Moonshaes' Basic IC Information

Moderators: ALFA Administrators, Dungeon Masters

User avatar
Head Dungeon Master
Posts: 4593
Joined: Wed May 26, 2004 5:42 pm
Location: USA

Moonshaes' Basic IC Information

Post by Castano »

Our land is beautiful, the life it gives us good. How could it be otherwise? The land is the Goddess. But the Goddess serves the Balance, and as goodness grows in power, so must evil have its day. Wherefore all who live in the Moonshaes have felt the bite of evil as it rises again and again to threaten us.

What can vanquish it, for a time? The forces of good. And what are they? They have a thousand faces and a thousand names. We call them heroes.
-Andabbar Meihklann, Bard of the Snows

Welcome to the Moonshae Isles, or the Isles as they are commonly called by their inhabitants, where light and dark struggle for dominance in a never ending conflict. Here various human and demihuman cultures meet, sometimes warring, sometimes living in peace.

A cold cluster of rocky islands cloaked in mists and deep woods, sprinkled with abundant beasts, bogs and soaring mountains, the Moonshae Isles are shared by two dominant races of humans, recently and loosely united by oaths into a single kingdom ruled by High Queen Alicia from the seaside mountain citadel of Caer Callidyrr. The northern parts of this kingdom are dominated by seafaring Northmen descended from the raiders of Ruathym, while the Ffolk, the Isle’s original human inhabitants control the south. Both races are shaped by the rugged striking landscape and harsh weather. The Ffolk, who reside in dozens of small kingdoms, or cantrevs, revere the land, and the Goddess who is the land, long aware of the divine power present in every rushing stream, secret pool and mist wreathed forest on the Isles. The Northmen, organized into petty kingdoms, are less moved by the land, fearing the interior reaches. Instead, they turn their hearts to the sea and the bounty it provides, whether fish or the booty from a raid. Relations between these peoples are often strained, though the recent peace has led both to a more genteel lifestyle, at least on the more populous Isles. The outer cantrevs are still troubled by pirates, mainly from the infamous Nelanthar Isles.

Halfling settlements can be found anywhere where humans have settled in the Isles, for they build their burrows near enough to man to benefit from the protection of neighboring castles and far enough to be outside the reach of the law. The most populous, Lowhill, lies within a few miles of Corwell Town.

Bards and Druids find special welcome in the isles, being revered in all towns and villages as story tellers and protectors of the land, respectively. Magic users must remain on guard in the more rural regions, as many villagers still recall the near total destruction of Flamsterd Isle and its school magic many years ago, but they are grudgingly welcomed in the cities of Corwell and Callidyrr as well as the courts of some Northmen kings, so long as they keep to themselves. Clerics of the mainland deities are making inroads, having established temples in the major towns and cities, but may be met with distrust amongst the rual population who still fiercely cling to their worship of the Goddess. Demi-humans, with the exception of drow and dueregar (where dueregar would even be recognized), are welcome anywhere in the Isles. Though, mainland elves will elicit extreme curiosity outside of major trading towns, due to their rarity in the Isles, and are often mistaken for the native Llewyrr elves.

Outside the regions inhabited by man and halfling, the Isles land retain their original wild nature, disturbed only by the halls of the dwarves, ruined human settlements raised in wars long since past, and the few remaining native Llewyrr elven settlements deep in wooded valleys unknown to man. Tales of the fabled elven city of Chrysalis have long been dismissed as the stuff of bard storytelling. Likewise, few venture into Myrloch Vale, a wooded valley surround the Myrloch, a large cold body of water at the center of Gwynneth Isle.

Watching over this all the land, both settled and wild, the druids of the Goddess maintain their groves surrounding fabled magical pools known as Moonwells. Druid groves can be found throughout the Isles, even just outside of many towns, and serve as sites of religious worship for the Ffolk.

Starting point in ALFA 009:

Corwell Town on Gwynneth Isle: Sitting proudly at the base of the coastal citadel of Caer Corwell, this town, oldest of the Ffolk settlements, boasts a full complement of shops, lying as it does on the important trade routes north from Calisham and Lantan, routes which avoid going through the pirate infested Nelathar Isles, or try to at least. Corwell lies on the Isle of Gwynneth, home to Myrloch Vale, Lyrrath Forest and its haunted surrounds, Winterglen Forest, the fabled elven city of Chrysalis and High Home, the dwarf hold.

From Corwell Town, travel to the other isles can easily be arranged, with ships coming and going at a steady clip and a well patrolled road linking the city to the eastern port of Kingsbay, with its sea-link to the capital at Caer Callidyrr, and from thence east to Baldur’s Gate. Those traveling north through Waterdeep may depart directly from Corwell on one of the many Calishite ships sailing north. Travel overland, especially to the wilder regions of the Isles, can be somewhat difficult, as roads are few, though there is usually a hamlet to provide shelter along the way.

Those brave, greedy or downright evil souls wishing to seek their fortune among or against the pirates of the Nelanthar Isles also have options for reaching their final destination, to be found amongst seedier dockside elements.
On playing together: ... 6efFP.html
Useful resource:

On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies