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Moonshae

by Douglas Niles

Credits:

Editing: Mike Breault Cartography: Dave S. LaForce


Cover Art: Tim Hildebrandt Typography: Kim Janke
Interior Art: George Barr Keylining: Stephanie Tabat

Acknowledgements:

I would like to thank Graeme Morris, Jim Bambra, and Phil


Gallagher for their ideas and input as the islands were begin-
ning to take shape.

The Korinn Archipelago was created by Aaron Allston and is


detailed in module N4, Treasure Hunt.

TSR, Inc. TSR UK Ltd.


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United Kingdom
PRODUCTS OF YOUR IMAGINATION™

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This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
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©1987 TSR, Inc. All Rights Reserved. Printed in U.S.A.

ISBN 0-88038-494-8
$7.95 US
9217

9217XXX1501
Table of Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4

Moonshae Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Character Races of the Moonshaes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Character Classes of the Moonshaes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Character Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Common Conflicts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Economies of the Moonshaes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2
Moonshae Climate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2
Moonshae Topography ..................................................................15
Wildlife of the Moonshaes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9

Deities of the Moonshaes ................................................... . . 2 1


The Goddess ........................................................................... 2 1
The Children . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..23
Kazgoroth the Beast ........................................................................ 27

Specific Locales of the Moonshaes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31


Callidyrr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Corwell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Moray . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 9
Snowdown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Norland.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 4
Norheim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Oman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Gnarhelm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Korinn Archipelago . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Myrloch Vale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Synnoria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Flamsterd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58

Appendices .............................................................. ..60


Using the Moonshaes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 0
Magical Items of the Moonshaes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 1
INTRODUCTION
The goddess has been in the Moonshaes above all, and the first two of her chil- The children of the goddess, and the
for many centuries—since before the dren were peaceful, nonthreatening animals, and the Llewyrr and the
coming of the humans or even the Lle- creatures. To balance them, the god- dwarves, fought the Beast as best they
wyrr. Alone, she nurtured and cared dess gave birth to her third child—the could, holding its dark force at bay. The
for the isles, seeing them green and ver- youngest and deadliest of her brood. Beast could not be defeated, but neither
dant through the summers, white and The goddess brought forth onto the could its might grow such that it would
slumbering through the long winters. Moonshaes the Pack, the congregation overcome the goddess. Thus, the Bal-
She watched her body, the land, of wolves whose hunting song would ance was maintained.
change with the passing of years, yet so strike terror into the hearts of lesser The Beast called its own followers
slowly that it always seemed to remain creatures, and whose cruel jaws would who rose, dripping, from the sea to
the same from year to year. She gave end the lives of many a helpless doe and crawl forth on land. The firbolgs
birth to lakes and low marshes became unwary rabbit. claimed the Moonshaes as their own,
grassy fields. Mountains slipped slowly, For the Balance demanded that life be ruthlessly slaying any who stood in
eroding into the valleys below, while countered by death. And so the Pack their way. The ugly giants gradually
rivers grew in size, becoming more roamed the Moonshaes, wild, singing, took to the land, forgetting their origins
placid with the years. Occasionally a and free, as the goddess’s agents of in the sea, and spread across the Moon-
river would change its course, racing death. shaes with relentless strength.
eagerly along a new path until the pass- As time passed, more and more ani- The dwarves and the Llewyrr mar-
ing of the centuries pacified its turbu- mals arrived to populate the rugged, shalled their forces to stand against the
lent ways. yet peaceful isles. The most serious threat of the giants and the Beast. For
The goddess could see the isles threats to the land were the winter many decades, war wracked the isles,
through the Moonwells, windows she storms that swept off of the Trackless but finally the firbolgs were driven in to
created in the land. Each Moon well was Sea, scouring the weak and the frail small corners of the isles, where they
a clear, placid pool of cool water that lay from the islands, leaving the strong to were carefully watched by the protec-
in a secluded grove or remote mountain multiply and prosper Thus, even the tors of the Balance.
glen. Through the Moonwells, the god- storms played their role in maintaining For centuries this remained the way
dess watched her world take shape, the Balance. of the Moonshaes. Little changed, for
and she watched it grow and change. Then one day the Llewyrr arrived. the Llewyrr and the firbolgs were not
And finally, she watched the coming The elvenfolk came over the sea, per- builders, and the work of the dwarves
of life to her world. haps interrupted in some mysterious progressed mainly underground. And
She remembers times, long past, journey toward places even farther thus it might have remained for all
when the only creatures upon the isles west. They claimed the Moonshaes as time, but for the coming of man.
were her children. The great leviathan their own. They lost touch with their The first humans arrived from the
was the first of her offspring to come kin throughout the Realms, and passed south, sailing slow but seaworthy cora-
upon the shores of the Moonshaes, its peaceful centuries of pastoral solitude. cles from an unknown land. These men
great, gray back breaking the surface Later came the dwarves—mysterious fled a mighty foe and erected fortresses
of the Sea of Moonshae like a freshly folk who seemed to sprout from the and palisades to protect themselves.
rising island, as broad and solid as a ground itself, for the goddess does not But whatever they feared, it did not
small land mass. For many years, the recall their arrival. They lived in peace pursue them here.
spuming cloud of the leviathan’s breath with the Llewyrr, for the dwarves More and more of the men arrived,
was the only sign of animal life along shunned most of the surface world. soon claiming most of the large isle of
the gravelly shores and deep firths of Those places they inhabited were bar- Alaron as their own. Grudgingly, the
the islands’ rugged shorelines. ren and rocky—terrain the Llewyrr Llewyrr moved aside, withdrawing to
Then came the unicorn, Kamerynn, had no wish to populate. the wilder reaches of the isles. But it
whose snowy mane flashed through And then, in the heart of a cruel win- seemed that the human arrivals would
the fields and glens of the isles. The ter, the Moonshaes felt the first heavy never stop, as word spread of a place
mighty creature lived first on Gwyn- tread of the beast. where none need fear the tyrants boot
neth, but then on Alaron, Moray, and The mother knew not whether it or the evil sorcerers spell.
other islands until finally it had dwelled emerged from the storm-tossed sea or The people who came to the Moon-
upon all of the isles. Legends say that from the depths of some seething ocean shaes called themselves just that: the
the offspring of the unicorn, the horses, of lava far beneath her skin. She knew People or in the language of the isles,
roam all of the Moonshaes because of only that the monster stalked the land “the Ffolk.” The Ffolk prospered, and
the wanderings of their ancestor with foul purpose, grievously threaten- their cities grew. They spread to Gwyn-
But the goddess required Balance ing the Balance. neth, to Moray and Snowdown, and—in

4
lesser numbers—to the more barren Realms. But the northmen quickly tired of
isles of Norheim and Norland. For a time the Moonshaes saw peace raiding and chose to settle. They
With the Ffolk came the halflings, for and prosperity as the realm of Cymrych claimed the isles of the north as their
the little people dwell in the Realms Hugh and his descendents held the own; the divided kingdoms of the Ffolk
wherever they can find human targets Ffolk together Gradually, with the pass- could not gather to resist. As time
for their mercantile dealings. The ing of generations, the memory of the passed, the northmen became more
human and halfling habitations drove first High King dimmed, and the strong powerful and conquered more of the
the Llewyrr far into the wilds of the bonds uniting the Ffolk began to fray islands. If the tide is not reversed, the
isles, as the elvenfolk shunned contact Soon, the islands were once again a col- years of the Ffolk’s reign upon the
with these shorter-lived and aggressive lection of small kingdoms waging petty Moonshaes are drawing to an end.
newcomers. wars. Clerics have arrived among the Ffolk,
The Ffolk soon claimed all the isles as These bickering kingdoms were easy preaching of the new gods—the gods
their own—not as a united people, but prey to the savage onslaught of the worshiped in Waterdeep, Calimshan,
as an assortment of small, bickering northmen, the yellow-bearded war- and Thay. These clerics have not elimi-
kingdoms. They waged petty wars, riors who sailed from Waterdeep to nated the faith of the Ffolk in their god-
seeking more to annoy than destroy. seek new lands to the west. The long- dess, but they have raised doubts.
Slowly, the large islands of Alaron and ships landed first along the Norheim The goddess can now feel her
Gwynneth became focal points of Isles, taking tribute from the tiny king- strength waning, and she knows that
power, though three or four separate doms of the Ffolk they found there. her life has become bound into the life
kingdoms on each still vied for ultimate Next Norland and then Oman and of the Ffolk.
authority. Moray shuddered under the attacks of And again the Beast has begun to stir
As the dramas of humans, Llewyrr, the raiders.
and other lesser creatures unfolded
across the stage of the Moonshaes, the
Beast slept. The vigilance of the goddess
waned, as she relished the flourishing
of life upon her body.
And slowly the Beast awakened, sur-
reptitiously sapping power from the
goddess through a Moonwell. When it
was ready, the Beast took a name, and
walked again upon the land.
Its name was Kazgoroth.
Now the Beast walked the land with
death as its purpose. It slew relentlessly,
indiscriminately. It thrived and grew as
it killed. And it drove the Ffolk together
to fight against it.
A king arose from the kingdom of the
Callidyrr on the isle of Alaron: Cymrych
Hugh. With the blessings of the goddess
and a sword forged for him by the fin-
est of dwarven craftsmen, Cymrych
Hugh faced Kazgoroth. The might of
the sword and the king drove the Beast
back to the darkened recesses of its
home, badly wounded but not killed.
There it would remain for many centu-
ries.
Cymrych Hugh united the Ffolk of the
Moonshaes into one kingdom for the
first time. He erected a mighty citadel at
his home—Caer Callidyrr; it became
fabled throughout the Forgotten

5
MOONSHAE OVERVIEW
The Moonshae Isles are alive with Dwarves tion of one of the isles as his territory.
AD&D® game campaign opportunities. At the center of the druid’s territory is
Like that of the Llewyrr, the dwarven his druidic grove. The grove might be a
Characters of virtually all the standard
culture on the Moonshaes goes back a cluster of pine or aspen trees, but most
classes and levels can find adventure
long way. These stocky and war-like often contains aged oaks, weather-
and challenge in some part of the
demihumans have also been driven into beaten and gnarled forest giants that
islands.
small holdings on the isles. More
have withstood a hundred or more sav-
numerous than the Llewyrr, the age winters.
CHARACTER RACES dwarves love their privacy and vigor- In some high locations, or upon the
OF THE MOONSHAES ously defend their lands against any barren isles on the northern fringes of
further human encroachment. the Moonshaes, the druidic grove is no
Many of the common character races
of the AD&D game are native to the more than a scraggly circle of stumpy
Halflings pine trees. These trees might be two
Moonshae Isles. These are listed here,
with a brief introduction to their Moon- Of all the demihumans, the halflings hundred years and yet be barely as tall
shae characteristics. Players who wish have adapted most easily to human as a man. Regardless of the type of
to use characters of other races may of domination of the Moonshaes. Halfling trees, every druid has his own grove.
course do so, subject to DM approval, communities are located beside most Druids of 12th level and above
but those characters will hail from oth- major communities of the Ffolk; some receive a particularly enchanted grove
er parts of the Forgotten Realms. halfling towns can be found near the to guard—one with a Moonwell at its
strongholds of the northmen. The half- heart. These groves are the most sacred
Humans lings thrive on the trade with their locations in the world to the Ffolk. The
human neighbors and welcome the druids take their custodianship very
Two major human societies populate security provided by nearby castles. seriously indeed. Any druid would sac-
the isles of the Moonshaes. The original rifice his life to preserve the sanctity of
human inhabitants of the islands are a Moonwell.
the Ffolk. The later arrivals are the CHARACTER CLASSES Each of the largest isles, Gwynneth,
more war-like northmen. OF THE MOONSHAES Alaron, Moray, and Norland, has a cen-
The Ffolk are organized into a num- tral Moonwell of special import to the
Among the Ffolk, bards and druids
ber of small kingdoms, loosely collected druids. Stone monoliths with cross-
are highly respected and are subject to
under the leadership of a High King. pieces form rings of arches around
some unique rules. Fighters, thieves,
The High King is more of a figurehead these Moonwells.
magic-users, and clerics can be mem-
than a true ruler, however. The Ffolk These special Moonwells lie at the
bers of any of the societies on the
are primarily an agricultural society, hearts of the groves of the Great
islands, subject to the usual race restric-
though they can fight savagely when Druids. Those upon Gwynneth, Alaron,
tions.
called on to defend their homes. and Moray remain bright and hallowed
And of course, visitors to the isles are
The northmen scorn agriculture in places, for those islands are under the
common enough that any other kind of
favor of raiding and making war. They control of the Ffolk. Upon Norland,
character race or class could quite rea-
have wrested much of the northern however, the arches have fallen into
sonably be found here.
Moonshaes from the hands of the Ffolk. wreckage and the waters of the
The remaining kingdoms of the Ffolk Moonwell lie stagnant and green. Here
are the favored raiding targets of the Druids
the northmen have driven the Ffolk and
northmen, but their adventures also Druids are common on each of the the druids from the land, so there are
carry them to the Sword Coast, and isles inhabited by the Ffolk. There is a none to tend the well. Thus the
occasionally as far south as Calimshan. Great Druid on each of Gwynneth, goddess’s sight grows dim, and she
Alaron, and Moray. loses her vision of the world.
Elves Druids generally show an aptitude
for their calling very early in life. As Clerics
The race of elves living on the Moon-
druids are highly regarded in the cul-
shaes is the Llewyrr. Once the domi- Clerics of the Forgotten Realms have
ture of the Ffolk, parents encourage
nant race on the isles, the Llewyrr now traveled to the Moonshaes to spread the
children to develop their inherent tal-
claim only small and remote portions of word of their various religions. This is not
ent. The ranks of the druids are thus
Gwynneth and Alaron as theirs. The an easy task among the Ffolk, who regard
assured a steady supply of fresh initi-
Llewyrr are very similar to High Elves. the goddess, as she is presented by the
ates.
Each druid is assigned a certain por- druids, to be the supreme deity. Even the

