
  the one pulling the strings than the one being 
  played. 
   
  Ilitha’s training within the Fehin Dae took 
  several years, though much of this time was spent 
  dedicated to the more religious pursuits of the or-
  ganization as she was already a rather skilled crim-
  inal. One of the biggest hurdles for the half-elf was 
  learning that murder seldomly leads to the desired 
  objective and can actually become a hindrance if 
  applied in certain situations. Beyond that, howev-
  er, Ilitha was a star pupil, her already callous atti-
  tude towards the denizens of the Rivenlands made 
  her an ideal choice to join the Lussa Ruil. Over the 
  last decade she has participated in a few group op-
  erations where she was able to test her skills and 
  learn from more experienced adepts. At present, 
  Ilitha is running her first solo operation in the 
  neighboring nation of Cantor to disrupt an alliance 
  between two powerful noble families that control a 
  vast portion of the nation’s farmland. 
  Nasaar 
  Rogue 18 
  AC: 19 (magical studded leather) 
  Hit Points: 108 
  Speed: 30 ft. 
  Str: 10 Dex: 20 Con: 13 Int: 16 Wis: 11 Cha: 16 
  Saving Throws: Dexterity +11, Intelligence +9 
  Skills: Deception +15, Insight +12, Investigation +15 
  Perception +12, Stealth +11 
  Senses: blindsense 10ft., darkvision 60ft., passive Percep-
  tion 16 
  Fey Ancestry: Nasaar has advantage on saving throws 
  against being charmed, and magic can’t put him to sleep. 
  Weapon Training: Nasaar has proficiency with shorts-
  words, longswords, shortbows, and longbows in addition 
  to his class proficiencies. 
  Cantrip: Nasaar can cast the cantrip minor illusion using 
  his Intelligence for its ability score. 
  Infiltrator: Nasaar is able to create impeccable false iden-
  tities for himself. By spending 7 days establishing history, 
  profession, and affiliation, he is able to insinuate himself 
  into any organization, Thereafter, when adopting the 
  identity as a disguise everyone believes him to be that 
  person. 
  Impostor: Nasaar can perfectly imitate a person’s speech 
  and mannerisms to such a degree that he has advantage 
  on all Disguise and Deception checks to avoid detection. 
  Assassinate: Any attack Nasaar makes against a surprised 
  opponent is a critical hit. 
  Reaction 
  Dodge: When a creature strikes Nasaar with an attack, he 
  can use his reaction to halve the damage from the attack. 
  Action 
  Dusk Sliver: Melee attack +13, reach 5ft., one target 
  (1d6+7) piercing damage and inflicts blindness on the tar-
  get until the end of Nasaar’s next turn. A successful Wis-
  dom saving throw DC 19 negates the blindness effect. Ad-
  ditionally if Nasaar has advantage on the attack roll or if 
  an ally is in melee with the target, once per turn the at-
  tack inflicts an additional (9d6) damage. 
  
   12 
  Haroan Lushem 
  One of the earliest arcanists to join the Fehin Dae 
  after the fall of Nasqurel, Haroan is a skilled illu-
  sionist. Many younger members of the organiza-
  tion that encounter him mistakenly believe Har-
  oan to be a cleric of the Queen of Shadows as her 
  symbol adorns his robes as well as a fine silver am-
  ulet that he keeps around his neck at all times. He 
  also tends to discuss theological philosophy rather 
  than any of his arcane theories as he much prefers 
  Ilitha 
  Rogue 11 
  AC: 16 (leather armor) 
  Hit Points: 77 
  Speed: 30 ft. 
  Str: 8 Dex: 20 Con: 12 Int: 16 Wis: 12 Cha: 18 
  Saving Throws: Dexterity +9, Intelligence +7 
  Skills: Acrobatics +9, Deception +12, Investigation 
  +11, Perception +9, Persuasion +8,  Stealth + 13 
  Senses: darkvision 60 ft., passive Perception 15 
  Fey Ancestry: Ilitha has advantage on saving throws 
  against being charmed, and magic can’t put her to 
  sleep. 
  Infiltrator: Ilitha is able to create impeccable false iden-
  tities. By spending 7 days to establish the history, pro-
  fession, and affiliation for the identity, she is able to 
  insinuate herself into an organization. Thereafter when 
  adopting the identity as a disguise everyone believes 
  her to be that person. 
  Assassinate: Any attack against a surprised opponent is 
  a critical hit. 
  Reaction 
  Dodge: When struck by an attack, Ilitha can use her 
  reaction to halve the damage inflicted. 
  Action 
  Twin Daggers: Melee attack +10, reach 5ft., one target 
  takes (1d4+6) piercing damage. Additionally, if Ilitha 
  has advantage on the attack or if an ally is within 5 ft. 
  of the target, once per round the attack deals an addi-
  tional (6d6) damage. 
  Bonus Action 
  Twin Strike: As a bonus action Ilitha can make an at-
  tack with the dagger wielded in her off-hand. 
   
  Haroan 
  Wizard 16 
  AC: 12 (16 with mage armor) 
  Hit Points: 64 
  Speed: 30 ft. 
  Str: 10 Dex: 14 Con: 10 Int: 20 Wis: 14 Cha: 14 
  Saving Throws: Intelligence +10, Wisdom +7 
  Skills: Arcana +10, Perception +7, Religion +10 
  Senses: darkvision 60 ft., passive Perception 17 
  Fey Ancestry: Haroan has advantage on saving throws 
  against being charmed, and magic can’t put hm to 
  sleep. 
  Weapon Training: Haroan has proficiency with shorts-
  words, longswords, longbows, and shortbows in addi-
  tion to his class proficiencies. 
  Cantrip: Haroan can cast the cantrip  prestidigitation 
  using Intelligence as the ability score. 
  Spellcasting: Haroan casts spells as a 16th level wizard. 
  Cantrips: blade ward, dancing lights, fire bolt, friends, 
  mage hand, minor illusion 
  1st Level: alarm, charm person, color spray 
  2nd Level: blur, invisibility, phantasmal force 
  3rd Level: clairvoyance, major image, nondetection 
  4th Level: confusion, phantasmal killer, wall of fire 
  5th Level: mislead, modify memory, seeming 
  6th Level: mass suggestion, programmed illusion 
  7th Level: project image, simulacrum 
  8th Level: mind blank, mnemonic simulacrum 
  Reaction 
  Illusory Self: As a reaction, Haroan can interpose an 
  illusory duplicate of himself between an attack. The 
  attack automatically misses and the illusion dissipates. 
  This can only be used once per short or long rest. 
  Action 
  Staff of Power:  melee attack +5 to hit, reach 5ft., one 
  target takes (1d6) bludgeoning damage. The staff also 
  has all of the standard abilities of a typical Staff of 
  Power. 
  
   13 
  the discourse this creates rather than the blank 
  stares that accompany his knowledge of the ar-
  cane. 
   
  Haroan is disarmingly polite when dealing 
  with people, even those outside of the Fehin Dae. 
  This politeness is a carefully crafted façade to keep 
  those around him off-balance allowing the wizard 
  to collect as much information as he can without 
  the subject’s knowledge. He believes these interac-
  tions aid him somehow in creating more believable 
  glamers and illusions. Few would argue against 
  Haroan’s skill as an illusionist, whether or not his 
  inquisitions have something to do with this is any-
  one’s guess. 
   
