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Server Description & Lore - Info for Players

Posted: Sun Oct 31, 2010 10:42 pm
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.

Re: Maps & Server Description - Info for Players

Posted: Sun Apr 24, 2011 9:55 am
by Tridisus
For information about skaug please see

http://www.alandfaraway.org/forums/view ... 93&t=45024

Re: Server Description - Info for Players

Posted: Tue Jun 05, 2012 9:58 pm
by Castano
Common knowledge and public factions, particularly as comes to Gwynneth. Here to help players plan their PCs plans. Also several factions that are not common knowledge do exist. Rumors of thieves guilds, reclusive wizards of awesome power, cults of dark gods (and dark fey in Moonshaes's case) are no harder to find than in most places in the Realms. And these rumors are no easier than anywhere to sieve for which parts hold truth. Play the game and maybe find out

Moonshaes Ffolk Nobility & Government

With the high queen and lords of Callidyr occupied with other matters, goings on in the outer islands have not gotten the attention they deserve. Badly outmanned, Seneschal Finlay in Gwynneth (Caer Corwell) needs spies, scouts, and mercenaries to deal with the fey threat. Bounties are available on hostile fey.

Minor cantrev lords often hire out mercenaries to deal with local threats, guard shipments from outlaws & pirates, fend off firbolg (ogre) encroachments or serve guard duty.

Current Monarchy:
High Queen Alicia Kendrick
High King Keane (rescued from mistaken death)

Scope of Rule:
All the Isles (including the Northmen who have sworn fealty) are currently united under the High Queen

Seat of Monarchy:
Caer Callindyr

Previous Rulers:
Robyn and Tristan Kendrick ,after abdicating the throne, Tristan follows Robyn to Myrloch vale where she is the High Druid of the Isles at the Sacred grove

Wars:

Oman's Isle is at war with firbolg armies

Gwynneth is currently mostly at peace

The capitol, Caer Callindyr on Alaron, was attacked by the Red Rage of Mintarn in 1374 DR -


Calisham Coster

Aside from having safe storage on rent, this trading coster is all about making money. Locating/moving goods, guarding shipments, or obtaining choice pelts from the isles are their prime activities.

The Northmen Kings

These kingdoms are involved heavily in the sea-trade to Luskan, and fending off pirates for bounty. They often war with pirate camps, and their relation with the ffolk remain tense and unstable. Foreigners can expect a rough welcome from these people, but skilled warriors will often find employ on their raids and escort duties. The Northmen are very superstitious, and the local lords will often employ outlanders to deal with magical threats, or monsters emanating from haunted forests and the like since the Northmen refuse to enter these areas.

Main gods: Tempus, Auril, Umberlee

Paladins of Tyr

Recently seen roaming the King's road helping to keep fey, bandits and other monsters at bay. They are here to ensure that the forces of law and good at least carve out a piece of the isles for themselves, preserving civilization south of Myrloch Vale. They have been begrudgingly welcomed by the local lords who are hard pressed to police their territories. A temple of Tyr has been established in Corwell Town.

Amn's Influence Grows

Amn has been quite bold of late, quietly usurping power on Snowdown Isle via a puppet regent, and now establishing a colony in a remote part of Moray Isle. Even Cantrev Bregonshire on Alaron is not immune to the influence, with rumors of Amnish spies moving in with the recent arrival of Amn traders in the town of Kythyss. Resistance to Amnish influence is organizing in the town of Llandrain on the north shore of Snowdown Isle, where patriots have gathered to quietly oppose the "invasion" as they term it.

Undead & The Castle of Skulls

Lord Koart tells of an ancient fortress in the depths of Llyrath Forest that has been long abandoned. It is a castle made of skulls, erected some time after the reign of Cymrych Hugh to commemorate a great victory over the northmen. In those days (and sometimes still) the Ffolk would take the heads of those who had fallen in war.

In time, enough enemy skulls had been gathered that the High King, Gwylloch, had them raised into a mighty pile on the south coast of Corwell. So taken was he with the proof of his enemies downfall that Gwylloch moved his court into the castle of skulls. He led expeditions against the lands of the northmen, or against the holdings of recalcitrant lords, in order to add skulls to his collection.

But the place reeked so heavily of death that he slowly went mad, as did
all of the retainers and courtesans who attended him. At the last, gibbering and drooling, they destroyed themselves in a suicidal orgy of combat within the gruesome walls.

Lord Koart claims that the castle of skulls still stands somewhere along the rugged southern coast of the island, guarded by the spirits of those who died there (and perhaps by darker things as well). Of course, no one alive can verify the existence of the place, but all hold the tale to be truth.

Re: Server Description - Info for Players

Posted: Tue Jun 05, 2012 9:58 pm
by Castano
On Firbolgs Or:
Moonshaes Common "British English" vs. Faerun Common "American English"

Moonshaes Firbolgs are not the same creature as the Firbolgs in the rest of FR. The official reason is that they were named by the dwarves ages ago, when the dwarves first arrived in the Moonshaes, and that the dwarvish tongue spoken on the continent has since diverged on these two words, much like the British call the trunk of a car the "boot".

The probable real reason: somebody screwed up at FR/WOTC/TSR years ago.

Anyways, this should not pose a major issue for PCs as most NPCs will talk openly of their fear of these gruesome, snot dripping, evil giant hulks.

Re: Server Description & Lore - Info for Players

Posted: Fri Mar 18, 2016 7:09 pm
by Arianna
DISTANCES
Approximate-- since different maps can not agree ,
Distances are measured in MILES and are noted as the bird flies ..so your actual milage may vary

Gwynneth


Kingsbay to Corwell = 80
Kingsbay to Koart = 60
Kingsbay to Macsheehan = 40
Kingsbay to O'Malley = 45
Kingsbay to Horstall = 35
MacSheehan to O'Malley =30
MacSheehan to Koart = 45
Koart to O'Malley = 35
Koart to Corwell - - 20
Koart to High Home = 150
Corwell to Wyngate = 90
High Home to Winterglen = 45
High Home to Cambro = 40

ALARON

Callidyrr to Blackstone = 30 miles
Callidyrr to Regents Fields = 55
Callidyrr to Rillifanes Run = 55
Callidyrr to Aithelar = 30
Callidyrr to Lehigh = 10


MORAY


Moray to the Troll Claws =30
Moray to the Orcskill's = 50

OMAN
Iron Keep to the Grampalt Highlands = 25
Iron Keep to Stonewood = 30