7
clerics of Silvanus, patron god of the the people they have met and the sights at the notion that he rules here. Still,
druids, find themselves constantly striv- they have seen. there is no other government body, and
ing against the centuries-old tradition of The Greater Bards, of which there the island never seems to suffer the
distrust toward clerics. are no more than three at any given landfall of a northman raiding party.
The northmen have clerics of Tem- time, are the poets laureate of the Ffolk. Flamsterd has opened his island as a
pus, toward whom they turn for spirit- The ballads of the Greater Bards are refuge and place of study for all young
ual leadership. Occasionally, a cleric of sung and recorded by all the bards of mages. Flamsterd has perhaps the high-
Malar will gain a following among the the land. These lyrics weave the history est concentration of magic-users of any
more radical factions of the northmen. of the Ffolk. area in the Forgotten Realms.
Religious conflicts among the northmen The Greater Bards are much sought
are rare, however, since they generally after by the kings and lords of the Ffolk. Thieves
work out their aggressive urges on the A ruler who has a Greater Bard play at
Ffolk. one of his festivals or feasts is accorded Thieves will find it hard going among
Clerics of Azuth, Deneir, and Lathan- the people of the Moonshaes. The Ffolk
great honor. Greater Bards do not tra-
der are commonly encountered among vel as much as the Lesser Bards, prefer- tend to severely punish those caught
both the Ffolk and the northmen; gen- ring to enjoy the comforts of Caer stealing, with death a common punish-
erally these clerics have gathered a ment. The northmen regard stealing
Callidyrr during the long winters. A
small congregation of converts. These Greater Bard will occasionally serve as from others as a way of life, but one
clerics commonly hail from Waterdeep, a messenger for the High King on a who is caught stealing from them is cer-
Amn, and other, even more distant tainly killed.
errand of considerable importance.
reaches of the Realms. Often the Greater Bard recommends a There are thus no thieves guilds in
The goddess herself is an aspect of Lesser Bard to travel in his place should any of the cities of the Moonshaes,
the goddess Chauntea but, at least on he elect to decline the assignment. except perhaps as briefly established by
some venturesome individual. Invari-
the Moonshaes, she spurns the worship
of clerics, preferring the exclusive ably, the guild only lasts as long as the
Magic-Users
attention of her druids. The mortal ene- leader goes unpunished—never more
Magic-users are held in suspicion by than a few years.
my of the goddess, the beast Kazgoroth,
most of the people of the Moonshaes. Some thieves have been known to
is an aspect of the god Malar.
This accounts for the scarcity of magic- band together in isolated sections of
users here. A careless mage who gets wilderness, functioning essentially as
Bards identified in a rural community of bandits, although with skillful use of
Bards are the favored sons of the either the Ffolk or the northmen may spies and decoys planted among their
Ffolk. They are given the same regard find this to be the last mistake he ever target communities.
as most kings of the Ffolk. The bards of makes. Since many of the thieves that have
the Ffolk serve many functions: histo- In two places on the Moonshae Isles, practiced their trade upon the Moon-
rians, entertainers, poets, heroes, and however, practitioners of magic are shaes have come from foreign lands,
spies. more likely to be encountered. Sitting there is a certain mistrust of foreigners
A bard is either a Greater Bard or a upon the council of mages, ostensibly inherent in both the Ffolk and north-
Lesser Bard. A Lesser Bard is any bard serving the High King of the Ffolk, are man cultures. Thus thieves who differ
who has not acquired one of the instru- 13 magic-users of medium to high level. physically from the local populace will
ments of the bards. A Greater Bard These sorcerers are practically autono- have a very difficult time avoiding
must have acquired one of these instru- mous in actuality, and each controls a notice.
ments, of which three are known on small part of Callidyrr. Each also has
the Moonshaes, and must be of 11th several students and apprentices of 6th Fighters
level or higher. level or lower, so the actual number of
The Lesser Bards serve generally as magic-users in this area is at least 50. This most common of classes finds
traveling entertainers, singing at fairs And upon the isle of Flamsterd, to the plenty of representatives among the
and feasts in exchange for a warm place south of Gwynneth, is a land where no Moonshae peoples. Nearly all adult
male northmen are fighters; a few are
to sleep and a meal. They move about mage need fear persecution. For this is
continuously, visiting all the lands of the the domain of the great wizard Flam- rangers. Among the Ffolk, a much
Ffolk, the nations of the northmen, and sterd, who left Waterdeep in search of smaller percentage of adults, both men
even countries beyond the Moonshaes. lonelier pastures. The island of Flam- and women, are practiced in the com-
bat arts. A high proportion of these,
These bards write ballads and ditties sterd is essentially a mageocracy,
about their adventures, incorporating though the wizard himself would scoff however, are rangers, paladins, and

8
cavaliers. or convoy guards, as well as small-scale If the attack succeeds in driving the
Fighters of the northmen prefer the military activities. The characters and Ffolk from their homes, the northmen
battle axe or hand axe for melee com- story in the novel, Darkwalker on are likely to move in and settle a region,
bat, though swords, short bows, Moonshae, provide some ideas for mid- bringing their families, livestock, and
spears, and hammers are not uncom- level adventuring on the Moonshae other possessions by longship before
mon Fighters of the Ffolk almost islands. winter sets in.
always wield the sword in melee; many High-level characters will find them-
are skilled in the use of the powerful selves right at home with the isle’s Firbolgs vs. Humans
long bow. rulers. The Moonshaes have many
The firbolgs are the scourge of the
Some fighters of the northmen (20% kings, and a large number of petty
remote areas of the Moonshaes. Huge,
chance per individual) have the ability lords, all of whom could interact in a
ugly, and mean, these monsters are
to drive themselves into a berserker high-level game. Military adventures,
prone to attack anything that is not of
frenzy in battle. Warriors who demon- perhaps including an occasional BAT-
their race.
strate this aptitude are often gathered TLESYSTEM™ scenario, could easily be
Fortunately for the other inhabitants
by their king into a royal bodyguard or worked into the overall campaign situa-
of the isles, the firbolgs rarely leave
a unit of elite soldiers. The fighters can tion. The next Moonshae novel (to be
their remote domains. This makes them
bring on the berserker rage simply by released in April of 1988), Black Wiz-
primarily a threat to those who venture
contemplating imminent combat, or in ards, presents some examples of high-
to explore these areas.
response to a surprise attack. level campaign possibilities in the
The firbolgs do, however, occasional-
Berserker northmen receive a +2 Moonshae islands.
ly muster a large force and venture into
bonus to hit and need never check As in any game, the key is not so
civilized areas for raiding and plunder.
morale. For BATTLESYSTEM™ rules much to establish PCs of the levels you
These outings consist mainly of slaugh-
purposes, they have a discipline of 0. If want to fit into the world, but in creat-
ter and destruction as the firbolgs are
a player wishes to avoid having his ing tough, but not too tough, challenges
not much inclined to stealing or enslav-
northmen warriors consumed by the for whatever levels and abilities your
ing. A raiding party of firbolgs is some-
berserker rage, he can make a morale players have.
thing all sensible characters try to
check before the fighters go berserk.
avoid, or at the very least, challenge
This check suffers a -2 penalty, but if it COMMON CONFLICTS only with a sizeable force.
succeeds the northmen do not become
berserk during that fight. A number of ongoing conflicts can
Warriors of both the Ffolk and the serve as a backdrop to your Moonshae Clerics vs. DruidS
northmen occasionally fight on horse- campaign. These can also provide the The clerics from the Sword Coast
back, but most prefer foot combat. The major adversaries for your PCs. strive mightily to bring word of their
Ffolk of Alaron also employ a small bat- gods to the Ffolk of the Moonshaes. The
tle chariot, well suited to the smooth Northmen vs. the Ffolk Ffolk, steeped in their traditional wor-
and grassy terrain of that isle. The raids of the northmen have gradu- ship of the goddess as the earthmother
ally become oriented toward conquest, and guarded jealously by the druidic
CHARACTER LEVELS and the kingdoms of the Ffolk have suc- councils, tend to resist this conversion.
cumbed one after the other to the enemy This conflict is primarily a peaceful
The Moonshaes can serve as a setting one—it is not uncommon for a commu-
longships. Now that the threat has been
for campaigns at all levels. Low-level nity of Ffolk to include one or two cler-
realized, it is nearly too late.
adventuring is possible throughout the ics, while most of the populace still pay
Whether you want to use this conflict
isles; this can involve explorations of their respects at the druidic grove near-
to create an isolated threat to your PCs,
ancient ruins and dungeons, interac- by. Occasionally, however, violent dis-
or to make it the centerpiece of your
tion with other societies on the islands, putes flare up—the followers of some of
campaign, the rivalry between these
town and village adventuring, wilder- the more war-like gods have been
two cultures should be present in any
ness and maritime adventures, or raids known to torch a grove, driving its
Moonshae setting.
on monster holdings. druids into a religious frenzy.
The raiders generally embark in sum-
Mid-level adventures can of course The druids are not without recourse.
mer to plunder and raid the kingdoms
include all of the above. The firbolgs Many a worship service of the new
of the Ffolk, or to range farther afield
that populate many of the isles are chal- gods has been disrupted by the sudden
and strike targets along the Sword
lenging adversaries for mid-level char- appearance of spiders, rats, or bats—
Coast. Often several kingdoms of
acters. Mid-level characters can also get creatures summoned by the druids to
northmen unite to stage a massive raid.
involved in trading, perhaps as caravan

9
invade a temple and scatter the congre- These wizards are a patient bunch, and monsters inhabit some of the other
gation. are content to watch the forces of socie- islands, and often a tiny and remote
While the healing powers of the cler- ty at work, only prodding these forces islet is populated exclusively by orcs or
ics cannot be denied, and their wisdom occasionally to move them in a desired goblins. These humanoids also dwell in
is great, the druids retain control of the direction. some of the mountainous regions, occu-
Moonwells. Through these pools their The Ffolk, by and large, are suspicious pying huge underground caverns and
link with their goddess remains strong. and fearful of the council. It is the fear dungeon complexes that they have
The conversion of the Ffolk, if it is ever that gives the High King useful leverage in stolen from the dwarves or excavated
successful, will take many more dec- retaining his post as the mightiest king with slave labor.
ades, perhaps even centuries. among the Ffolk. However, the mages are Trolls present another common
notoriously fickle about helping the High threat throughout the islands, includ-
Interkingdom Squabbles King extend his domination over the rest ing marine trolls (scrags) that have the
of the Ffolk. advantage of retreating back to the sea
Many small kingdoms are scattered Wizards are uncommon among the after their terrifying raids. Dreaded
across the isles, both those of the Ffolk northmen and generally persecuted sahuagin also occasionally emerge from
and of the northmen. Even among when they are found. It is not unusual the sea to terrorize and kill the peoples
rulers of the same culture, rivalries and for a king of the northmen to enlist the of the coastal communities.
wars are not uncommon. aid of a sorcerer—there are many Other monsters rarely plague the civ-
These political conflicts have the things that a spell can accomplish, after ilized portions of the isles. Wyverns and
potential to spread over several isles as all—while keeping it a secret even from perytons fly over remote wild places,
each participant gathers allies to his his own people. striking without warning if they sight a
banner. On the other hand, if a strong victim below. Norland and Moray
ruler can succeed in bringing several reputedly shelter a few of the largest
External Cultures
weaker rulers under his protection and rocs ever known, though no one has
vs. the Moonshaes
leadership, the end result could be a actually seen these massive birds. Liz-
more peaceful and united nation for all Because of their isolated location, the ard men inhabit some of the darkest
concerned. Moonshaes do not suffer a lot of interfer- and dankest marsh and swamp reach-
Because of the relative balance of ence from nations on the mainland. Only es.
power between the various kingdoms, occasionally do men from Calimshan, An entire assortment of horrifying
however, most of these petty wars are Tethyr, Amn, or Waterdeep visit the monsters can be encountered in
not resolved with any clear victor. The Moonshaes. remote areas of the isles, including, but
result is that grudges are carried, Sometimes a group from one of these not limited to, beholders, lycanthropes,
wounds grow deeper with time, and nations lands at a kingdom of the Ffolk giant centipedes, ropers, shambling
even people of the same culture find or the northmen and conducts several mounds, giant weasels, dire wolves,
themselves inexorably drifting farther days of trading while agents secretly giant leeches, poisonous toads, harpies,
from their neighbors. reconnoiter the local town or fortress. water weirds, and giant snapping tur-
Then, a day or two after the visitors tles.
Magic-Users vs. the People leave, a boat puts several thieves ashore The section on Moonshae topography
in the dead of night. These skulk their lists a sampling of the types of encount-
Neither the northmen nor the Ffolk
way into the targeted areas, steal what- ers, including monster encounters, that
readily accept the presence of magic in
ever is valuable and not nailed down characters can run into in the various
their societies. Both cultures are highly
(including attractive young women), terrain types on the island. These lists
superstitious, taught that arcane power
and slip back to their ship to be gone are not intended to be all-inclusive; feel
is a tool of the gods and their agents.
before sunrise. free to change the lists as necessary to
The people tend to view wizards as
untrustworthy, if not downright evil. fit your campaign.
The primary magic-users of the Ffolk Monsters vs. Humans
serve on a council for the High King, at Certain parts of the Moonshaes are
Caer Callidyrr. While ostensibly under home to vicious tribes of orcs and gob-
the High King’s control, the mages in lins. These humanoids are commonly
reality practice their arts for their own found in the northern reaches of the
ends, allowing the High King just isles—most notably in the Korinn Archi-
enough control to convince him that pelago, as detailed in module N5, Trea-
things are not getting out of hand. sure Hunt. Smaller groups of these

11
ECONOMIES OF Route B: Callidyrr to The kingdom of Moray receives the
Calimport same products, sending in turn coal and
THE MOONSHAES iron ore to the forges of the High King.
This searoad leads from the High
While each Moonshae kingdom is rela- King’s city to exotic Calimport, site of
tively self-sufficient, a certain amount of Route E: Corwell/Moray to
the Pasha’s palace. Imports from Calim-
trading nonetheless serves to supply Calimshan
shan include silks and other fine fab-
goods that a particular nation does not rics, spices, parchment, and horses. This route is an alternate passage
produce. This trading occurs via over- These goods are carried in high-decked used by the Calishites when trading
land transport between kingdoms on the galleons, slow-moving but relatively with the Ffolk and the northmen.
same island, and overseas trading of unsinkable ships that are common all Although it takes an extra week for the
goods between the various islands and along the Sword Coast. journey, whether sailing north or
the lands along the Sword Coast. Trading From Callidyrr, the Calishites trade south, the searoad is used to carry the
partners of the Moonshae kingdoms for weapons and the metal to make same types of goods as are taken to Cal-
include Calimshan, Amn, Tethyr, and them, furs, and timber. The tall pine lidyrr.
Waterdeep. forests of the Moonshae heartland are
The economic map (on page 13) the only nearby source for the timbers Route F: Callidyrr to
shows the most common trading routes needed to build masts for the huge gal-
to and from the Moonshaes, as well as Mintarn
leons.
the most common products of the pro- This route leads to the island of Min-
ductive parts of the islands. Each route tarn off the Sword Coast. The ship-
Route C: North Kingdoms
is detailed below, with a listing of the builders of Mintarn have long since
daily probability of a ship being to Waterdeep exhausted the timber upon their now-
encountered along the route, as well as The ports and fortress cities of Rot- barren island, but they still pride them-
descriptions of the probable vessel tesheim, Norheim, Iron Bay, and selves on their work. They have now
types and cargoes. Gnarhelm provide the major stopping turned to the vast forests of the Moon-
If the PCs are traveling along a route, points to the lands of the northmen. shaes for raw material.
they will only encounter vessels travel- From here, longships strike northward A crew of shipwrights will book pas-
ing in the opposite direction; those to the distant port of Waterdeep, and sage to Callidyrr, where they will spend
going the same way remain ahead of or the nearer isles of Ruathym. a year building a ship. They then load
behind the PCs’ ship. The trip to Waterdeep requires about the vessel with enough timber for a sec-
The probability listed for each area 8 days when sailing north, 10 days ond ship, and sail the vessel and its car-
applies only to summer. The probabili- when sailing south. From the Moon- go to Mintarn. They build the second
ties should be reduced in half during shaes, the northmen send slaves and ship, sell both to any of a dozen buyers
spring and autumn and drop to zero weapons of the Ffolk that they have along the Sword Coast, and sail back to
during the winter months, gained through combat or trade. In Callidyrr to start again.
return, the northmen receive the
Route A: Callidyrr to amenities of life from more civilized MOONSHAE CLIMATE
Waterdeep lands—oil, gold, woven cloth, and exotic
liquors. The climate of the Moonshae Islands
This is one of the most active trading provides much of the atmosphere of
routes into the Moonshaes, since Caer this game setting, so it deserves to be
Route D: Callidyrr to Sea of-
Callidyrr is the largest and most accessi- given careful consideration. A DM may
ble port on the islands. Moonshae
simply use the following procedures as
The route takes approximately 8 days, This route avoids the swells of the a guide, making up for himself the
given average winds and a reasonably high seas, providing safe passage for weather on each given day of the
fast boat, when traveling from Callidyrr even the clumsy coracles of the Ffolk. adventure. This can become an impor-
to Waterdeep. The current, which flows The journey from Caer Callidyrr takes tant story consideration; many an
northward, lengthens the return trip to about 12 days in good weather; storms adventure should reach its thrilling cli-
10 or 11 days. From Waterdeep, encoun- sometimes double this time. max in the midst of a raging thunder-
tered vessels are likely to be longships of From Callidyrr, the armorsmiths of storm or crashing gale.
the northmen that have embarked on the High King export weapons of fine Alternatively, procedures exist that
trading missions. The northmen may quality. In return, the Kingdom of Cor- will enable the DM to determine, ran-
offer spice, oil, or cloth in exchange for well sends ales, livestock such as sheep domly and relatively quickly, the weath-
the fine steel of the Ffolk. and horses, and able-bodied workers.

