| Category | Cities | ||||||||||
| Continent | Brucrumus | ||||||||||
| Region | High Wood Country | ||||||||||
| Owner | Rúmil | ||||||||||
| Population | |||||||||||
| Races |
|
||||||||||
| Founded | 6 Temporal 27 | ||||||||||
| Map | Taurelin |
Idril was established by refugees of Nénharma who fled Turgon Isle during the Turgon Exodus (13 - 25).
Idril, the capital of Rúmil, is situated on the southern banks of Lake Andreth. The city's streets and buildings span the cliffs of the valley, showcasing a breathtaking architecture that seamlessly blends with the surrounding landscape. Many of the structures in Idril have trees growing through them or are constructed amidst the verdant foliage. The trees within the city are ancient and have attained impressive sizes, thanks to the care and magical intervention of the people. High above the ornate bridges and spires, the city is sheltered by earth motes. These floating islands hold towers, castles, and villas, and three of them feature water motes, generating magnificent waterfalls that cascade down into the city and then flow into Lake Andreth through intricate channels.
With its serene, natural setting, Idril serves as a haven for a myriad of fey, including treants, centaurs, sprites, dryads, and more1.
Idril's most pressing threat is the Fomorian dwelling in the shadowy recesses beneath them. The entrances to the fomorians' lightless strongholds are dispersed throughout the forest and around certain sections of the lake.