Emily Hazeldine
Emily Hazeldine, also known as Lyudmila, is a high elf runecrafter associated with Fliokyshela, the Feywild, and the later Malthrek and Eastonton investigations. She is known for a distinctive form of runecraft that places spell effects into runes, gems, stones, and other prepared objects, allowing non-casters to use carefully prepared magic.1
Fliokyshela and Seaview Hill
Section titled “Fliokyshela and Seaview Hill”Emily was described as the daughter of a Feywild runecrafter from Fliokyshela. The place was tied to Spring Court history and remembered as poisoned or imperiled, and Emily believed that the Green Lord had answered her wish to help Fliokyshela by sending allied investigators into the crisis. Other Feywild figures, including Hellion Blanchimontt, were also associated with Fliokyshela.
During the Feydark displacement, Strandiz and Emily were listed as wanted in Flyukishilla. Later travel through Seaview Hill identified the Hazeldine estate as a former family seat that had been converted into a sanatorium after the death of Emily’s father, Keithgriff Hazeldine. Victims of magical poisoning were brought there, and the sanatorium preserved quarantine rules even after corrosion and abandonment had set in.
Emily’s brothers, Professor Eiusmus Hazeldine and Professor Eirjar Hazeldine, were associated with the same estate. Emily and Emma called one another twins, though the term referred to Emma’s known origin as a wild-magic duplicate who shared Emily’s face, memories, and name before choosing a distinct identity. Emily was remembered as kind, elven, and youthful in appearance despite being much older than she seemed.2
Runecraft
Section titled “Runecraft”Emily’s runecraft differed from ordinary spellcasting. She alone was said to make her particular style of runes or etchings, and her work could make a spell usable by a person who did not personally know the magic. Her language runes were especially flexible: after making a rune of TonguesLevel 3 · Divination1 action · Touch · 1 hourV, M (a small clay model of a ziggurat)This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says., she could use books and brief study to prepare runes for languages she had not otherwise learned.
The runes were useful but not unrestricted. They could last until dispelled, but were easier to dispel than ordinary permanent enchantments. Harmful runes required deliberate charging, and Emily described Feywild protocols that forbade unrestricted damaging runes. Her father had warned that such work would be abused and could cause war if left without limits.
Emily’s strongest runes required specialized tools. She built prosthetics after an earlier incident, and those prosthetics were believed to contain or support a plant-like synthesizer capable of producing higher-grade etchings. This made her prosthetics part of her craft rather than only replacements for lost function.3
Communication and Travel
Section titled “Communication and Travel”Emily made Sending Stones and used rune-based communication that relied on amplification. These devices appeared to differ from ordinary SendingLevel 3 · Evocation1 action · Unlimited · 1 roundV, S, M (a short piece of fine copper wire)You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 chance that the message doesn't arrive., possibly bypassing some of its usual limits. She could also etch Teleportation CircleLevel 5 · Conjuration1 minute · 10 ft. · 1 roundV, MAs you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport… if given a sigil and enough magic, making her important to allied movement through secured or uncertain territory.
During the Malthrek crisis, Emily prepared a teleportation setup from a dark rocky hideout. The group used Kelthyr Kulok’s book about making clothes for dolls as a personal connection, and Emily sent to him for permission before the group traveled. After the group arrived near Kelthyr, she gave him her Periapt of Wound Closure while he was bloodied and treating himself with a potion.4
Malthrek Crisis
Section titled “Malthrek Crisis”Emily was part of the broader group called into the Malthrek crisis, where her runes and knowledge of aberrations became useful. She could produce or discuss a body-revealing rune that might identify Reformist infiltration, and she helped explain the parasite network once the party began encountering larger and stranger parasites.
During the approach to Castle Malthrek, Emily’s agility and training let her handle the dangerous mountain descent without assistance. In the concealed route below the castle, she watched the rear of the group, placed a green stone rune for light, and remained ready to cast while the others worked through the old Kalassarian passages. She also helped manage Mark Malthrek’s lycanthropic dog form, calming him and testing his reactions while the group maintained its disguises.5
During one extraction, Emily caught a white wriggling parasite as it forced its way out through a host’s eye. She then helped probe the captured aberration using a gem, prism, glass eyes, runes, orb support, and Major ImageLevel 3 · Illusion1 action · 120 ft. · 10 minuteV, S, M (a bit of fleece)You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a …. The arrangement was intended to act as a safer false brain or containment medium, reducing the risk of probing the parasite through a living mind.
Emily explained that the parasites likely served an Elder Brain, comparing the structure to workers or ants serving a queen. She warned that the network could transmit information, memories, and thoughts upward, helping explain the Reformists’ rapid coordination. Dolls were considered as safer intermediaries for further experiments, and Emily began modifying Byzantine or another doll with runes inside its mouth and glass eyes.6
Feywild History and Wild Magic
Section titled “Feywild History and Wild Magic”Emily reacted badly to the name of Queen Mab and later gave an account of Feywild history in which Mab waged war against the Archfey. In that telling, Oberon and Titania were forced to unite, and their son, once the Sun Prince, became the Frost Prince. Emily blamed Mab’s war for lasting devastation, the deaths of many innocent elves, and later violence by other peoples and changelings.
During the pursuit of Isana Walburton in Raibon, Emily joined Strandiz, Minfilia, and others in fieldwork against Reformist and aberrant activity. She identified gauths as juvenile beholders, used Speak with AnimalsLevel 1 · Divination1 action · Self · 10 minuteV, SYou gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. and Speak with PlantsLevel 3 · Transmutation1 action · 30 ft. · 10 minuteV, SYou imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature. to gather information, and treated brambles and small animals as witnesses to movements through the countryside. In the same pursuit, she recognized Yuan-ti lore tied to old attempts to enter the Feywild and the Summer Court, and she felt magic similar to banishment around one of the portals or port-keys. After the fighting around Isana’s simulacrum, Emily came into possession of a Robe of the Archmagi.7
Emily also carried personal experience with wild magic. When Kelthyr asked about making a doll in her likeness, she said a wild surge had once created a twin with her face, memories, and name, but with an opposite personality. She privately added that she had been pregnant when the surge occurred, and that the pregnancy may have transferred to the twin. She later allowed Kelthyr to make the doll, while noting that a fully functional doll prosthesis would be difficult because of runecrafting limits.8
Footnotes
Section titled “Footnotes”-
Emily’s runecraft was described as the placement of spell effects into runes, gems, and similar vessels for use by non-casters. ↩
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Notes place Emily in Fliokyshela and Flyukishilla, identify the Hazeldine estate at Seaview Hill, and describe Emma as Emily’s wild-magic duplicate and self-described twin. ↩
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Later explanations connect Emily’s prosthetics with the specialized tools needed for higher runes and etchings. ↩
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The Kelthyr rescue used Emily’s teleportation preparation, a doll-clothing book as a connection, and Emily’s gift of a Periapt of Wound Closure. ↩
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The Malthrek infiltration placed Emily in the mountain descent, hidden Kalassarian passages, rune-lit crawl spaces, and Mark Malthrek’s dog-form disguise. ↩
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During the Malthrek crisis, Emily helped capture, contain, and interpret a parasite while warning about an Elder Brain network. ↩
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Shared Narrows and Seahags notes connect Emily to the Raibon pursuit of Isana Walburton, including gauth lore, animal and plant communication, port-key investigation, Yuan-ti lore, and the Robe of the Archmagi. ↩
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Emily’s comments about wild magic, her double, and the possible transfer of a pregnancy came during later Feywild and hag-related discussions. ↩