12
er at any given time. For those players for each month. Roll the appropriate D20 Roll Result
who wish to use the very detailed sys- die. On a result of 1-2, the day is clear. 1-7 Rain (.1-.8 inches)
tem from the W i l d e r n e s s S u r v i v a l On a 3-4, it is a partly cloudy mixture of 8-10 Sleet
Guide to determine weather in the sunny skies and cumulous clouds. On a 11-20 Snow (1d6 inches)
Moonshaes, consider the islands to be a roll of 5 or more, it is overcast.
Subarctic Clime. Precipitation occurs only on overcast Tarsakh (April)
The climate of the Moonshaes can days. The chart for each month lists a
Average Daily Temperature
best be described as severe, especially percentage chance of precipitation
High: 40
during the long winter months. Each occurring, and often a guideline as to
month is described separately in the fol- what type of precipitation falls. Deter- Low: 28
lowing text, with probabilities for vari- mine the amount of precipitation as Fog: 70%
ous types of weather listed. Whenever indicated for each type.
Cloudiness: 1d10
the weather can be an important part
of an adventure, check on a daily basis. Precipitation: 75%
WEATHER TABLES
The Average Daily Temperature for a D20 Roll Result
month can fluctuate wildly. To get a Hammer (January)
1-16 Rain (.1-.8 inches)
range for game purposes, roll 2d6. If Average Daily Temperature 17-18 Rain (1d4 inches)
the result is 7, the temperature falls High: 23 19-20 Snow (1d10 inches)
right into the range for a given day. Low: 0
Higher numbers mean higher than
Fog: 75% Mirtul (May)
average temperatures; lower numbers
mean the opposite. Thus, a 12 would Cloudiness: 1d20 Average Daily Temperature
mean abnormally warm temperatures High: 60
on a given day, while a 2 would mean Precipitation: 60% Low: 42
unusually cold weather. Fog: 60%
If you need an exact temperature, D20 Roll Result
take the difference between the num- 1 Rain (.1-.4 inches) Cloudiness: 1d8
ber rolled and 7 and multiply it by 5 to 2-19 Snow (1d6 inches)
Precipitation: 60%
determine the variance from the nor- 20 Snow (2d10 inches)
mal temperature. For example, if the D6 Roll Result
roll is an 11, the difference between 11 Alturisk (February) 1-5 Rain (.1-.6 inches)
and 7 is +4, multiplied by 5 to get +20. 6 Rain (1d4 inches)
Average Daily Temperature
Therefore this day is 20 degrees warm- High: 28
er than is normal for this month. In Kythorn (June)
Low: 6
nearly all cases, a general approxima- Average Daily Temperature
tion will do, but if you need an exact Fog: 60%
High: 70
number for some reason, you can use Cloudiness: 1d12 Low: 50
this fast method.
All temperatures in the Forgotten Precipitation: 50% Fog: 40%
Realms are given on the Fahrenheit D20 Roll Result Cloudiness: 1d6
scale, so water freezes at 32 degrees. 1-2 Rain (.1-.4 inches)
For further realism, add 1 to the 2d6 Precipitation: 50%
3-19 Snow (1d6 inches)
roll if the previous day’s temperature 20 Snow (3d6 inches) D6 Roll Result
was warmer than normal; subtract 1 if 1-5 Rain (.1-.4 inches)
it was colder than normal. Ches (March) 6 Rain (1d4 inches)
The Fog percentage listed for each
month is the chance that at least part of Average Daily Temperature
the day is spent beneath the heavy High: 33
mists that are so common on the isles. If Low: 14
fog is indicated, it develops between 1 Fog: 80%
and 6 AM (roll 1d6) and persists for
Cloudiness: 1d20
2d12 hours.
To determine cloudiness, which is dif- Precipitation: 75%
ferent from fog, a type of die is listed

14
Flammerule (July) Uktar (NovembeR) Latitude
Average Daily Temperature Average Daily Temperature The northern parts of the isles are
High: 76 High: 48 often (50% of the time) colder than the
Low: 53 Low: 30 average temperature by 1d10 degrees.
Likewise the southern shores reach
Fog: 40% Fog: 85% temperatures 1d10 degrees higher than
Cloudiness: 1d6 Cloudiness: 1d12 the norm determined for a given day.
Precipitation: 40% Precipitation: 60%
Thunderstorms
D6 Roll Result D8 Roll Result
1-5 Rain (.1-.4 inches) 1-2 Rain (.1-1 inch) Whenever your determination
6 Rain (1d4 inches) 3-4 Sleet reveals that the isles will receive an inch
5-7 Snow (1d6 inches) or more of rain during a day, that rain is
Eliasias (August) 8 Snow (3d6 inches) accompanied by thunderstorms. While
such storms serve more to add atmo-
Average Daily Temperature
sphere than anything else, you can
High: 75 Nightal (DecembeR)
assume that characters exposed on a
Low: 50 Average Daily Temperature moor or mountaintop each have a 1%
Fog: 50% High: 34 chance of being struck by lightning—
Cloudiness: 1d6 Low: 18 treat as a 6d6 lightning bolt spell. This
Fog: 80% increases to 2% for characters in a boat
Precipitation: 60% on open water.
D6 Roll Result Cloudiness: 1d20
1-4 Rain (.1-.8 inches) Precipitation: 60% MOONSHAE
5-6 Rain (1d4 inches)
D8 Roll Result TOPOGRAPHY
Eleint (SeptembeR) 1 Rain (.1-1 inch)
Although the islands share a common
2 Sleet
Average Daily Temperature general climate and geographical area,
3-6 Snow (1d6 inches)
High: 69 the topography of each island differs
7 Snow (3d6 inches) widely from those of the other islands.
Low: 45 8 Snow (3d10 inches) The large color map of the islands
Fog: 65% shows the various terrain types found
Cloudiness: 1d8 VARIATIONS on each island.
WITHIN THE ISLES Each terrain type has an encounter
Precipitation: 60% table that contains the creatures most
D8 Roll Result The Moonshae isles do not have the likely to be found there. While encount-
1-6 Rain (.1-.8 inches) same type of weather everywhere at ers can be rolled randomly on these
7 Rain (1d4 inches) the same time, though the area is small lists, the DM is encouraged to choose
8 Sleet enough that a general weather pattern encounters according to the situation.
can be assumed. However, if you want Take into account such considerations
Marpenoth (OctobeR) to determine specific variations, the fol- as the nearness of human (or other)
lowing guidelines should help. habitation, the season of the year, the
Average Daily Temperature weather, and any other variables that
High: 57 Altitude seem appropriate.
Low: 36 These encounter lists include many,
The highlands tend to be a little cold-
Fog: 75% er on the average than the rest of the but not all, of the unusual creature types
isles. Assume that any mountainous that are most significant to game play on
Cloudiness: 1d10
region is 2d6 degrees colder than the the Moonshae Isles. Mundane and rela-
Precipitation: 50% normal temperature established for the tively harmless animals such as hares,
Result day. An area of high mountains (5,000 deer, pheasants, grouse, songbirds, squir-
D6 Roll
Rain (.1-1 inch) feet or higher) can be 3d6 degrees cold- rels, and mice are not included on the
1-3
Sleet er. lists; the presence of these creatures is a
4
Snow (1d4 inches) matter of DM discretion.
5-6

15
Beaches on the map are all at least 500 feet high. mer, as all manner of stinging and biting
If you need a specific number, roll 1d6 bugs infest the stagnant pools and pas-
The fringes of the islands are often × 100 and add 400 feet to determine sages of the flats.
lined with long, flat beaches. These are the cliff height in an area. Salt flats make for treacherous travel-
not soft and sandy, however—most of While steep, these cliffs are made of ing, as approximately 10% of their sur-
the beaches around the islands are very old bedrock—generally granite. face is made of quicksand. These
made of gravelly chunks of rock and Thus, their surfaces are cracked and marshes are nonetheless teeming with
pebbles. They are generally very wide,
weatherworn, but not crumbling, life, but not much of it is the kind of life
often as much as a quarter mile from
which makes them ideal for climbing. that most characters wish to meet.
the water’s edge at low tide to the begin-
Climbing proficiency checks for char-
ning of the inland terrain. Random Salt Flat Encounters
acters ascending or descending these
When the tide rises, however, water escarpments get a +10% modifier
level comes up as much as 8 or 10 feet. 1 1d3 Shambling Mounds
because of the many foot- and hand- 2 2d6 Leeches, Giant
On average, 75% of the beach area dis- holds in the rock. In winter, however,
appears even during a mild surf. When 3 4d10 Rats, Giant
snow and ice make the climbing very 4
a storm is brewing, the entire beach 1d8 Toads, Giant Poisonous
treacherous, eliminating the benefit
area is pounded by heavy surf. 5 1d3 Weasels, Giant
and causing a -25% penalty. 6
Boats and ships can be landed safely 1d4 Fishermen or Hunters
at these beaches during calm seas, or (Human)
Random Escarpment Encounters
even in rougher weather if the beach is 7 2d6 Lizard Men
on the lee side of land (i.e., is on the 1 1d6 Eagles, Giant 8 1d12 Wererats
downwind side of an island), or within 2 1d8 Dwarves 9 2d6 Sirens (Harpies)
one of the many firths, bays, and shel- 3 1d4 + 1 Badgers 10 5d8 Frogs, Giant
tered coves that pocket the shoreline of 4 1d6 Dryads 11 3d6 Frogs, Killer
the Moonshaes. 5 1d6 Firbolgs 12 Beholder
6 2d6 Harpies 13 1d8 Beaver, Giant
Random Beach Encounter 7 1d4 Griffons 14 2d4x10 Bandits
8 1d2 Hippogriffs 15 1d6 Scrags
1 Turtle, Giant Sea 1d4 Wyverns
9 16 1d20 Wolves
2 2d6 Dolphins
10 Leprechaun 17 Porcupine, Giant
3 1d6 Scrags 11 1d8 Perytons 18 1d6 Crabs, Giant
4 Seawolf, Greater
12 1d2 Rocs 19 Cat, Wild
5 Selkie
13 Sylph 20 Scorpion, Huge
6 Water Weird
14 1d4 Hunters (Human)
7 1d4 Whales
15 1d6 Trolls MOORS
8 Fishing Boat
16 1d20 Wasps, Giant
9 Northmen Longship The moors of the Moonshaes make
17 Wolverine, Giant
10 Pirate Ship up a great bulk of the land surface.
18 1d3 Wind Walkers
11 1d6 Beachdwellers (Human) These areas are grassy and either flat
19 4d4 Giant Ravens
12 1d4 Sea Lions 1d6 Rams or gently rolling. They make the most
20
13 2d6 Sahuagin appropriate grazing land on the islands,
14 Merchant Ship often used as pasture land for sheep or
Dragon Turtle Salt Flats occasionally cattle.
15
16 Crab, Giant These stagnant marshes extend inland The moors may contain pockets of
17 Human Farmers beyond certain low-lying beaches, where swampy or marshy land, but most of
18 Human Children seawater flows in enough volume to their surface is relatively dry and well
19 1d6 Selkies exterminate freshwater life, but is not drained. Many areas of moors are dot-
20 Castaways (Human) lively enough to rinse away the decay and ted with small lakes and ponds that con-
rot that collects there. tain edible fish. This land is generally
Escarpments The salt flats are marshy and treeless, among the most pleasant and hospita-
a bleak horizon to the far limits of ble of the isles, except during winter.
These dramatic cliffs line some of the vision. Gray in color, they constantly Then the lack of cover on the moors
coasts of the islands and also carve their
emit a sulphurous odor, akin to rotten enables the biting wind to sweep unim-
distinctive lines around some of the eggs or dead, decaying flesh. peded across it, striking with chilling
inland areas. The escarpments shown Insect life flourishes here in the sum- force anything standing in its way.

16
Random Moor Encounters Random Deciduous Forest Random Coniferous Forest
Encounters Encounters
1 2d10 Humans
2 1d8 Halflings 1 1d4 Hunters (Human) 1 1d6 Llewyrr
3 Irish Deer 2 1d3 Woodsmen (Human) 2 1d4 Woodsmen
4 Stag, Giant 3 1d6 Halflings 3 Herdsman (sheep or cattle)
5 1d4 Boars, Giant 4 2d4x10 Bandits 4 1d6 Hunters (Human)
6 2d20 Wolves 5 1d6 Centaurs 5 2d6 Halflings
7 2d4x10 Bandits 6 Dryad 6 1d20 Pixies
8 1d100 Ravens 7 1d8 Pixies 7 2d20 Centaurs
9 Brown Bear, Giant 8 1d3 Boars, Giant 8 3d10 Firbolgs
10 Werewolf 9 2d6 Firbolgs 9 Irish Deer
11 1d4 Trolls 10 Faerie Dragon 10 Boar, Giant
12 2d10 Goblins 11 Stag, Giant 11 Owl, Giant
13 Leprechaun 12 Unicorn 12 Roper
14 1d8 Dwarves 13 Leprechaun 13 Porcupine, Giant
15 1d20 Firbolgs 14 2d6 Wolves 14 1d6 Weasels, Giant
16 2d12 Centipedes, Giant 15 2d6 Goblins 15 1d8 Lizard Men
17 1d10 Centaurs 16 Falcon, Large 16 2d10 Goblins
18 1d2 Porcupines, Giant 17 Hoar Fox 17 2d6 Orcs
19 1d6 Horses 18 1d8 Centipedes, Giant 18 Faerie Dragon
20 1d4 Nymphs 19 1d10 Goats 19 Unicorn
20 Brown Bear 20 Ram, Giant
Deciduous Forests
Coniferous Forest Highlands
These thick forests cover much of the
lowlands on the isles. Primarily com- These are areas of pine, cedar, and The mountainous regions of the
posed of oak, hickory, aspen, birch, and spruce trees—evergreens. Legend has Moonshaes make up another sizeable
maple, these are areas of dense under- it that these forests are the favorites of proportion of the islands’ land area.
growth and tangled passages. Travel the goddess. These rugged ranges are surfaced
through them is very difficult, except Unlike the deciduous forests, the mostly with broken rock, twisted and
along a path or game trail. coniferous forests contain only scant cracked from centuries of exposure to
The deciduous forests are home to a undergrowth. Most of the ground is the weather. Although the mountains
great deal of small wildlife, including covered with a thick carpet of needles are not towering by most standards,
squirrels, hares, foxes, and an occasion- that have fallen from the trees over the the highest being a mere 8,000 feet
al deer. Insects are rife in the summer, centuries, making travel through the above sea level, they are universally
as the dense undergrowth stifles any forests easy, and rest quite comfort- steep and broken.
cooling breeze and holds the air, humid able. In places, the coniferous forests
and heavy, among the massive trunks. The coniferous forests are located extend up the slopes of the mountains,
In winter, these forests grow very higher above sea level than the decidu- and here the rock is not so jagged nor so
barren, as the leaves fall away from the ous and are swept by cool breezes in exposed—the layers of pine needles and
trees and the underbrush, leaving little the summer. Insect pests are rare, but the shelter provided by the trees make
to impede the biting winds and driving large wildlife, such as deer, wolves, and these regions more hospitable than is
snow. bear, are more abundant than in any usual for the Moonshae mountains.
other part of the isles. In the winter, the Occasionally, a sheepherder or cheese-
thick protection provided by the trees maker can be found living among these
keeps out the worst of the winter forested highlands. But most of the
winds. This protects the inhabitants of mountains are barren of trees and habi-
these forests from really huge buildups tations. Hardy mosses and lichens are
of snow. the most common plant life, though a
vibrantly colored collection of wild
flowers makes a brief appearance in
the heart of summer. The only animals
that live in these reaches are hardy
marmots, tiny mice, and the slender

17
foxes that live off the former. Also, Gwynneth, are perhaps the most fell Random Freshwater Encounters
eagles, hawks, and falcons make their reaches of any on the Moonshaes. This 1 1d4 Lampreys, Giant
aeries among these heights, preferably is the place where the Beast last arose, 2 1d8 Pike, Giant
atop a cliff sheer enough to keep the and the place it retreated to when its 3 1d6 Gar, Giant
hungry foxes at bay. might was eventually countered. But all 1d4 + 1 Otters, Giant
4
The highlands receive a heavy dump- of the isles have their fens, and none of 1d4x10 Nixies
5
ing of snow, beginning in late autumn them are pleasant. 6 1d12 Toads, Giant
and continuing through the beginning 7 1d4 Snapping Turtles, Giant
of spring. In places, accumulations of Random Fens Encounters Water Weird
8
10 to 12 feet are common. The high alti- 1 1d10 Centipedes, Giant 9 1d8 Beaver, Giant
tudes enable the snow to remain longer 2 1d8 Leeches, Giant 10 2d6 Crayfish, Giant
here than elsewhere on the islands; not 3 1d4 Weasels, Giant 11 1d6 Crabs, Giant
until late spring or early summer is the 4 2d12 Bandits 12 5d8 Frogs, Giant
snow totally melted away. 5 1d10 Poisonous Toads 13 1d8 Fishermen (Human)
6 10d10 Ravens 14 1d4 Nymphs
Random Highland Encounters 7 Druid 15 1d6 Falcons, Large
1 Herdsman, With Sheep 8 1d6 Trolls 16 Swanmay
2 Farmer (Human) 9 2d6 Frogs, Poisonous 17 2d10 Throat Leeches
3 1d3 Hunters (Human) 10 Werewolf 18 2d6 Lacedons
4 Ram, Giant 11 1d8 Wolves, Dire 19 Owl, Giant
5 Bear, Cave 12 Scorpion, Giant 20 Naga, Water
6 1d20 Eagles, Giant 13 3d6 Lizard Men
7 1d20 Firbolgs 14 3d10 Firbolgs Sea
8 2d20 Orcs 15 1d6 Shambling Mounds
Surrounded as they are by saltwater,
9 2d20 Dwarves 16 Beholder
the Moonshae islands depend upon the
10 1d12 Goats, Giant 17 1d8 Harpies
sea for many things: trade, food, and
11 1d20 Wolves, Dire 18 Crane, Giant
protection, to name a few. The rolling
12 1d100 Ravens 19 1d4 Hunters (Human)
gray vastness of the Trackless Sea and
13 1d6x10 Bandits 20 1d12 Spiders, Huge
the more placid, but still chill waters, of
14 1d8 Trolls
the Sea of Moonshae insulate the
15 Roc Streams, Rivers, and Lakes islands from the rest of the Realms.
16 1d4 Griffons
The fresh waterways of the Moon- The Trackless Sea is the source of a
17 1d4 Badgers
shaes are filled almost universally with long series of harsh storms during the
18 1d6 Perytons
clear, clean water. The only exceptions winter months. These storms generally
19 Ki-Rin
are the ponds and streams of the fens move out of the northwest, often push-
20 Werewolf
and salt flats. Even in these cases, the ing waves as high as 30 or 40 feet before
water that emerges, black and stinking, them in huge, gray swells. The storms
Fens from a fen seems to clean itself within 5 begin in fall, often as early as late Eleint
The fens of the Moonshaes are some or 10 miles of flowage, almost as if the (September), and continue through the
of the most fetid, festering swamps earth acted as a filter. middle of Ches (March) or occasionally
north of the jungles of Chult. They are The fresh waters are teeming with into Tarsakh (April).
generally tree-filled, except where trout, perch, and salmon; a skilled fish- The seas are virtually unnavigable
pools of stagnant water or sluggishly erman need never go hungry when during these seasons, so the Moonshaes
flowing streams prevent the roots from near fresh water. are almost completely isolated from the
taking hold. The streams are generally fordable, rest of the realms during winter. Once
In summer, the insects swarm nowhere reaching a depth of more than fairer weather arrives, however, the
through the fens with every bit as about three feet. They flow rapidly, surface becomes blue and relatively
much aggressiveness as they take over however, and are not navigable by boat. smooth—the Moonshae’s highway to
the salt flats. In addition, darker, more The few rivers on the isles are deep and the world.
menacing creatures are suspected to placid, and carry much boat traffic. The Sea of Moonshae, enclosed by the
lurk beneath the black and bubbling They can only be crossed (short of isles, is more placid than the outer
waters. swimming) at the fords, bridges, and ocean, but is still a formidable challenge
The Fens of the Fallon, on the isle of ferries marked on the map. to winter mariners. In fairer seasons,

18
the Sea of Moonshae serves as a pleas- WILDLIFE OF THE woodland and highland reaches. Bird
ant path between the isles. life is also common—pheasants, grouse,
The Sea of Swords, between the isles MOONSHAES and waterfowl challenge the archery
and the Sword Coast, does not receive The forests, moors, and swamps of the skill of many hunters. Songbirds, black-
the harsh winter weather of either the Moonshaes teem with mundane birds and jays are present in varieties
Trackless Sea or the Sea of Moonshae. wildlife—creatures that might escape the too numerous to count.
Warm southerly currents seem to insu- notice of the adventurer in search of The rivers and streams of the isles are
late the region against the heavy gales. plunder, but which are important to the home to salmon, trout, perch, and cat-
These currents bring pleasant and com- hunter, woodsman, ranger, and druid. fish. Fishing is generally quite good, and
paratively balmy weather to the coasts The largest of these creatures are the many peasants pursue this during their
of the Moonshaes that face to the south great deer that abound in all of the wild rare moments of recreation. The salm-
and east. places, including moors, highlands, for- on run upstream in the spring to
ests, and fens. The antlered rack of a big spawn—a sight to thrill any fisherman’s
Random Sea and Ocean male makes a fine trophy for the hunter, heart.
Encounters and the venison is sweet and tender. The Moonshaes are of course home to
1 1d8 Scrags These deer always run from human or more terrifying residents as well. These
2 2d10 Whales other intruders. are listed together with their favorite
3 2d6 Dolphins A variety of small mammals, includ- terrain types in the Moonshae Topogra-
ing hares, squirrels, foxes, mice, phy section.
4 Dragon Turtle
5 Northmen Longship ground hogs, and boars inhabit the
6 Pirate Ship
7 Calishite Merchant Galleon
8 Merchant Vessel
9 Coracle of the Ffolk
10 1d4 Lampreys, Giant
11 3d6 Sahuagin
12 1d6 Fishing Boats
13 Octopus, Giant
14 Portuguese Man-o-War
15 1d3 Sharks, Giant
16 1d20 Sea Horses, Giant
17 1d4 Sea Hags
18 2d6 Sea Lions
19 Squid, Giant
20 1d3 Water Weirds

19
DEITIES OF THE MOONSHAES
The goddess a wakened slowly from her of the land itself. This belief, originated to serve as a centerpiece of your cam-
cold sleep, awareness returning as the and primarily held by the Ffolk, has paign, or simply to provide a bit of back-
chill blanket of the passing season fell resulted in a conception of their god- ground flavor as you and your players
away. Turning with imperial grace, she dess as the earthmother. The belief wish.
sought the life-giving force of the holds that the goddess is not a human-
renewed sun. shaped, or otherwise mortal-imitating The Goddess,
Soon she felt its warmth upon the being; but is rather the hills and moors
long and gravelly beaches of her coast- and marshes and seas of the world. Earthmother
lines, and upon the stagnant expanses Central to this belief is the purity of The goddess shivered and flinched.
of her low, flat marshes. Slowly, the sun the land. The antithesis of the goddess She felt her body growing numb—not
drove winters blanket from the rolling is, naturally, the threat of corruption, from fear, but from a distant and wist-
moors and tilled fields. perversion, or pollution of the land. ful sadness. The feeling was remote,
The white mantle remained thick and The goddess is a neutral deity, recogniz- and she took no great notice of it. Grad-
heavy among the forests and glens, and ing that both good and evil have a place ually, though, she began to recognize
the highlands still showed no sign of in the world. Her strength derives from the numbness for the dire threat that it
acknowledging winter’s end. This was a Balance of these extremes. Her ene- was.
as it should be, and the goddess rejoiced mies are not only those evil ones who With an effort, she forced herself to
in the growing vitality of her body, the would extinguish life casually and fre- stir. Hesitation now, she knew instinc-
earth. quently, or maliciously bring destruc- tively, would be fatal. The call she sent
Cool seas bathed her lands, cleansing tion upon her. She is also threatened by reverberated through the earth,
the debris left by the passing of winter. those who preach a doctrine of com- thrumming deep within the mountains
The goddess saw that her children still plete peace, or practice the science of and hills, even rolling along the bottom
slept peacefully They could, she hoped, bringing the land under the control of of the sea.
sleep long years before she needed to its human caretakers, threaten to push Hoping that it was not too late, the
call them. the Balance too far in the other direc- goddess tried to awaken her children.
Through the Moonwells, she saw the tion.
clearing skies. No longer did the heavy, Thus, the goddess strives against —From Darkwalker on Moonshae
iron-gray storm clouds oppress her powerful forces. She is threatened
The Ffolk were active, preparing for a from both sides of the Balance, and her The goddess of the Moonshaes is an
new season of growth. The druids existence is always in danger. She has aspect of the benign goddess Chauntea
moved among the trees and mountains powerful allies, of course. Her children, (Chawn—TEE—ah), who is worshiped
of her wild reaches, restoring places the Leviathan, Kamerynn the unicorn, throughout the Realms as the neutral
where winter had disrupted the Bal- and the Pack, all provide powerful tools good goddess of agriculture. As she is
ance. in the defense of the Balance. The worshiped in the Moonshaes, however,
Yet, as she threw off her white blan- druids, too, are potent warriors in the her aspect is shaped differently than it
ket, she felt a sudden, stabbing pain, goddess’s struggle. is in any other part of the Realms.
penetrating deep within her Hot and But arrayed against her is the Beast, Where Chauntea is generally wor-
threatening, the injury seemed ready to Kazgoroth. It is a being of putrid filth shiped as a goddess of agriculture, the
spread like a cancer through her. but awesome power. In times past, the earthmother is much more a goddess of
A Moonwell was the source of the goddess has seen the monster slain, or nature. Agriculture as an aspect of nat-
pain. Instead of providing a window vanquished, only to suffer its return in ure she regards kindly, but agriculture as
into the world, full of cool and healthy an even mightier aspect decades, or an attempt to master the land becomes a
power, the well burned like a poisoned perhaps even centuries, later. grave threat to her existence.
wound. Very black, it blocked the light And the clerics of the new gods The earth goddess does not have a
and absorbed her power, instead of threaten the Balance as well, with their physical form in which her worshipers
nourishing it. As she awakened, the words of good and peace and mastery can see her, other than the world that is
goddess felt fear. over nature. Peace is a benign blessing, all around them. Her symbols, however,
And she knew that, once again, the but is the natural state of the goddess, are myriad. The tiniest swallow is a
Beast would walk the land. and when this peace must be accompa- favored messenger of the goddess. A
nied by mastery of the land, as the cler- broad oak, gnarled and weatherbeaten,
—From Darkwalker on Moonshae but alive and flourishing, symbolizes
ics preach, the power of the mother can
only wane. her ageless strength. A towering pine,
The religious foundation of the Moon- rising arrow-straight toward the heav-
The major players in this cosmic dra-
shae Isles is predicated upon a worship ens, marks the precious neutrality of
ma are detailed here. They may be used

21
her being, so necessary to preserving somber, for the Ffolk know that many the same time. The staff will receive
the Balance. The thorny, bright green months need pass before the sun 1d6 charges from the power of the
cluster of mistletoe is another of her returns with enough strength to drive water. This recharging can only be per-
symbols, showing the vitality and winter from the land. formed once a month, and a given
harshness of her existence and mirror- The nights of the full moon are the druid can only recharge one item per
ing the extremes inherent in her two times when the goddess’s power is at its month.
most dramatic seasons, the winter and height, but these are also the times The druids earn these benefits, how-
summer. when her world is most chaotic. ever, for without their tending the
Her deepest symbols, incorporating Through the Moonwells and the druids, Moonwells would cease to hold their
all of the contradictions inherent in the she has the might necessary to control power. On some of the northern isles,
Balance, are the moon and the sun. the Balance, but she also faces some of where the northmen have already driv-
Those periods when the moon is full her gravest threats. Lycanthropy, in en the Ffolk and the druids away, the
are nights of high power, when druids particular, grows into its most danger- Moonwells have dried up, or become
rejoice and the land itself seems to ous manifestations during the periods stagnant, or merely turned into mun-
share in the celebration of the goddess’s of the full moon. dane wells. This is one cause of the
power. Midsummer’s Eve, the night of The vehicles through which the god- waning of the goddess’s power.
the summer solstice, is a period of great dess sends her power to the world, and Each Moonwell is entrusted to the
magic. This is when the druids harvest through which her druids perceive her care of a druid of at least 12th level. A
the mistletoe for their most potent needs, are the Moonwells. These pre- great portion of that druid’s activities
rites, and when all the communities of cious pools of clear water are located involve the ritual care and cleansing of
the Ffolk pause to celebrate their life throughout most of the isles, but are the Moonwell.
and prosperity. most common on Gwynneth and Animals of the isles, when they are
The full moons near the vernal Alaron. The waters of the Moonwells injured or sick, often seek out the
(spring) and autumnal equinoxes are have several beneficial properties that Moonwells. Sometimes, the healing
also festive occasions. In spring, the are known to the druids alone. strength of the water will bring the
festivals are affairs of frenetic drinking, The water, when drunk directly from creature back to a state of health; other
dancing, and romance as, after the long the Moonwell by a character’s cupped times the waters peacefully put the suf-
cold winter, the return of warmth and hands, serves as a potion of healing. fering creature out of its misery. Those
sun to the land is welcomed by the This effect can benefit a character only animals that die at the shore of the
Ffolk. Spring festivals are ribald affairs, once per day. If the character drinking Moonwell are taken by the water quick-
but the Ffolk are congenial even in the the water has acted in a way that ly and cleanly, leaving no carcass to
throes of drink, so the only real draw- threatened the Balance within the decay and pollute.
backs are suffered by the celebrants month prior to drinking, the water The animals of the Moonshaes are
the following morning. actually sickens him, inflicting 1d8 favored creatures of the goddess. The
The autumn festival is a more sober points of damage. majestic deer she regards fondly, and
affair, for the Ffolk know that a cold Examples of actions that endanger the sly old trout is another of her favor-
and dangerous winter waits close in the the Balance include slaying animals ites. The rare faerie dragons that buzz
wings. In autumn, feasting rather than without putting the meat and skin to through her wildest forests give her
drinking is the order of the day, and the good use, chopping down living trees great delight.
better the annual harvest, the more for any reason, or initiating attacks The goddess is nearly immortal—as
elaborate the feast. Nearly all ports of against peaceful beings. Characters immortal as the land that is her body.
the isles bid their last departing ships who entered a dungeon to punish a She is not given gaming statistics as she
farewell following the autumn festival; group of raiding goblins would not does not interact with the creatures of
they are not likely to receive another imperil the Balance, but those search- the world in a way that would make
visiting vessel for six months, until ing for treasure and attack goblins in such stats meaningful. She has agents,
spring once again rolls across the land. their lairs to gain this treasure would however, that can perform such
The night of the Winter Solstice, or not benefit from the favor of the god- interaction—creatures of might, and
Yuletide, is an eve of deep reverence for dess. timeless grace, who prowl her surface
the Ffolk and their druids. Locked with- When a druid bears a rod, staff, or and seek to further her ends. These are
in the icy grip of winter, they quietly other chargeable magical item, a detailed here. Unlike the goddess her-
acknowledge the might of the land Moonwell can be used to recharge that self, her agents can kill and can be
around them and celebrate the begin- item. The druid must dip the staff into killed.
ning of longer days and the gradual the well at midnight, under the light of These agents are the children of the
arrival of spring. The celebrations are a full moon, and cast a shillelagh spell at goddess.

