Ivilion is the small town that the characters use as their base of operations throughout this adventure. Although it lacks the fortifications common in the lands of Old Nerath or in dwarven lands, it is defensible. Wooden towers allow archers to defend the town from skirmishers and a dedicated militia can be rallied within moments. The local humanoids have learned to keep a safe distance from Ivilion, however, learning the hard way that the aim of elven archers is superlative.
Most residents are simple farmers and woodsmen. The diet of elves and eladrin involves far less meat than other races, so there are very few herders here (their hunters typically supply meat through hunting, favoring rabbit and venison). While the hunters and woodsmen sometimes live in outlying farmsteads, most residents have never ventured more than a day or two from Ivilion, and thus know little of the world beyond. Halflings ply the Elarim River, bringing trade goods and news of the outside world. “Market day” is usually held whenever a halfling barge makes a landing.
LEADERSHIP: The nominal leadership of Ivilion is realized under Larivos, an elven noble that styles herself as a princess. She occupies her time with audiences and “royal banquets” and the like, leaving the duties of actually maintaining the town to trusted advisors. She does, however, preside over Ivilion’s court whenever one is called, and is known for taking decisive action when it is clearly required.
MILITIA: Ivilion hosts a small militia of archers and skirmishers under the command of Captain Torian Brannok. Trained by swordsmen from Old Nerath, Captain Brannok is disciplined and a bit of a romantic—he would love nothing more than to serve in a bright, shining empire. He is content with his post, however, and is able and qualified to lead warriors into battle.
DEMOGRAPHICS: The people of Ivilion are predominantly elven, accounting for approximately half of the overall population. Half-elves and eladrin account for another quarter of the population. The remainder consists mostly of humans, although there are handfuls of the other common races present as well (tieflings, dragonborn, and halflings).
ECONOMICS: Ivilion is a crossroads town between the regions of Old Nerath in the east and the inhabited lands to the west. As such, they make a fair turn on the coins that pass through the realm. Most of the farmers here grow millet, wheat, and barley, and some of the elves are beekeepers, for honey is their favorite sweet and a key ingredient in mead and feywine. The elves and eladrin manufacture mead and feywine, but consume most of this domestically. Woodsmen and hunters sell game and furs on market days on the Ivilion Green. Adventurers seeking to unload ancient relics or objects d’art may do so on a market day, or they may present them to the Inevitable Conclusion (especially magical goods).
1. PANTHEON: Ivilion maintains a temple dedicated to many of the lawful good, good, and unaligned deities here. Each has a shrine here, although four are most prominently worshipped: Corellon, Pelor, Sehanine, and the Raven Queen are venerated as the masters of their seasons and the pursuits closest to the elven and eladrin hearts. PC clerics and paladins are assumed to be on reasonably familiar terms with this place. Of the clerics here, the clerics of the four major deities act as a sort of council that orders the affairs: Xiphos (Corellon), Akarpetes (Pelor), Rynn (Sehanine), and Maluria (the Raven Queen).
2. HAVAN’S MILL: An old dwarf named Havan opened this mill almost fifty years ago, shortly after Nerath fell. He also operates a brewery in the cool basement, where the waters of the Elarim river and a handful of apprentices help him transform grain into ale. The local farmers give him a stipend of their crops for this end as compensation for using the mill.
3. CIVIC HALL: Lacking a proper keep or fortress, Ivilion’s civic business is conducted in this hall. Once a major library and school before the Inevitable Conclusion was founded, the civic hall hosts several quiet areas for study and retains much of the original collection. Adventurers are welcome to peruse the collection, as long as they are courteous and careful with the books.
4. THE SOTTED SATYR: Considered the finest establishment for eating and drinking, the Sotted Satyr has a reputation for quality and cleanliness. Considered the “proper” place to eat and drink, it is frequented by wealthy merchants and the locals of means and some coin. Adventurers are often treated coolly, unless they are themselves well-kempt and genial. Ascron Malaridel, an elven brewer expert in mead, is the proprietor.
5. TRAELOS’ WEAPONS: The finest bade-smith in Ivilion operates from this open-air smithy. His shop is lined with dozens of fine blades for sale. Traelos himself is an elven fighter of the 3rd level of ability; he is now content to forge blades for other adventurers after an encounter with gnolls left him with a limp. He might give a few pointers to fellow fighters and even spar from time to time, but he will not join their band. He will only take up arms if violence reaches Ivilion itself.
6. HESEROD’S ARMS: Heserod is an armor-smith of marginal skill; her true business lies in trading in weapons and armor with merchant caravans and mercenaries. She sells no blades except for daggers, referring requests for such purchases to Traelos, her neighbor. She is capable of repairing and re-sizing armor, but she manufactures few suits herself, opting to sell those she has purchased and repaired.
7. VIRION THE TRADER: Located just off the main road, Virion operates an efficient shop for dry goods and provisions. He’s a crusty old elf that knows the value of the trade goods that he sees, and he’s quick to offer a fair price on goods—take it or leave it. Despite his brusque manner, he is quite competent at his profession and respected by the merchants, both local and visiting. He offers all goods for sale in the Player’s Handbook, save armor of any sort and most weapons (he does stock daggers, bows and arrows, and hand axes for the hunters that patronize his establishment).
8. THE SKULL AND FLAGON: Located on the northern end of town, the Skull and Flagon is operated by an old human named Carson. He’s affectionately nicknamed “scowls” by his regular patrons, in the same way that a tall person might be called “tiny.” He expresses every emotion with a wry, twisted grin that reveals broken teeth. He is both amiable and attentive, although it is widely acknowledged that the Sotted Satyr has better food and drink. Nonetheless, the Skull and Flagon has a loyal clientele of humans and dwarves who come for the ale and specialties such as sausages with sauerkraut and cottage pie. As it is more welcoming of strangers and the rough-and-tumble crowd, the Skull and Flagon is the watering hole of choice of the local adventuring community.
9. INEVITABLE CONCLUSION, TOWER OF CONCLUSIONS: This is the most secure structure of the magic academy, locked and barred to outsiders and attended by sinister reputation. Lacking windows and with only one obvious door, the Tower of Conclusions is a mystery to all but the initiates of the academy’s mysteries.
10. INEVITABLE CONCLUSION, FACULTY HOUSING: This two-story building seems cozy enough from the outside, sporting a chimney with a thin streamer of smoke at all hours, stained glass windows, and benches and flowers outside. Of course, wizards come and go at all hours and outsiders are not permitted within.
11. INEVITABLE CONCLUSION, STUDENT HOUSING: From the outside, the student housing seems more Spartan than the faculty housing, but the truth is known only to the wizards within.
12. INEVITABLE CONCLUSION, MAGIC ITEM SHOP: The Inevitable Conclusion sells magic items to subsidize their operations and research here. They once operated only during the early morning, but because of the booming adventurer population, they now keep the doors open at all hours. It is here that non-wizards are most likely to encounter Firothin, the eladrin wizard who serves as the head instructor, or Reginard, the human wizard that if often charged with administrative duties.
13. INEVITABLE CONCLUSION, SUPPLIES: This squat stone building hosts an extensive cellar, stocked with provisions both arcane and mundane. Believing this to be relatively unguarded, thieves occasionally dare this chamber if none other.
14. JYRIOK’S STABLES: Jyriok operates an extensive stable, where she breeds and sells horses. She is an elven ranger who occasionally joins hunters or the guard for archery; she likes to keep her eyes sharp. Her staff can fit a horse for tack and bride and barding, and can shoe a horse and perform other such basic tasks for a nominal fee.
15. BARRACKS: Ivilion’s barracks provide quarter for the guard, but most of the “on-duty” guards are spending their time here with cards, dice, or other diversions. Ivilion is relatively quiet and trouble-free, although this is starting to change because of all the adventurers. Captain Brannok maintains quarters here, as well as Silenna, the elven ranger that serves as sheriff.
16. IALDIR: Ialdir is a local eladrin sage that is expert on dozens of topics. He operates this antiquities shop in order to both subsidize his own research and to make his life as comfortable as possible. He’s always interested in seeing artifacts from older times and can provide relatively accurate information about virtually topic (for a fair price, of course).
17. HOUSE OF THE SUN AND MOON: The temple operated exclusively by the eladrin and elves, they rarely invite outsiders to participate in services here. Dedicated exclusively to Corellon and Sehanine, the House of the Sun and Moon seeks the reconciliation of the natural world with certain elements of the feywild. As such, they also host some clerics of Melora, although these clerics maintain their shrine within the Pantheon rather than this building. Ramas Vasaniel is the eladrin cleric of Corellon who jointly shares administration of this temple with Amathusarrion, the elven cleric of Sehanine.
G. These towers are the guard towers stationed throughout Ilvion, standing some thirty feet tall and allowing archers advantageous positions from which to rain arrows down upon their targets.