  Haroan’s longstanding project with the Fe-
  hin Dae has always been the creation of simulacra. 
  These doppelgangers are often used to sow confu-
  sion and mistrust amongst the Fehin Dae’s targets. 
  Almost as often, however, they are used to gain 
  information about an individual as Haroan has 
  discovered processes that allow the simulacrum to 
  copy the memories of the original which can then 
  be extracted readily by simply asking the creation 
  the proper questions.  
  Plot Hooks 
  Voice from the Past 
  A PC receives a message from an old friend or fam-
  ily member asking for help. The message seems 
  very urgent and the PC is asked to come immedi-
  ately. When the PCs arrive, their friend/family has 
  no recollection of ever sending the message or even 
  of why they would send such a message, but there 
  are a few minor gaps in their recollection of the last 
  month or two. 
  Pawns in a Game 
  A charming noble approaches the PCs with an of-
  fer of employment. A local thieves guild has stolen 
  a precious heirloom of their family and the author-
  ities are unwilling to help. The noble is actually a 
  proxy of the Fehin Dae in the city that are looking 
  to acquire a relic of ancient Nasqurel as well as 
  eliminate the thieves who were paid to steal it from 
  a local museum. 
  Lost Memories 
  The PCs wake up in the morning  only to discover 
  that 4 days have passed since they can last recall. 
  A team of bounty hunters has also arrived; having 
  been hired by a local merchant guild to apprehend 
  the PCs for theft of valuable property, an ancient 
  elven scrying stone. 
  Magic Items 
  Dreamweaver Drops 
  Potion, Very Rare 
  Each vial of this potent concoction contains 
  enough liquid for 3 uses. To use this potion, the 
  recipient must be asleep while a single drop of the 
  liquid is placed on their lips. The recipient is then 
  affected as the suggestion spell and will remain 
  asleep as you tell them the conditions of your sug-
  gestion. The suggestion must be able to be accom-
  plished within 12 hours of the recipient waking up. 
  A successful Charisma saving throw DC 17 negates 
  this effect. 
  Mindwipe Tonic 
  Potion, Very Rare 
  This potion is extremely dangerous to those un-
  skilled in its use. Any creature that imbibes this 
  tonic enters a state of hypnosis for the next hour. 
  During this hour, you may erase up to 10 memo-
  ries that occurred within the last year by describ-
  ing the memory to the recipient and telling them it 
  never happened. A successful Charisma 
  (Persuasion) check DC 15 is necessary to avoid im-
  properly erasing a memory, failure means the tar-
  get suffers 3d10 psychic damage at the end of the 
  hypnosis as their mind reels from the conflicting 
  memories. A successful Wisdom saving throw DC 
  
   14 
  17 negates the effects of this tonic. 
  Portable Door 
  Wondrous Item, Rare 
  This rolled silk fabric can be unfurled and placed 
  upon any wall that is less than a foot thick. When 
  this is done, the fabric transforms from the image 
  of a door to an actual door leading into whatever 
  room or passage is beyond the wall. This door re-
  mains for up to 24 hours or until a command word 
  is spoken that transforms it back into the roll of 
  fabric. 
  The Shadowmind Pool 
  Artifact 
  Constructed from ancient obsidian drawn from the 
  shores of the Scarred Coast that was shattered dur-
  ing the War of Sundering, this rune-carved ring is 
  filled with a black ephemeral liquid. Constructed 
  by the First Council in the decades after the fall of 
  Nasqurel, the pool is the last link to the dying god-
  dess Enyryss. As the Fehin Dae continue to tear 
  apart nations and organizations in tribute to 
  Enyryss, tokens of those sacrifices are cast into the 
  pool to revitalize the Queen of Shadows. 
   
  Enyryss has lent some of what remains of 
  her divine essence to the pool, allowing members of 
  the First Council and other devoted followers the 
  ability to use the pool to send their voice across the 
  aether to communicate with members of the faith. 
  There is no limit to the range at which this com-
  munication can occur, but the target must be on 
  the same plane of existence. The message cannot 
  be heard by anyone other than the intended target 
  as the words are spoken directly into their mind. 
  The process is exhausting for the individual initiat-
  ing the communication and they suffer 1 level of 
  exhaustion for every minute that they use the pool 
  in this fashion. 
   