22
Yet the goddess’s call reached With a crash that rocked the sea for
The Children through the pressure of the depths, miles around, the body fell back to the
The children of the goddess take persistently nudging at the one of her surface. Waves exploded outward from
three forms upon the face of the Moon- children who slept here. At first, the the falling body with enough force to
shaes. These forms (Leviathan, Wolf message was ignored, and the one who capsize a large ship. But the horizon
Pack, and Unicorn) are not immortal, was called slept on. Another century or was empty of either land or sail.
though their favored status empowers more might pass before the creature There was none to see that the Levia-
them far beyond the norm for their stirred. than had awakened.
types of creatures. But the call of the mother was relent- —From Darkwalker on Moonshae
These mortal aspects of the goddess less, and finally a hulking form stirred
grow old and die, as is ordained for all in the deep silt of the sea bottom. Shrug-
of the animals of the world. Yet their ging its giant body free from the clutch- The Leviathan is a great whale, vaster
spirit and the favor of the goddess lives ing muck, the creature rose from the even than the largest whales that are
on in their line. Thus, when Kamerynn bottom and floated, nearly motionless, known to live in our own world. A
the unicorn, proud son of the goddess, in the depths. Time passed, and the peaceful creature, it spends long years
meets his mortal end, another unicorn, form slowly sank toward the bottom in hibernation at the bottom of the sea,
somewhere among the wilds of the again. reaching a state of virtually suspended
Moonshaes, will assume the mantle and But the goddess prodded gently at animation. After many years of sleep,
serve his mother for the remainder of her huge child. The great head swung the creature will stir gradually, surfac-
his mortal existence. slowly from side to side, and powerful ing for air and then swimming about
Thus, the three children of the god- flukes pushed hard against the sea bot- the isles, perhaps striking out along the
dess are immortal in a sense, but the tom. A mighty tail thrust downward, length of the Sword Coast, or entering
creatures themselves have game statis- and the body flexed along its vast the Shining Sea, as it gratifies its tre-
tics and can serve as allies or antago- length. mendous appetite with plankton, kelp,
nists for the player characters. Then it began to move, slowly at first, and small fish. Unless it is called upon
Though her children are mortal, the but gaining an awesome momentum. by the mother to fulfill a purpose, meet-
loss of one of these mortal bodies is a The flukes plowed the water with solid ing some dire danger with its enormous
grievous blow to the strength of the authority, and the broad tail pushed might, the Leviathan returns once
goddess; their deaths are not things to with unstoppable force. Higher, toward again to its blissful and nearly eternal
be taken lightly. The passing of any one the realms of light, sun, and current, slumber.
of them is a tragic occasion, to be the creature moved.
marked by natural phenomena such as It gathered speed as it rose, and Leviathan
meteor showers, savage storms or energy seemed to build in the mighty
unnaturally placid weather, a blight body. A stream of bubbles flowed from FREQUENCY: Unique
upon the area where the child of the the wide mouth, trickling around layers NO. APPEARING: 1
goddess perished, or other supernatu- of huge teeth and seeming to flow ARMOR CLASS: 4
ral special effects. downward along the huge body MOVE: 24”
Each of these children is detailed sep- The water ahead grew brighter, until HIT DICE: 48
arately, but they have this in common. the creature saw a pale gray glow Hit Points: 250
Should one of them die, it will take spread across the upper reaches of the % IN LAIR: 80%
some time for the spirit to find a new sea. The grayness became blue, and TREASURE TYPE: Nil
body. This time period varies for each finally even the sun came into view, a NO. OF ATTACKS: 2
of the children. shimmering yellow dot viewed through DAMAGE/ATTACK: 6d10/1d100
the filter of the sea. SPECIAL ATTACKS: Tail
The body broke the surface of the SPECIAL DEFENSES: Nil
Leviathan, the Old One water with explosive force, sending a MAGIC RESISTANCE: 30%
shower of brine through the air in all INTELLIGENCE: Low
The cool waters pressed heavily ALIGNMENT: Neutral
against the floor of the sea, far out of directions, High, and impossibly higher,
the creature rose into the air, and still SIZE: L (360 feet long)
range of the sun’s warmth. Here the PSIONIC ABILITY: Nil
more of its length emerged from the
world knew neither winter nor sum-
mer, day nor night. There was only the frothing sea. Water spilled from the The Leviathan, though generally
black skin in thundering cascades, until placid, is a creature of tremendous
darkness, the eternal darkness that
finally the great head slowed, and power. Its wide mouth is lined, not with
cloaked a region nearly devoid of life.
paused for an instant.

23
soft balleen, but with razor-sharp teeth. the stern) of the sailor’s position. Thus, them out.
It is capable of destroying a good-sized a sailor in the bow of a 60-foot boat is 30 The tail of the Leviathan is 60 feet
ship with a single bite. Its tail is also a feet from the midship line and has a wide and can be used to strike a differ-
formidable weapon and can easily 70% (30 × 2 = 60% + the base 10%) ent target than the mouth. The tail is
crush the life out of any surface crea- chance of falling free. most effective against targets on the
ture caught in its mighty blow. Characters falling into the whale’s surface of the water, inflicting 1d100
The Leviathan will rarely make an mouth have a 50% chance of either get- points of damage to every individual
unprovoked attack. However, as fish ting bit (for 6d10 hit points of damage) within the path of the tail on a success-
are the mainstay of its existence, if it or of falling unscathed down the crea- ful hit.
encounters a fishing boat at work, ture’s gullet. Once swallowed, a charac- The Leviathan’s gravest weakness is
there is a 10% chance that the mighty ter suffers 1d6 points of damage per its vulnerability to pollution and poison.
creature attacks and destroys the ves- round from the beast’s digestive juices. Hits with poisoned weapons do not
sel. It always fights to defend itself, if A character can carve his way out of require the beast to save, but they
attacked by foolish sailors. In addition, the Leviathan by inflicting 125 points of inflict 10 times the normal damage for
it always comes to the aid of any whales damage with an edged weapon. There that weapon. In an area where the
that are being hunted within 20 miles of is a 10% chance, anytime a blow inside water has been clouded with offal or
the Leviathan’s location—the keening the Leviathan strikes for 10 points or the decay of dead bodies (near a busy
cries of such whales alert the creature more, that the whale regurgitates the port, for example), the Leviathan suf-
and send it unerringly to their location. contents of its stomach, spewing char-
However, given the vastness of the acters and everything else back out of
ocean and the Leviathan’s penchant for its mouth. Of course, there is a 50%
long periods of sleep, there is a less than chance that the leviathan is anywhere
1% chance (call it 1% for game pur- from 10-1000 (1d100 × 10) feet below
poses) that it hears the cries of hunted the surface when it does so.
whales or encounters a fishing boat at If the swallowed individuals succeed
work. in lighting a fire inside the creature,
The Leviathan’s favored method of there is a 50% chance that it will retch
attack is to surge upward from the
depths and crush a ship between its
widespread jaws as it breaks the sur-
face. Sailors on the vessel have a base
10% chance of escaping the creature’s
maw and falling into the sea; this
chance increases by 2% for every foot
away from the midship line (the point
exactly halfway between the bow and

24
fers 1 point of damage per turn spent in
such water. This damage can be
repaired at the rate of 1 point per day
that the Leviathan spends in clean
water.
If the Leviathan is slain, his place as
the oldest child of the goddess will not
be filled for 1d10 × 10 years. When
another whale assumes this place, he is
only half the size of the original Levia-
than, requiring many centuries to
mature to the size and might of his
predecessor.
The Leviathan has swallowed many a
ship, with its contents, over the centu-
ries. Its stomach now holds quite a large
trove of undigestible treasure—coins,
gems, and jewelry. This includes 1d6 ×
1000 pieces of each type of coin, 1d100 and endurance. With majestic grace, Kamerynn, Large Male Unicorn
gems, worth 30d6 gp each, and 3d20 the animal moved through the thick
FREQUENCY: Unique
pieces of jewelry worth 1d8 × 100 gp patches of clover.
NO. APPEARING: 1
each. Suddenly the waters of the Moonwell
ARMOR CLASS: 0
swirled, whispering slightly. Kamerynn
MOVE: 27”
stared at the milky pool until he under-
HIT DICE: 8 + 8
Kamerynn, the Unicorn stood his task. The unicorn raised his
Hit Points: 47
head and trotted toward the pristine
The mistletoe rustled, spreading to % IN LAIR: 20%
and pastoral forests of Myrloch Vale.
allow the great white head to emerge. TREASURE TYPE: Nil
After several minutes, Kamerynn
The head shook, and a satiny mane flut- NO. OF ATTACKS: 3
began to canter, and then to gallop.
tered through the air and came to rest DAMAGE/ATTACK: 1d12/1d12/1d20
Soon he raced like a ghost through
upon the snowy neck. The branches of SPECIAL ATTACKS: Charge
winding pathways. All the lesser beasts
mistletoe snapped as the rest of the SPECIAL DEFENSES: See Below
shrank from his path at his thundering
powerful body emerged from the MAGIC RESISTANCE: 40% & See Below
approach. His ivory horn held high, and
shady bower. INTELLIGENCE: High
his mighty hooves carefully avoiding
Hooves, shanked with fur also white ALIGNMENT Chaotic Good
the rarer plants, the unicorn raced to
as snow, stepped gingerly among the SIZE: L
answer the call of the earthmother.
wild flowers, crushing none, as the PSIONIC ABILITY: Nil
creature walked to the nearby pool. —From Darkwalker on Moonshae
Bending his neck downward until the This mighty creature is a formidable
long horn broke the surface into a There are several unicorns among foe (or ally) in combat. When charging
series of ripples, the unicorn drank the lands of the Ffolk, and they roam he strikes with his horn for double
deeply Still sleepy Kamerynn the uni- the wild places of Alaron and Gwyn- damage, forgoing the hoof attacks. He is
corn raised his head and looked around neth. The mightiest of these is Kamery- immune to poison and can sense the
the grove. The grasses underfoot tasted nn, who reigns as king of the approach of an enemy up to 36” away.
sweet, and he ate heartily of the most wilderness, the proud child of the god- He moves so silently that he surprises
succulent shoots. The beams of brilliant dess herself. opponents 90% of the time.
sunlight penetrated the leafy canopy in Swift and stalwart, the unicorn races Kamerynn has the dimension door
several places, creating dazzling shafts across the wilds of Gwynneth, fearing ability of the unicorn, blinking up to
of yellow. no creature in nature. Taller and 36” away and carrying his rider. He will
Slowly the unicorn grazed and drank, stronger than any other of his breed, only consent to a rider who is a maiden
recovering his strength after the long Kamerynn symbolizes, to the FFolk and of pure heart, and who has received a
sleep. The goddess had awakened him the druids, all that is good and free and special blessing of the goddess.
for a purpose, he knew, and that pur- wild. He makes saving throws as a magic-
pose would no doubt require strength user of 13th level, and cannot be

25
charmed or held by magic. He is Others picked up the spoor, smelling Pack, without a challenge. Many hun-
immune to death magic. blood, and meat, and fear. The baying dreds of wolves will join together and
Kamerynn dwells in a shady bower of the Pack dropped lower, and took on lope across the land, serving the will of
near the center of Gwynneth, protected a deeper tone of menace. Slowly, like the goddess.
by a high hedge of mistletoe. The bower gray ghosts, the wolves began to lope As time passes, the Pack grows in size
is centered in a high grove of oak and through the forest, gaining speed as until it becomes an unstoppable force.
aspen trees, with a small Moonwell alertness returned. The stag turned The will of the goddess must remain
near its center. Although he is very old, fear-maddened eyes toward its deadly strong, however, to bind the wolves
he has not begun to lose his strength or pursuers and then fled—a flight that together, or the unnatural grouping
his senses. When he does, a younger could have only one consequence, as will dissolve.
unicorn will peacefully assume the the Pack spread out and began to close Most of the wolves of the Pack are
mantle of the honored child of the god- upon its prey. dire wolves, and should be treated as
dess. If Kamerynn is slain, this transi- Once again, after a century of sleep, such for game purposes. The male who
tion does not occur for 1d6 years. the mighty wolves of the Pack sang to rules the Pack is an unusually large
their prey. The song was ancient, and specimen, for the might of the goddess
The Pack piercingly beautiful. It was a song of the runs fiercely within him.
glory of the goddess, and of the might
The Pack a wakened to the cold, white
of her children. Leader of the Pack
glare of the full moon. Gray and shaggy
But above all, it was a song of death.
forms emerged from a hundred dens, FREQUENCY: Unique
shaking the weariness of a long hiber- —From Darkwalker on Moonshae NO. APPEARING: 1
nation from stiffened muscles and ARMOR CLASS: 4
sleep-clouded brains. Small packs of dire wolves are not MOVE: 24”
A large male raised his voice to the uncommon in the wilderness of the HIT DICE: 6 + 6
moon in a long, ululating howl. Others Moonshaes. These ferocious predators Hit Points: 42
joined in, first a few, but then hun- kill swiftly and ruthlessly, tearing the % IN LAIR: 15%
dreds. As one creature, the Pack raised raw meat eagerly from the bones of TREASURE TYPE: Nil
its voice to the heavens, singing the their prey. Unwary humans are apt to NO. OF ATTACKS: 1
praises of the goddess. fall into this category. DAMAGE/ATTACK: 2d6
And then a breeze carried to the large These wolves are territorial crea- SPECIAL ATTACKS: Hamstring
male the scent of a stag, somewhere not tures, and snarling fights erupt should SPECIAL DEFENSES: Nil
far away in the misty night. Patches of two packs enter the same area. MAGIC RESISTANCE: 20%
fog drifted among the towering pines, When the goddess chooses to awaken INTELLIGENCE: Average
but bright moonlight illuminated the the Pack, however, the territories of the ALIGNMENT: Neutral
clearings and high places as the wolf individual groups merge into one. The SIZE: L
searched for the source of the scent. largest male assumes leadership of the PSIONIC ABILITY: Nil

26
When the Pack forms, it becomes the week, until the summer solstice. It twigs as broad shoulders pushed them
most efficient killer on the remains together as long as it is needed, from its path. A heavy, clawed foot
Moonshaes—perhaps the most efficient or until the autumnal equinox sends the squashed flowers, insects, and rodents
anywhere in the Realms. The Leader wolves back to their winter dens, but with equal lack of note. The sounds of
uses the wolves like soldiers, dispersing the Pack does not grow in size after cracking limbs, crushed vegetation, and
them to cover vast areas, but calling Midsummer. sticky mud slurping with each mighty
them together when prey is sighted. The Pack’s most significant weakness footfall shot violently through the
In the chase, the Pack is unerringly is the vulnerability of the Leader, for if wood. Wildlife shrank from the path of
patient. No matter how far or fast the he can be replaced or controlled by an the Beast, racing in terror or cowering
quarry runs, the wolves of the Pack external force, the Pack will follow in abject fear until the monster passed.
keep pace. And sooner or later the prey whatever course the controlling force Dawn colored the sky as Kazgoroth
can no longer run, and will turn to face sets down for it. moved west. Now the chill reflection of
the onrushing tide, and will die. the sea came in to sight, stretching a way
In a sense, the Pack is the most to the horizon and beyond. But the
immortal of all the children of the god- Forces of Evil monsters goal was much closer than
dess, for if the Leader is slain, the next the horizon, or even the sea.
largest male immediately steps into the Black waters swirled and parted, and Before the waters stood a small castle,
role, utilizing the same attributes listed the form of the Beast rose from the still and Kazgoroth knew that humans in
above for the Leader. coolness of the Darkwell. Massive and abundance would lair here. Before the
The Pack will form upon the com- tight-knit trailing vines crowded close, castle spread broad fields, covered with
mand of the goddess, as the wolves but the broad, scaly body thrust the tents and banners and stirring with
awaken from a winter’s hibernation. interfering plants aside like blades of activity and life.
Whatever instinctive urge this creates, grass. To this field Kazgoroth moved.
it compels them to join into a large Kazgoroth moved slowly, reveling in
group as soon as they awaken. At this this new freedom. The Darkwell had —From Darkwalker on Moonshae
point, the Pack numbers 300-600 indi- served its purpose, for the monster felt
viduals. This awakening occurs 1d4 power coursing hotly through its body
as never before in its long centuries of The goddess holds dear the Balance
weeks after the spring equinox.
existence. The Beast allowed a trickle of of nature upon her lands, fully aware
The Pack remains in constant motion,
acidic saliva to drool from its wide- that there are forces arrayed before
always seeking prey. It avoids human
spread jaws. Turning its hot, fiery eyes her who would seek to do grave harm
habitations almost completely, how-
to the pool, it watched the thick waters to that Balance. Too numerous to count
ever, as the Leader seems to sense that
of the Darkwell bubble in its wake. are the petty monsters and avaricious
it will not further the cause of the Bal-
Pulling its feet from the sucking mud, kings who kill for the joy of causing
ance by striking at farming communi-
ties and woodsmen’s cottages. While it the creature pushed its way into the death. Not so numerous, but equally
fens. Tree trunks snapped like brittle threatening, are the builders and tam-
roams, the Pack gains 1d100 wolves per

27
ers of the land, those who seek to bring
order out of the ordained chaos of nat-
ure. They cut down the trees of the
goddess’s forest and fill her skies with
the black smoke of coal fires.
But neither of these extremes
presents a menace that equals the age-
old enemy of the earthmother. Though
it stalks the land only rarely, its menace
extends to far greater heights than
those of any of the other enemies faced
by the goddess.
This enemy is Kazgoroth, the Beast.
Together with its minions, the Beast
seeks to kill and destroy across the face
of the Moonshaes, taking particular
pleasure in profaning the places of
most sacred beauty.
Kazgoroth does not work alone when
it wages its war against the goddess.
Instead, the Beast uses its potent magi-
cal abilities to enlist the aid of many
henchmen, often using former allies of
the goddess herself. The Beast delights
in nothing more than the corruption of
a druid to its evil purposes.

Kazgoroth
FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 12”
HIT DICE: 16
Hit Points: 120
% IN LAIR: 0
TREASURE TYPE: See Below
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d12/1d12/3d10
SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: See Below
MAGIC RESISTANCE: 60%
INTELLIGENCE: High
ALIGNMENT: Chaotic Evil
SIZE: L (18 feet tall)
PSIONIC ABILITY: Nil

The origins of Kazgoroth lurk in the


past, nearly as distant as those of the
goddess herself. In the pantheon of the
Realms, the Beast is manifested as an
aspect of Malar (MAY-larr), the Beas-
tlord. On the Moonshaes, however, this
aspect has a specific purpose: the dis-

28
ruption of the Balance. often order a band of these giants to rior, each member of the troop gains 1
The Beast is a formidable foe in com- guard its well, and perhaps to pollute it, hit point.
bat, yet whenever possible it seeks to do while it rests and gains power. If A Blood Warrior’s hit points can never
battle through shrewdness and trick- Kazgoroth is slain by any means other exceed 64. If his hit points drop to 0, he
ery rather than straightforward melee. than the Sword of Cymrych Hugh, it dies. No matter how many hit points a
When fighting in its true form, will return within 3d6 years. If this Blood Warrior has, he always attacks as
Kazgoroth attacks with its clutching sword is used to kill it, and the remains an 8th-level fighter.
foreclaws and vicious bite. It can, at the of the beast are burned to ashes, it is Blood Warriors have a haste ability
same time, swing its tail around to rumored that it can be destroyed per- that they can employ before entering
strike a foe behind it for 1d6 points of manently. battle. To gain this power, there must be
damage. A person thus struck must a ritual slaying of humans or demihu-
make a Dexterity Check with a -5 pen- Blood Warriors mans, and the fresh blood must be used
alty, or be knocked from his feet. He to anoint the warriors. The leader of
can do nothing the following round FREQUENCY: Rare the unit must perform the ritual. This
except stand. NO. APPEARING: 50-500 has the effects of a haste spell with a
Kazgoroth can only be struck by mag- ARMOR CLASS: 2 duration of 1d4 turns.
ical weapons of +2 or greater enchant- MOVE: As When Alive
ment. Its magic resistance applies to all HIT DICE: 8
magic-user and clerical spells; it has no Hit Points: 40 each
magic resistance against druidical % IN LAIR: Nil
spells. TREASURE TYPES: As When Alive
Kazgoroth can change shape at will, NO. OF ATTACKS: 1
shrinking its body down to halfling size DAMAGE/ATTACK: 1d10
at the minimum. It cannot assume a SPECIAL ATTACKS: Nil
form larger than its own—but then, it SPECIAL DEFENSES: Nil
doesn’t really need to! It has a number MAGIC RESISTANCE: Nil
of special abilities. INTELLIGENCE: Low
The Beast can cause lycanthropy with ALIGNMENT: Chaotic Evil
its bite, if it chooses to do so. It can SIZE: M
detect magic and detect invisibility in a PSIONIC ABILITY: Nil
24” radius at will. It can cast a perma-
nent charm upon a victim at a range of The Blood Warriors are a type of
1” or less. A side effect of this charm is undead soldier corrupted from normal
that the victim must roll a successful human warriors by Kazgoroth’s power.
saving throw vs. spell each week or lose They are fanatically loyal, never check
a point of Charisma permanently (to a morale, and rejoice in killing. The Beast
minimum of 3). Once per week it can can create one such unit each time it
cast a death spell at a character of 7th emerges from hibernation to stalk the
level or lower. land.
The Beast has a unique ability to per- The Blood Warriors begin to decay
form a corrupted type of mass charm rapidly, resembling zombies as their
spell, creating for itself a band of fanati- skin and flesh rots away. Their fiery red
cally loyal undead troops known as eyes distinguish them from other
Blood Warriors. A unit of soldiers, up to undead, however.
500 individuals, can be thus corrupted Blood Warriors must kill in order to
as long as the unit has a strong com- retain their strength. All Blood War-
mander to serve as the Beast’s lieuten- riors start with 40 hit points. Each
ant. The game stats of the Blood Blood Warrior loses 5 hit points for eve-
Warriors follow this description. ry week since the troop’s last kill of a
Kazgoroth draws power from the human or humanoid. When a Blood
goddess herself and thus chooses as a Warrior dies, each of the remaining
resting place a Moonwell that has been warriors loses 1 hit point. To regain hit
polluted or otherwise desecrated. The points, the Blood Warriors must kill.
Beast is the lord of the Firbolgs and will For every victim killed by a Blood War-

29
SPECIFIC LOCALES IN THE MOONSHAES
My journeys to the Moonshaes linger land, they took pains to see that visitors among the northmen.
as some of the more fascinating voyages were treated to splendid accommoda-
—From the Journals of Elminster the
that I have experienced, in a life not tions. The inns were clean and the serv-
Sage, Travels Along the Sword Coast
entirely devoid of fascination. These ice friendly (I recommend the Inn of
isles, so placid and pastoral on the sur- the Dancing Dolphin—ask for Isolde.)
The lands of the Moonshaes are bro-
face, proved to be nests of tension and The miracle of Caer Callidyrr’s con-
ken into specific locales in this section
conflict. I must confess to some sur- struction was only slightly diminished
and discussed in detail.
prise as I began to perceive the true when I learned that it is a relic from a
The first part of the section deals with
capabilities of the peoples of the Moon- prior age—the only real Golden Age of
the lands of the Ffolk, including the
shaes. the Ffolk, when their lands were united
kingdoms of Callidyrr, Corwell, Moray,
I took the Ffolk as they are taken under the banner of the High King,
and Snowdown.
along the length of the Sword Coast—as Cymrych Hugh. As I journeyed across
Next are covered the kingdoms of the
a somewhat unambitious people, con- the isles, to Corwell, and then to Moray,
northmen, including Norheim, Nor-
tent with their lot, and lacking the ini- I never saw another structure that
land, Oman, Gnarhelm, and the Korinn
tiative to work serious change. A could hope to rival the palace of the
Archipelago.
peaceful people, thought I, making an high king.
Finally, realms that do not fall easily
unfortunately vulnerable target for The high king himself, Carrathal or
into either of these categories are pre-
their rapacious neighbors to the north. something, I believe they called him, did
sented. These include the isle of Flam-
And the northmen! Of course, it is not have the time to visit with an old
sterd, settled primarily by the followers
well known that they are ignorant bar- sage from the mainland. I suspect the of the wizard of the same name, the
barians, who care more for strong loss was his more than mine. (I’ll delete
mountainous region of Highhome,
drink and a warm bed than they do for that line later; it really is beneath my
which is the stronghold of most of the
any higher purpose in life. dignity.)
dwarves remaining on the Moonshaes,
Even the keen eyes of an old sage, I To get to Moray I employed a variety
Synnoria—the sacred heartland of the
learned, can be opened to the light of of transportation, most of which I
Llewyrr, where few humans have trav-
new knowledge. would not recommend to the modern
eled, and Myrloch Vale, the most pris-
My voyages began with the journey traveler. The coracle—a deep-
tine wilderness of all the isles.
to Callidyrr I do not recall what I bottomed, round-hulled monstrosity of
Each of these areas is organized with
expected—most certainly, some minor a boat—that carried me from Callidyrr
a look to its location on the map of the
harbor with an assortment of ram- to Corwell was a nightmarish craft,
Moonshaes, followed by information
shackle buildings, perhaps protected more suited for torture than transpor-
presented as it is in the Cyclopedia of
by an old wall. Nothing prepared me for tation.
the Realms. Thus, a brief capsule (“At a
the towering alabaster spires of Caer I managed the traverse to Moray
Glance”) describes the area as it would
Corwell, soaring skyward as if to chal- aboard a Calishite galleon—a more sta-
be seen at first glance. Following this
lenge the gods themselves. (Of course ble, if slower, vessel than the coracle.
are notes from the scrolls of Elminster,
there was no such challenge intended, Moray came closer to my preconcep-
taken from the sage’s travels around
for the Ffolk see their goddess as the tion of the Moonshaes than did either
the Moonshaes. The section then con-
earth below them, rather than a celes- Callidyrr or Corwell—it was an impov-
cludes with game information that will
tial presence.) erished kingdom, unstable and
be useful to a DM trying to run the play-
And the port of Callidyrr, as my ship unclean. The period between planting
ers through adventures in that locale.
drew closer, became revealed as a deep, and harvest, when I had the misfortune
secure facility, with large and sturdy of paying my visit, is a time of drunken
docks, a solid breakwater, and a great debauchery that would put some of the
bustle of activity My vessel drew along- pleasure palaces of the Amn to shame.
side the quay, and a score of eager (Never drink the dark mead of the west-
workers made her fast, helping an old ern Moonshaes on an empty stomach!)
sage down a teetering gangplank. (I From Moray, I at last sailed north, to
could have made it myself, but they Norland and then Gnarhelm. I found
were being very helpful.) the lands of the northmen to be quiet
The most surprising thing about the and peaceful realms. The men were
port was the vigor and apparent sea- happy with their lot in life; the women,
craft of a non-sea faring people. Though as a rule, were not allowed to meet
the Ffolk did not build large vessels of strangers. This, if anything, was the
their own, and preferred to work on only disappointment in my journeys

31
THE LANDS OF THE FFOLK
Callidyrr, Realm same name. The Palace of the High King evolving as the Ffolk found something
is a wonder of architecture. Its tall new to celebrate with the arrival of
of the High King spires can be seen, piercing the clouds, each day. Musicians walked the streets,
At a Glance as ships sail through the placid waters playing their instruments and singing
of Whitefish Bay. as the mood seized them. Bards of the
The mightiest and oldest kingdom of Amid the winding ways of the castle, Ffolk, minstrels of Waterdeep, and pip-
the Ffolk, Callidyrr occupies most of the the elite troops of the High King train ers of Calimshan were present in nearly
island of Alaron. The Palace of the High and the council of sorcerers meets to equal numbers, such that just as the
King, Caer Callidyrr, is easily the grand- advise their liege. The High King him- music of one began to fade from the
est structure on the isles. This is the self rarely leaves his castle or receives stroller’s ear, another would intercede
center of magic, for here the council of visitors. In splendid isolation he rules to take its place.
sorcerers holds the ear of the High his land and his people. Of the fabled sorcerers—at least, the
King. And this is the center of artisan- council is fabled here on the Moon-
ship, source of the finest steel weapons Elminster’s Notes shaes, where practitioners of magic are
anywhere along the Sword Coast. not common—I saw but one. This was a
The northern border of Callidyrr lies The wonders of Caer Callidyrr would
clean-shaven young fellow who greeted
along the Fairheight Mountains. This is take a far larger volume than this to
me curtly along the wall one morning,
a relatively low, but very rugged range describe, but the beauty of the palace
then chanted a spell and flew over the
that separates the kingdom from the lies deep within the white granite walls,
northmen realm of Gnarhelm. A shameful state of grime and disrepair
Callidyrr is easily the most prosper- has been allowed to besmirch the place
ous and civilized kingdom on the Moon- under the current monarch.
shaes. The land is rich and natural Of course, I waste no affection for His
resources such as timber and iron are Majesty, King Carrathal. That worthy
abundant. Even gold, silver, and other sir deemed my visit not sufficient cause
precious metals have been excavated to grant an audience. I was made wel-
from the foothills of the Fairheight come in his castle, but no more than
Range. that.
Callidyrr receives more visitors from As I whiled away several days, I
the Sword Coast and beyond than any noticed a curious mood about the castle
other realm of the isles, and conse- and the city below. Oh, the Ffolk were
quently it has a more integrated popu- friendly enough, and I took several
lace. It is not uncommon, in the streets afternoons to peruse the wares in the
of the capital city, to encounter Calishi- city market, even taking the liberty of
te merchants, mercenaries of Tethyr, selecting a keen dagger from an old
shipbuilders of Mintarn, and many oth- weaponsmith—once the armorer for
ers among the tradesmen and fisher- the king’s troop, he claimed. And his
men of the Ffolk. weapon was a fine piece of work.
Much of Callidyrr is gently rolling But I asked him about the current
open country. Several good roads cross king, and the man steered me to a new
the land, stretching north and south subject. Throughout the city, and even
from the capital. Many other roads among the servants in the castle did I
have fallen into disrepair. find this to be the case. None would talk
The largest forest in the land, Dernall about their privacy-favoring lord.
Forest, is home to several roving bands The city itself is a bright and cheerful
of outlaws and cutthroats. Even the place. The music of bards and minstrels
militia of the High King fears to enter abounds; wares from throughout the
this wild reach, except in great num- Realms are sold at the many small
bers. shops. Taverns, of course, are frequent,
But the most fabled part of the king- but are mostly clean and relatively
dom, and one of the wonders of the quiet—unusual for a large port.
Moonshaes, sprawls on the hilltops And the entertainment that abound-
above the islands’ most populous city. ed throughout the city gave to mind
Caer Callidyrr lords over the city of the thoughts of constant festival, ever-

32
city, attracting some considerable atten- es are screened by a series of jagged that stinking place, and the litter of
tion. gullies and ravines, and the slopes of human endeavor is everywhere.
The castle itself is a splendid fortress, the three hills are steep and rocky. Although the town looked shabby,
surrounded by thick walls of that I journeyed north from the capital wealth was very much in evidence. I
strange, white granite. It is huge, cir- aboard a jolting hay wagon that was learned that gold had been discovered
cling about the tops of three large hills. carrying fodder to the mines at Cantrev in more than one of the mines; the yel-
Access is granted through three large Blackstone. Fortunately, the high quali- low metal was spent by many a dirt-
gates, one atop each of the hills, but the ty of the road, apparently made of the stained miner on spirits, food, or
approaches to each gate are securely same white granite as the palace of the ribaldry. The cantrev, which I under-
covered by adjoining walls and towers. High King, made the ride bearable. We stand is representative of the mining
Unfortunately, in many places the moved quickly, reaching the cantrev in towns along the southern shore of the
white stone was stained by soot, for no a few days. Fairheight Range, had a sizeable, albeit
one seems to make any effort to keep it The Cantrev of Blackstone is really a ill-trained, militia. The town lord was
clean. Cracks and chips had worn into collection of shops, with houses added much in evidence, McDonnell I believe
the walls, and several of the highest secondarily, for this is the source of they called him. He marched about at
towers had been deemed too unsafe for some of the finest iron in the Realms. the head of the militia during the day,
use. Miners worked day and night, super- and then staggered from tavern to tav-
I was granted access to one of the vised by a number of crusty dwarves ern with a crowd of hangers-on at
sturdier towers, and the climb was who must have been drawn here by night.
worth the view, even for these old tremendous wages. A pall of black Needless to say, I was not disappoint-
bones. The spire seemed impossibly smoke seemed to hang heavily in the ed to embark from Blackstone toward
narrow, yet the joints in the stonework valley occupied by the cantrev. the southern part of the kingdom,
bespoke a truly immortal strength, and The mines are located at the bases of beginning my journey via coracle down
the view of the castle, city, and bay the surrounding mountains. A steady the Swanmay River. This journey was
proved superb. It was easy to under- stream of carts hauls the valuable ore without exception a pleasant one, until
stand why the fortress had never fallen down to the smelters and forges of the the river began to wind through the
to an invader: the landward approach- Cantrev. The air stings one’s eyes in tangled depths of Dernall Forest.

33
Here my boatman and I were action was well worth the dishevel- the island of Gwynneth. But that is a
accosted by bandits, who used an inge- ment, however; O’Roarke’s fighters tale for another time.
nious snare to trap our little vessel. lured the militia into a carefully laid
Things looked rather grim for a ambush and then set upon them from Game Information
moment, but I managed to persuade all sides with delightful ferocity. The
The Fairheight Range is home to an
them to give my boatman his freedom, melee was relatively bloodless—
unpleasant array of monsters. Trolls in
and to take me to their ruler. O’Roarke lost none of his men, and I
great numbers roam the highlands,
This gentleman, a remarkably well- think only one guardsman fell dead, but
making the passes across the range
mannered rogue whom I heard them many of the rest fled with an assort-
ment of cuts and bruises. I’m quite cer- unsafe for any but large groups of trav-
call O’Roarke, apologized for a misun-
tain it will take great incentive to bring elers. (Even these might be preyed
derstanding, as his men had assumed
upon if they do not exhibit sufficient
that I was traveling with a great deal of that band into the forest again.
caution.)
money intended for the coffers of the With regret I finally departed the jolly
bandits, for I had another region of Cal- All of the cantrevs along this range
High King. When he learned that my
lidyrr to see before journeying on. derive their existence, as does Black-
mission was simply one of learning, he
stone, by mining metals from the rich
proved a most amiable host. O’Roarke’s men gave me protection to
veins among the foothills. Orc and gob-
O’Roarke informed me that the High the southern edge of the forest, and
lin raids are not uncommon, and each
King, in his opinion, was not the true furnished me with a pair of horses and
cantrev keeps a ready militia of 2d4 x
ruler of the Ffolk. Apparently, my host’s a groomsman to see to the rest of my
100 1st-level fighters ready to pick up
rather vigorous announcement of this trip.
arms in defense.
opinion, which he believed to be abso- My last stop was at Cantrev Llewel-
lyn, a large fishing village on the west- All of the cantrevs can muster a small
lute fact, resulted in an edict declaring
militia, generally 200-500 1st-level fight-
him an outlaw. ern shore. This community, finally, fit
ers, with about 25% bearing long bows,
The outlaw had assembled for him- the preconception I had held of the
and 15% mounted on horses. The army
self a company of men, loyal to their Ffolk: it was a plain burg of several hun-
of the High King, and all of the militias
leader, and now enjoyed the fruits of dred cottages and a few dozen larger
from the southern half of the kingdom,
the land, supplemented by whatever buildings. A stone tower, about a mile
is also equipped with a few battle char-
fruits of the king he could liberate from inland, provided security against raid-
iots.
the royal coffers. Indeed, O’Roarke and ing northmen.
The High King has an elite troop of
his band lived quite comfortably. I saw A large community of halflings had
bodyguards, consisting of 180 5th-level
dozens of maids, many quite fair, in the excavated burrows into the hillsides
fighters. He can also muster an army
camp, and was treated to an evening of near the tower, and the small folk are
that includes 300 3d-level and 1,500 1st-
entertainment by a Lesser Bard who numerous in the town itself. Several
own taverns and inns and serve a pre- level troops. Among these are 400
nonetheless seemed to be quite a prom-
dominantly human clientele. longbowmen, 300 horsemen, and 50
ising talent.
charioteers driving a total of 25 vehi-
The outlaws lived in a unique city, Lord Llewellyn received me as his
cles.
located in the center of a swamp that guest and treated me to an endless lita-
ny of complaints about his neighboring The council of sorcerers concen-
was near the heart of the forest. Their
trates most of the magical power in the
cottages were built around the trunks lord to the south, Lord Kythyss. It
Moonshaes into the hands of the High
of trees, or upon stilts that rose from seems that the two contest the rights to
King. The council consists of 11 mages
the muck. They traveled about by fish the fertile waters between their
of 9th level and above. The most power-
canoe, or used intricate webs of vines to cantrevs. They have appealed to the
ful mage, Curmavyss, is 15th level.
scamper back and forth. I must confess High King for a judgment, but have as
to using the canoe when I moved yet received no response. It seems Lord
about—the vine web, I fear, was Kythyss has now hired a company of Corwell: Heartland
designed for much younger men than I. mercenaries to protect his ships. Lord of the FfoJk
I stayed with the outlaws for several Llewellyn is certain they intend to
weeks, enjoying a thrilling chase when march on his town. His lordship At a Glance
the militia of the High King came upon impressed me as a singularly timid man If Callidyrr represents the height of
us quite by surprise. I’m afraid I was a for a ruler of his station. culture and accomplishment of the
bit of a nuisance as my scrolls went fly- I have no indication of how the two Ffolk, Corwell represents the roots of
ing just as the iron-clad guardsmen lords resolved their conflict, for soon those achievements. Occupying the
burst into the camp. The opportunity to after my arrival, I chartered a fishing southern half of the island of Gwyn-
witness a truly disciplined company in captain to take me across the strait to

34
neth, Corwell is the oldest kingdom of occasional band of castaways, make palisade. The only easy access is along
the Ffolk upon the Moonshaes. The this coast the most dangerous part of the castle road, which winds up the side
island of Gwynneth was the first to be the kingdom. of the knoll, totally exposed to fire from
settled by humans, although its popula- Caer Corwell itself stands at the ter- the walls and gatehouse of the castle.
tion fell behind that of the more hospi- minus of Corwell Firth, one of the finest Thus the weakness of the timber pali-
table island of Alaron. natural harbors in the islands. The city sade has been balanced by the difficul-
The kingdom was founded by the of Corwell is actually more of a town ties of the castle’s approaches. Like
greatest hero of the Ffolk, Cymrych centered around the docks and storage Caer Callidyrr, Caer Corwell has never
Hugh, before that ruler became High buildings of the harbor. fallen to an invader.
King and moved his seat of government Because of its more remote location, Caer Corwell is the setting for much
to Callidyrr. Now Corwell is the second- Corwell receives far fewer visitors of the adventure contained in
largest realm of the Ffolk, after Calli- from other realms than does Callidyrr. Darkwalker on Moonshae. The descrip-
dyrr. A few trading vessels call at Corwell tion of the area during Elminster’s visit
Corwell is ruled by King Bryon Ken- harbor each year, but the kingdom does is drawn from the sage’s experiences
drick from his great hall in Caer Cor- not maintain a steady commerce with approximately 10 years before the hap-
well. The king exerts little real control any lands except the other kingdoms of penings described in the novel.
over the land, however, preferring to the Ffolk in the Moonshaes. This has
leave details in the hands of the cantrev allowed the culture of the Ffolk of Cor- Elminster’s Notes
lords. Because of the relatively sparse well to remain relatively pure, a status
My journey to Corwell was taken in
population of the land, there is plenty that the druids strive diligently to main-
one of the ludicrous craft the Ffolk use
of room for all of the cantrevs, and thus tain.
for sailing from island to island—a cora-
they do not suffer from the petty inter- The area around the town is smooth-
cle. The craft was the size of a small,
nal bickering that seems so common on ly rolling moor, barren of trees, so the
inverted barn. It seemed to have little
Alaron. predominant feature of Corwell is visi-
keel, for it pitched forward every bit as
The island of Gwynneth has been ble for many miles in all directions. This
much as it rocked from side to side. A
held by the druids to lie closest to the is Caer Corwell, a sturdy castle that has
single sail served to catch such wind as
heart of the goddess. Moonwells are been built atop a rocky promontory
was available; I felt certain that the few
more common here than on any of the that rises several hundred feet above
days I spent at sea were likely to be my
other islands, and the clerics of the new the town itself.
last.
gods have made few inroads into the Caer Corwell is nowhere near as
traditional goddess-worship of the peo- grand as Caer Callidyrr, but it has
The crew of several fisherman served
ple. proven a sturdy redoubt in times of
my needs solicitously, I must admit—
Corwell is bounded to the north by trouble. The castle consists of a great
kind Durkin, the captain, took particu-
the sacred wilderness of Myrloch Vale. central hall, adjoining barracks, stables
lar pains to see to my comfort. The
The Ffolk have displayed no ambitions and other outbuildings, and a wide
journey was broken by one rather stun-
to expand into the area, and the druids courtyard, all surrounded by a timber
constantly expound upon the sacred
nature of the place. Humans rarely
enter the Vale, as there is little of mate-
rial worth to be found there.
The southern coast of Corwell is
exceptionally rugged and rocky. Sheer
cliffs line much of the shore, so even
where sheltering promontories keep
the waters placid, there are few sites
that make decent ports.
Add to this the fact that the landward
side of the coast is blanketed in the
thick woods of Llyrath Forest, and the
southern coast of Corwell becomes vir-
tually inaccessible. This makes it an
ideal hiding place for the occasional
pirate ship that strays westward from
the pirate isles. These ships, and the

35
ning interlude, as well. strong drink and big mouths. Part of soon as we docked, the huge crane next
As misty dawn was breaking across the rumor, he said, is that one of high to the smokehouse was lowered into
the Strait of Alaron, and the captain honor and pure heart who visits the the hold, and the catch was lifted
was assuring me that we were far from tomb of the queen will there have a ashore. It was a most exhilarating expe-
any land, we suddenly beheld a glitter- wish granted by Her Benign Majesty. rience, though the smell of fish wafted
ing castle, rising as from the waves The castle stayed visible throughout from my robes for the remainder of the
themselves, startlingly close to our the morning, which was exceptionally journey.
craft. clear. It finally disappeared below the The evening of this adventure, while
The fishermen grew reverent and horizon with amazing suddenness; I recovering in the Silver Salmon, I
awestruck, falling to their knees in could not tell if distance had put it out encountered a breeder of horse—one
amazement. I could waste no time on of sight, or if it had again slipped under Garald, of Cantrev Horstall, who had
such reactions, so overcome was I by the surface of the sea. just completed the first leg of a journey
the scene. Much inspired by the mystical to Caer Corwell. Garald was delivering
The castle gleamed as though encounter, I at last reached the shores a dozen fine steeds to King Kendrick
encrusted with a multitude of gems of Gwynneth, stepping ashore at Can- and offered me a place on the back of
that were sparkling in the sunlight. As trev Kingsbay. This little town well fit one of them for the journey overland. I
we passed, I saw that the stones were my preconceptions of the communities agreed and bid a fond farewell to fair
wet with brine, as if the edifice had, of the Ffolk. Winifred.
moments earlier, risen from the clean The smell of fish was everywhere, We set out the following day upon the
sea to welcome the day. emanating from the two dozen fishing only road in the kingdom, Corwell
The walls were high, the castle nar- boats docked in the little bay and from Road. This thoroughfare was a splendid
row and looming. The stones of the the smokehouses along the shore example of engineering, paved with
wall, I saw as they dried, were smooth where the catch was dried. Even the smooth white stones and running
and rose-colored, like polished quartz. people smelled of the sea. Perhaps a straight as the path of an arrow across
Slender towers with cone-shaped tops hundred cottages crowded close the center of the kingdom. Garald’s
climbed skyward within the walls. against the shore, for the land beyond company was entertaining. His horses
From the highest of these, a silken pen- rose quickly into a rocky bluff. were splendid creatures: browns and
nant flew, bearing the image of a black At least the town boasted a hospitable grays, strong enough to pull a plow, but
chariot with whirling silver wheels. I inn, the Silver Salmon. Young Winifred, fleet enough to carry a lancer into bat-
saw no gate, nor means of entrance, the barmaid, was exceptionally helpful tle. He told me they were representa-
though the walls were marked by high in introducing an old traveler to the tive of a breed that is unique to the
windows. Neither did I see any living wonders of her island. (Though most of eastern Cantrevs of Corwell.
creature. the wonders did not compare in any The central plains of Corwell made
With palpable regret, I studied the way to Winifred herself.) for easy traveling. The road climbed
mystic structure as it fell astern. It was I politely turned down an offer from a steeply from Cantrev Kingfish, but
hard to avoid the conclusion that the fisherman to take me along on his daily within a mile had leveled out across
castle moved away from us, rather than voyage, having had enough of the sea to open country. For several days we trav-
we from it. last me for many years, but he took the eled thus.
Durkin told me tales of such a place— time to explain that the salmon run in Each night brought us to a small can-
Caer Allisynn, he called it. It is the leg- the Straits of Alaron was at its peak. I trev, occasionally little more than a
endary resting place of Queen Allisynn, finally consented to the ride and was traveler’s inn, but the accomodations
wife of Cymrych Hugh, who perished pleasantly impressed. The long-hulled were always comfortable and the
in her husband’s war with the Beast of fishing boat—more reminiscent of the prices reasonable. This, I was learning,
the isles. Hugh erected this citadel for longships of the northmen than it was seems to be a hallmark of the business
her, surrounding her with the most fab- of the coracles—proved quite seawor- establishments run by the Ffolk.
ulous treasures of the age, upon a small thy, and the salmon run was a thing of The fourth day of the journey, as we
island between Gwynneth and Alaron. rare beauty. approached the halfway point, was
Then, with the aid of the Great Silvery fish leapt clear of the waves marked by a surprising incident. As we
Druids of both islands, he commanded on all sides of us. We found ourselves in approached Cantrev O’Malley, we were
the castle to sink beneath the waves, the midst of a large school, and the fish- met by a company of angry men, bear-
carrying his beloved queen to an eter- erman and his sons were hard-pressed ing pitchforks and a few swords and
nal rest. The fisherman says that he has to haul in the nets. In less than an hour, long bows. The group was in high dud-
heard tales of its sighting, but had dis- his boat laden with the catch, the fisher- geon, as it seems that a band of firbolgs
missed such stories as inventions of man turned back toward the harbor. As had descended from the highlands of