  Anyone that gazes into the liquid shadow of 
  the pool that is not a worshipper of Enyryss suffers 
  8d10 psychic damage and gains a level of exhaus-
  tion. A successful Wisdom saving throw DC 21 
  halves the damage. 
  Spells 
  Memory Manipulation 
  Level: 7th 
  Casting Time: 1 action 
  Range: Touch 
  Components: VSM 
  Duration: Concentration, up to 8 hours 
  Casting this spell requires a rare blend of fey-
  touched herbs that have been ground into a fine 
  powder worth 100 gold pieces. This small pouch is 
  placed against the target’s forehead as the caster 
  mutters the incantation. Upon completing this in-
  cantation the target makes an Intelligence saving 
  throw, failure places them in a comatose sleep for 
  the next 8 hours or until the caster’s concentration 
  is broken. While the target is unconscious, the 
  caster is able to erase or alter the memories of the 
  target within the last 10 years. Only 8 memories 
  can be altered in this fashion, 1 for each hour of 
  duration. Only up to 1 hour can be altered per 
  memory, so altering a total of 8 hours of memory 
  would cover the entire casting of this spell.   
  Casting at a higher level: If this spell is cast at a 
  level higher than 7th, two additional memories can 
  be erased or altered per increase in the spell’s level. 
  Mnemonic Simulacrum 
  Level: 8th 
  Casting Time: 12 hours 
  Range: Touch 
  Components: VSM 
  Duration: Until dispelled 
  Casting this spell requires a large amount of clay 
  infused with amber worth 500 gold pieces. The 
  spell creates a duplicate of a humanoid that is 
  
   15 
  within range for the entire casting time of the spell. 
  This duplicate is partially formed out of the clay, 
  and it can take actions and be affected as a normal 
  creature. The duplicate appears in all respects to 
  be the original creature, but has only half of the 
  hit points. Otherwise it uses all of the same statis-
  tics as the original creature. The duplicate also re-
  tains all of the memories and knowledge of the 
  original. 
   
  The simulacrum is friendly to you and any-
  one you designate. It obeys your commands, and 
  acts in accordance with your wishes. In all other 
  respects, the simulacrum behaves exactly as the 
  original, though it cannot learn, gain experience, 
  or regain expended spell slots. 
   
  Damage to the duplicate can be repaired in 
  an alchemical lab by using rare minerals worth 150 
  gp per hit point that it regains. If the simulacrum 
  is reduced to 0 hit points it turns to dust and is de-
  stroyed. 
  Ward Against Scrying 
  Level: 6th 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: VS 
  Duration: 12 hours 
  Upon casting this spell, the target becomes more 
  difficult to be targeted by divination magics. 
  Against any divination spell that allows a saving 
  throw, the target rolls with advantage. Additional-
  ly, the target may expel the magical energy of the 
  ward dispelling any divination spell cast upon 
  them. This ends the duration of the ward. 
  Gear 
  Recording Crystal 
  These small translucent crystals are cut with ex-
  acting precision and then encircled by a lattice-
  work of intricate mechanical machinery. When ac-
  tivated, the intricate machinery etches miniscule 
  grooves into the facets of the crystal for the next 
  24 hours. Once this is complete, the crystal can be 
  recovered and placed within another device, called 
  a sonic harmonizer, and any sounds that occurred 
  within 30 feet of the recording crystal while it was 
  activated can be replayed in perfect clarity. 
  Cost: 100 gp per crystal, 250 gp for the sonic har-
  monizer 
  Harmonic Resonator 
  When holding clandestine meetings, the Fehin Dae 
  prefer to keep the details of their dealings out of 
  reach of eavesdroppers. The harmonic resonator is 
  a small bronze rod capped with a blue-white crys-
  tal held in place by three sharp prongs. As a bonus 
  action the haft of the rod can be twisted to acti-
  vate the resonator, filling a 30 foot radius with a 
  low hum that emanates from the crystal. This hum 
  makes it difficult to hear anything from  more 
  than 5 feet away making Wisdom (Perception) 
  checks to hear anything going on within the area 
  of effect suffer disadvantage. 
  Cost: 300 gp 
  Harmonic Disintegrator 
  Occasionally speed is more important to an opera-
  tion than total stealth. It is for this reason that the 
  harmonic disintegrator was designed. This small 
  copper plate has four crystals inset in the corners 
  with intricate machinery linking them. As an ac-
  tion this device can be secured to any surface and 
  activated. Upon activation the crystals begin to 
  vibrate and emit a low hum that rises in pitch over 
  time. After 3 rounds the pitch evens out at a par-
  ticular frequency and a five foot cube of whatever 
  surface the device is attached to falls away to dust. 
  If attached to a creature for the full 3 round dura-
  tion, the creature suffers 10d10 thunder damage 
  and is stunned for 1 minute. A successful Constitu-
  tion saving throw DC 16 halves the damage and 
  
   16 
  reduces the stun effect to 1 round. The device is 
  destroyed after 1 use. 
  Cost: 500 gp 
  Enyryss, Queen of  Shadows 
  The stories and fables of the origins of the Shadow 
  Queen are rife with jealousy, deception, and ruin. 
  Where the problem lies is that no two versions of 
  the same story are alike, depending on where you 
  heard it. The stories are constantly changing as 
  one travels the realm so no one ever really knows 
  the difference between the truth and fallacy. This 
  remains unchanged even after her betrayal in the 
  War of Sundering. 
   
  Enyryss is the goddess of shadows, decep-
  tion, and vengeance. She is believed to be one of 
  the first gods to step forth from the formless chaos 
  of the void alongside her twin sister Verynna, the 
  Maiden of Light. Though the twins are depicted to 
  have similar physical characteristics, their philoso-
  phies were vastly different. Enyryss is portrayed as 
  calm, subdued, patient, and cunning while her sis-
  ter is most generally associated with joy, exuber-
  ance, impulsiveness, and truthfulness. The two of-
  ten quarreled, but never came to violence. 
   
  Enyryss thrives on the chaos caused by 
  misdirection and revels in the triumph of turning 
  her foes against each other. She knows the secrets 
  whispered in the shadows and she is able to turn a 
  foes strength into debilitating weakness. Most im-
  portantly, she has a long memory for betrayal. Un-
  til the War of Sundering, vengeance was only rare-
  ly associated with the Queen of Shadows. It was 
  only after her sister Verynna was slain by her own 
  celestial court, that Enyryss began to be closely 
  associated with the portfolio. Enyryss’ pursuit of 
  her sister’s murderers is what eventually lead to 
  her own downfall, as she was so blinded by her de-
  sire for vengeance that she did not see the discord 
  in her own court until it was too late. Before she 
  was betrayed, Enyryss had fractured much of the 
  celestial court responsible for her sister’s demise 
  and the rifts that she created between the different 
  factions remain to this day. 
   
  After the betrayal, Enyryss lost much of 
  her power. She still holds a modicum of influence 
  over the portfolio of shadows and deception, but it 
  is her aspect of vengeance that now fuels much of 
  her divine power.  
  Priests and Temples 
  Followers of Enyryss are rare following the War of 
  Sundering. Many of her cults suffered a schism 
  during the conflict when the goddess was betrayed 
  by Ilyssara with the Ilyssaran sect emerging as the 
  victors in almost all cases. A few temples were 
  spared this internal strife and continue to operate 
  as shrines to the Queen of Shadows, though the 
  clergy that serve as caretakers of these temples are 
  severely diminished or, in some cases, afflicted 
  with some form of madness. In several nations, es-
  pecially those surrounding the Rivenlands, wor-
  ship of Enyryss is illegal. As such many of her fol-
  lowers are outlaws, rogues, or freelance spies and 
  assassins. These followers rarely congregate, but a 
  few prominent syndicates have formed around a 
  core cabal of the Shadow Maiden’s faithful. 
   
  Few true priests remain that are faithful to 
  Enyryss, those that do typically lead a secretive 
  existence amongst communities far removed from 
  their former temples. They are often found acting 
  as information brokers at the center of a vast net-
  work of informants in league with various under-
  world elements. A rare few insinuate themselves 
  into the cult of Ilyssara in order to liberate 
  Enyryssan relics from the betrayers hands and 
  learn what secrets they can of their usurpers. 
   
  Temples to Enyryss are no longer the grand 
  beshadowed cathedrals of past ages. Now they are 
  simple stone or wood structures, often hidden in 
  
   17 
  thick jungles or woodlands where the sun rarely 
  touches the ground. Altars are typically large 
  bowls of dark stone construction with a prayer of 
  offering inscribed around it’s lip. The temples are 
  constructed in such a fashion that light never 
  touches the altar.  
   
  Typical offerings to Enyryss are most often 
  schemes or lies told to protect ones family or harm 
  a foe; these are written on scraps of paper and 
  burned in the bowl of the altar. Other suitable of-
  ferings could include a portion of stolen goods tak-
  en under cover of darkness, the tongue of a crea-
  ture taken in vengeance, or the feather of a great 
  owl burned with a sprig of nightshade. 
  The Bhaynes of Nasqurel 
  When Enyryss stole away with Ilyssara’s shadow, 
  a powerful curse spread through out the usurper 
  cult in Nasqurel. This curse changed those elves 
  into monstrous beings bereft of the grace and 
  beauty of their former selves. The change shat-
  tered the cultist’s minds and they regressed to a 
  very basic level of intelligence.  
   
  Bhaynes cast no shadows themselves, as 
  they were stolen through the cultist’s link with 
  Ilyssara. Moreover the touch of any shadow sears 
  their skin causing incredible pain. This forced the 
  former elves into the pinnacle of the forest canopy 
  in order to avoid the searing touch of the forest 
  tree shadows. 
   
  Bhaynes can speak and understand elvish, 
  but their capacity for language is greatly dimin-
  ished. They are bound by the curse to always 
  speak the truth, and some bhaynes have existed 
  for centuries. This has lead many historians to ac-
  tually seek out these elder creatures and attempt 
  to communicate with them and their ilk. This has 
  almost always ended in disaster.  
   
  A bhayne looks like the twisted mockery of 
  an elf. Scraggly white hair frames its misshapen 
  head that houses two bulging milky eyes. Their 
  arms and fingers have elongated to such a degree 
  that they drag on the ground whenever the bhayne 
  walks. Perhaps most unsettling is the bhayne’s 
  high-pitched, chittering, voices.      
  Bhayne 
  medium fiend, chaotic evil 
  Armor Class: 19 (natural armor) 
  Hit Points: 96 (13d8+39) 
  Speed: 30 ft., climb 30 ft. 
  Str: 12 Dex: 18 Con: 17 Int: 5 Wis: 7 Cha: 9 
  Saving Throws: Dexterity +9, Charisma +4 
  Senses: blindsense 30 ft. passive Perception 13 
  Skills: Acrobatics +9, Athletics +6, Perception +3 
  Languages: Elvish 
  Challenge: 6 (2,300 xp) 
  Fey Ancestry: The creature has advantage on all saving 
  throws against being charmed, and magic can’t put them to 
  sleep. 
  Discordant Howl (recharge 5-6): Bhaynes often howl before 
  charging their prey. The sound is a mixture of terrible agony 
  and rapturous joy that can shatter the most resolute of 
  minds. As an action, the bhayne can howl affecting all crea-
  tures that are not bhaynes within 60 feet. Each creature suf-
  fers (4d10) psychic damage  and is confused for 1 minute. A 
  successful Wisdom saving throw DC 15 negates the confu-
  sion effect and halves the damage. 
  Searing Shadows: If any portion of a bhayne is within an 
  area of shadow, the entire creature is wracked with terrible 
  agony and suffers disadvantage on all attack rolls and abil-
  ity checks. This debilitation lasts for 3 rounds after the 
  bhayne is out of the area of shadows. The shadow must have 
  been created by a light source, bhaynes do not suffer this 
  effect from complete darkness. 
  Actions 
  Multiattack: The bhayne makes 2 claw attacks and a bite 
  attack. 
  Bite: Melee attack +9, reach 5 ft., one target takes (1d10 +4) 
  piercing damage 
  Claw: Melee attack +9, reach 5ft., one target takes (1d8+4) 
  slashing damage. 
  Radiant Gaze: Ranged attack +9, range 60 ft., one target 
  suffers (6d10) radiant damage and is blinded until the end of 
  the bhayne’s next round.  
  
   18 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Smiling Bandit/Elves of the Fehin Dae.pdf