36
Myrloch Vale and had wrought depre- remained in Cantrev O’Malley for sev- gruesome walls.
dations among the cattle and sheep. eral days. In a few short hours, I Lord Koart claims that the castle of
The townsmen were led by a ranger observed these people passing from skulls still stands somewhere along the
who had located the trail of the mon- battle frenzy to festive revelry. In later rugged southern coast of the island,
sters; they wanted to commandeer our years, these hours have always symbol- guarded by the spirits of those who
horses to aid them in the chase. Garald ized for me the dual nature of the Ffolk. died there (and perhaps by darker
agreed to rent them the steeds, where- And of course, there was Colleen....) things as well). Of course, no one alive
upon they threatened to take them and The last week of the journey passed can verify the existence of the place,
leave his body for the ravens. Some quickly. Garald pointed out the dark but all hold the tale to be truth.
judicious negotiating followed, as the ridge of forest land that remained visi- The following day we finished the
militia captain stated his emergency jus- ble off to our left for several days, nam- ride to Corwell, none too soon for my
tification, and Garald explained that the ing it Llyrath Forest. This, he explained, tastes. I would almost have preferred to
steeds were intended for the stables of was the wildest region in the kingdom, travel by coracle, for the saddle sores
King Kendrick himself. Eventually, an the haunt of bears, boars, and other stung for another week.
arrangement was reached, a reasona- wild game. Were I more of a huntsman, The fortress of Caer Corwell was visi-
bly low price was arrived at, and we set I’m sure I would have been tempted to ble for most of that day’s journey. As we
off on the trail of the giants. venture there. As it was, I contented drew closer, I could make out details of
The firbolgs had fled north, toward myself with my destination of Caer Cor- the great hall and the surrounding pali-
their own dominions, and the humans well. sade. The fortress’s location, atop a
pursued them through increasingly On the last night of our journey we steep knoll, seemed to be naturally
rugged country. Finally, we caught stayed at a cozy inn at Cantrev Koart, formed for defense. The improvements
them—a trio of the ugly beasts. They where I met the local lord (of the same wrought by the Ffolk made the place
were surprised in the evening as they name). After many tall drinks, Lord virtually impregnable.
prepared a simple camp. All three were Koart shared a tale of Llyrath Forest The road winding up to the castle was
slain by the archers before the rest of that I knew not whether to take seri- steep and passed under the palisade
the mob could get close, but that didn’t ously. I include it here with that cau- wall for much of its length. Thus attack-
stop the others from charging in and tionary note. ers would be subjected to a nearly con-
savaging the bodies with malicious glee. Lord Koart tells of an ancient fortress stant stream of oil and arrows should
Finally, the blood frenzy seemed to pass in the depths of Llyrath Forest that has they try for an assault against the gate-
from these formerly peaceable Ffolk, been long abandoned. It is a castle made house. And the sides of the knoll were
and we returned to Cantrev O’Malley. I of skulls, erected some time after the so steep that no other approach seemed
was considerably sobered by the obser- reign of Cymrych Hugh to commemo- even vaguely feasible.
vation of the ferocity of the Ffolk when rate a great victory over the northmen. I feared that I had arrived at an ill
battling a hated enemy. I vowed to treat In those days (and still, as evidenced by time, for I learned upon entering the
their traditions with respect as long as I the episode with the firbolgs) the Ffolk castle that King Kendrick was secluded
remained within their lands. would take the heads of those who had in mourning for the loss of his young
That night, Cantrev O’Malley was the fallen in war. wife. It wasn’t until much later that I
scene of wild celebration. The heads of In time, enough enemy skulls had learned she had died six years before;
the firbolgs had been returned to the been gathered that the High King, Gwy- the king had never completely recov-
town and were mounted on sturdy lloch, had them raised into a mighty pile ered from the shock.
poles to be reviled by all. Kegs of dark on the south coast of Corwell. So taken While I waited for an audience, I
ale were rolled out, bonfires climbed was he with the proof of his enemies’ spent several days in the town, but
into the sky, and maidens took part in a downfall that Gwylloch moved his found the place somewhat disappoint-
bizarre ritual where they swung great, court into the castle of skulls. He led ing. Perhaps I was expecting some of
clublike sticks at the giant heads in an expeditions against the lands of the the splendors of Caer Callidyrr. What I
effort to knock them from the stakes. northmen, or against the holdings of found was a small fishing town, not
One Colleen, a petite lass and the recalcitrant lords, in order to add skulls unlike Cantrev Kingfish at the other
daughter of the cantrev lord, knocked to his collection. end of Corwell Road, except that the
two of the heads free, and followed her But the place reeked so heavily of capital was a trifle larger and more
triumph by consuming ale at a rate that death that he slowly went mad, as did prosperous.
put even this old sage to shame. (Had it all of the retainers and courtesans who The inns, as always, were fine. The
not been for the pressing nature of attended him. At the last, gibbering and Boar’s Tusk, run by a grizzled old hunts-
Garald’s business, and my dependence drooling, they destroyed themselves in man named Garek, had a solidly male
upon his transportation, I would have a suicidal orgy of combat within the clientele, and the conversation was

37
earthy. The Red Stag, on the other by a faint, milky tint. I sensed some- gave me a cursory review of his nation’s
hand, was a quieter place with soft- thing powerful and sacred here and long and colorful history: the birth-
spoken barmaids and savory food. It then realized that I must be looking at place of Cyrmrych Hugh, the home of
was run by a stout matron named one of the Moonwells. I could almost the elite swordsmen who had routed
Miriam, whom I recalled from Water- feel the nearness of the earth goddess the northmen from Moray a decade
deep. There she worked in an establish- worshiped by these Ffolk; certainly, I earlier, and the land closest to the heart
ment of a somewhat more ribald knew why they held her in such rever- of the goddess. The only time real feel-
nature; she seemed to enjoy the more ence. ing entered his voice was when he dis-
pastoral life of Corwell. Finally I was able to meet with the cussed Myrloch Vale, which is not part
Of particular fascination was the local king. I found King Kendrick to be a of his kingdom at all. He seemed to feel
druid grove and Moonwell, which lie young man, obviously a former war- real reverence for that place and spoke
near the castle, across a large commons rior, who carried his few years heavily. with fondness of the great druid of
field from the town. The massive oak Wrinkles creased his face, and gray Gwynneth, Brianna Moonsinger. When
trees marking the grove stood in a near- streaks ran through his hair. His man- I asked if I could meet her, he grew wist-
ly symmetrical ring, although they had ner was listless, albeit polite. ful again, and then rudely refused.
sprouted naturally there. Within the During the audience, we were inter- After this unpleasant interview, I
grove, a leafy canopy shaded the rupted by the king’s young son and the resolved to terminate my visit to Cor-
ground, but the widely spaced trunks king’s ward—a striking, dark-haired well. As there happened to be a Calishi-
allowed a pleasant breeze to whisper lass who stared at me so boldly that I te trading galleon in the harbor at the
through. A soft cushion of grass layered had to smile. The king treated them time, and I had heard a crewman men-
the ground, and subtle shades of colum- brusquely, in a manner that struck me tion its next port of destination—
bine brightened the shadows. In sev- as unusual after observing the usual Moray—I induced the captain to ferry
eral places I noticed huge stone arches, enthusiasm with which the Ffolk treat me across the Sea of Moonshae to my
moss-covered and obviously very those they care for. last stop among the Ffolk.
ancient. But then, this king treated everyone
In the center of the grove was a pool brusquely, even the old sage who had
of still water, nearly clear, but clouded honored his kingdom with a visit. He

38
Game Information Also populating the southern coast of Firbolg encounters represent a possi-
Gwynneth are numerous savage bands ble threat in the northern parts of the
Caer Allyson is now an undersea of pirates, who use the rugged bays and kingdom. Rarely one can encounter
realm that only rarely emerges from coves as secure hiding places. Often the these giants farther afield. As they lair
the water to enjoy 2d6 hours of sun- pirates are northmen, but they might in Myrloch Vale, however, unusual cir-
shine. This occurs 1d4 times a year, also be Calishites, rogue bands of Ffolk, cumstances (such as war) are required
always during pleasant and summery or other bands of renegades from any- to draw them far from their homes.
weather. It is the tomb of a highly virtu- where along the Sword Coast. Each cantrev in the kingdom can
ous queen and is laden with many trea- A pirate base will have a few crude muster a militia force of 40-100 1st-level
sures, but the ransacking of the place huts lodged on a narrow strip of shore, fighters commanded by a sergeant of
would be an evil and chaotic act. A or maybe built within a wide sea cave. 2d-5th level. The cantrev lords are
character who reaches the glass coffin Generally, the coves selected by the fighters of 5th to 10th level. Most of
of Queen Allyson, at the heart of the pirates are not accessable via overland these men are swordsmen, but about
castle, and who has not stolen or plun- routes, as they are protected by tangled 20% are skilled with the long bow as
dered, may have a wish granted, at the fens and the high bluffs that run along well.
DM’s discretion. The castle is defended most of the southern shore of the Caer Corwell maintains a garrison of
now by scrags and sahuagin, both island. 200 men-at-arms, 10 of which are ser-
above and below water, so reaching the An active base always has 4d20 geants of 2d-5th level. The garrison
throne room is no easy task. The quest pirates present. These are mostly 1st- commander is Arlen, a 9th-level fighter.
for the wish can be successful whether level fighters. For every 10 pirates,
or not the castle is submerged. however, there is one 3d-level fighter;
The castle of skulls is also a real place, Moray
for every 20 pirates, there is a 5th-level
but it is far more sinister than Caer Alli- fighter; for groups of 40 or more At a Glance
synn. It is a labyrinthine place, with pirates, there are a 7th-level fighter and
upper levels populated by slithering Moray is the westernmost of the
a 7th-level magic-user. There is a 50% lands of the Ffolk and is thus the most
reptilian monsters such as basilisks, chance that any group of pirates
giant snakes, and perhaps even a green removed from the civilizing influence
includes a cleric of 1st-10th level. of the cultures along the Sword Coast.
dragon. Although the pickings and plunder
The upper reaches are pleasant pic- It is also the most untamed of the south-
are not great along the Sword Coast, ern isles. Trolls, orcs, goblins, and fir-
nic grounds compared to the lower 50% of the pirate communities have a
levels, where increasingly powerful bolg giants may commonly be
stash of treasure nearby, generally bur- encountered in its remote regions.
hordes of undead guard the burial ied in a very concealed location. Half of
mounds of many brave knights and The Ffolk of Moray are rough and
these treasure troves are guarded by a uncouth, even by the standards of the
bold kings. The deeper one penetrates, chained or charmed monster of some
the more horrible the undead, until Ffolk. They are savage fighters, easily
sort, such as firbolg giants, trolls, or provoked to violence, but warm and
spectres and ghosts are encountered scrags (if underwater). The total trea-
around the final barrow. Within, a lich generous to their friends.
sure found is worth 2d6 x 1,000 gp, but Moray is the original home of the
stands lonely vigil over the bodies of the at least 75% of it is in the form of sp and
fallen warriors. Characters besting moorhound. The breeding of these
ep. (The pirate captains take all the easi- great dogs is still a highly honored tradi-
these monsters can find an assortment ly carried stuff.)
of powerful magical weapons and tion. Every cantrev lord keeps a large
The chance of any pirate knowing the pack of the animals, and they serve loy-
armor laid upon the bodies of the long- location of the stash is determined by
dead knights who wielded them. ally both on the hunt and at war.
rolling 1d6. If the roll is less than the The rocky and mountainous nature
Choose the items so that they do not pirate’s level, the pirate knows where
unbalance your campaign, but every of the isle is one reason it has remained
the treasure is. Thus, 7th-level pirates so untamed. The small harbor and
character who makes it this far should always know and 1st-level pirates never
find something worthwhile. town of Moray on the northern coast is
know. the largest concentration of humans
The castle of skulls is hard to find Outlaw encounters are possible in
since it is overgrown with weeds and anywhere on the island, and its popula-
Llyrath Forest, but they are uncommon tion barely exceeds a thousand. Most of
also lies in the heart of a stagnant fen at and are with small bands of 2d6 out-
the southern fringes of Llyrath Forest. the other human inhabitants are scat-
laws. These gangs are surly cutthroats, tered along the Shannyth River valley
The specific location should be deter- generally living here because there is a
mined by the DM, using one of the fens that cuts across the center of the island.
sentence of death hanging over their The northeastern tip of Moray is cov-
shown on the map. heads.

39
ered by the Trollclaw Range of moun- town did not even boast a castle, as had man and are covered by thick, black
tains. Although the altitude of this the other capitals of the Ffolk I had vis- hair. His face disappears behind a huge
rocky wasteland rarely exceeds 4,000 ited. Instead, two or three high, round black beard; flowing hair of the same
feet, and then only at the dozen or so towers stood upon prominent hills a color tumbles across his shoulders and
highest peaks, it is so marred with mile or so inland. In the event of a for- far down his back.
sheer cliffs, loose slides of rock, narrow midable raid, the population of the The king spoke with considerable
gorges, and deep lakes that human tra- town would retreat to these towers, pride of his little island. His conversa-
vel here is difficult. The terrain is com- leaving their community undefended in tion was interspersed with derogatory
pletely impassable to horses. the face of the northmen. references to those overly civilized
Much of the southern and eastern I settled into a comfortable inn, the lands to the east, such as Corwell and
regions of Moray lie under the Orcskull Silver Sword and enjoyed a tasty, if Callidyrr. Occasionally he mentioned
Mountains. This is a larger range, no plain, meal of potatoes and mutton. It the northmen, never failing to spit con-
higher than the Trollclaws, but it is not was late afternoon, but the place had temptuously onto the floor following
quite so rugged. An occasional pass already begun to fill with revelers. A each such phrase.
crosses the range, and much of the few introductions were made, and I But then he would turn again to the
highlands consist of green tundra. had begun some fascinating conversa- wonders of his own land. The green
A few small cantrevs lie along the tion, when the King of Moray himself farmlands of the Shannyth River Valley
southeastern coast of Moray, connected arrived, pledging in a booming voice to took on a mystical air of fertile beauty
by passes to the rest of the isle. These make my visit a memorable one. He through the king’s words. He told of
communities derive a living from the ordered the barkeep to produce huge lively water sprites who played along
bounty of the sea. The mountains to mugs of the special ale reserved for his the placid river’s banks, and of the mis-
their backs shelter them from the majesty and the guests of the king, and chievous leprechauns who teased the
worst of the winter storms, so the we began to form a lasting friendship. unwary traveler. He spoke of the orcs
weather here is not as bad as on the rest King Dagdar is a man who looks like and trolls as though they were mere
of the island. However, the threat of he might have received the body of a nuisances, not worth the cost and trou-
marauding orcs, raiding down from the bear through an error of birth. His ble of a campaign to remove them.
Orcskull Range, is very real. More than arms are thicker than the legs of a stout None of the people of the Ffolk spoke
one of these communities has been
wiped out to the last person by the rav-
ages of the bestial monsters.

Elminster’s Notes
The Calishite galleon proved to be a
wonderful improvement over the cora-
cle, even better than the merchant ship
of Waterdeep that brought me to the
islands. Once the captain realized that
my gold was forthcoming, in exchange
for each additional nicety he could pro-
vide, the accomodations improved reg-
ularly.
The bed was a mountain of soft feath-
ers layered in silk. The captain’s own
attendants waited upon me during the
day, and entertained me at night. These
women were scarce more than girls in
appearance. Several played the peculi-
ar wailing pipes of Calimshan with
great skill, and a pair of them danced in
such a way that this old heart’s rhythm
was dangerously accelerated.
It was almost with regret that I
stepped onto the dock at Moray. This

40
in such a warlike manner as King We passed through Cantrev Dyn- But they found that as soon as they
Dagdar. I felt that I talked with one who neghall on the third day of the trip, left the castle, it disappeared behind
truly believed that the only true mea- enjoying the hospitality of the Red Stag them, and they could see neither bridge
sure of a man was the test of steel and Inn. This tiny community seemed at nor castle, even on the clearest of days.
blood. He spoke of the battles he had first glance a craven and impoverished And so they wandered the world. They
fought and won. The northmen had collection of hovels, but as we spent were fine, strong men, and soon found
landed several times on Moray during time there I came to realize the people employment in the armies that fought
his lifetime. Always they had been driv- were proud and very self-sufficient, back and forth among the surrounding
en away after a series of bloody engage- caring little for the impression their lands. One by one, they died in battle,
ments. Once, the king reluctantly squalid living quarters made upon visi- until only one—the oldest—remained
admitted, he had accepted the aid of tors. alive.
King Kendrick and a company of Cor- Finally we had our opportunity to Despairing for the grief that had
well warriors to help banish the enemy; hunt, as the hounds scented a herd of come upon his family, he made a final
I sensed that, beneath his gruffness, the great red deer of Moray. For a day effort to return to the home of his
King Dagdar was truly grateful this aid. we gave the dogs their heads, and they mother. At last, in the height of a winter
Eventually I was invited to join the led hound masters and hunters upon a storm, he saw the castle before him,
king on a hunting expedition to the cen- merry chase across the fields. Occasion- with long bridge of glass leading
ter of the island, and I readily accepted. ally the chariots had to take a round- toward it. Rejoicing, he set across the
Not only did I genuinely enjoy his com- about route to follow the horses and drawbridge, but it was slippery with
pany, but the wild nature of Moray had dogs, but I was impressed by the diffi- ice, and he could not retain his footing.
begun to intrigue me considerably. cult terrain that the two-wheeled carts He slipped, and tumbled to his death
We left on the morrow, a bright and could negotiate. We eventually brought upon the jagged rocks below.
chill dawn that highlighted the emerald the prey to ground, and the dogs Now, the king explained, on days of
green of the land around us. The king, cleanly killed two bucks and a large wondrous summer warmth or savage
his head huntsmen, a number of retain- doe. The huntsmen cleaned the quarry winter cold, the mother mourns for her
ers, and I galloped forth from the town which, to my amazement, the dogs had children in a long, keening wail that
in a caravan of sturdy war chariots, six not worried, and the hunt was declared carries plainly to the fields beyond the
vehicles strong. Each was pulled by a a success. mountains. No mortal, it is said, has
pair of powerful chargers. The whole That night, around the bright circle ever seen the glass castle or its slender
expedition was preceded by a score or of a campfire, we heard a chilling cry bridge. But perhaps one day, say the
more of the giant moorhounds. that ululated down from the valleys of legends, a young man or woman who is
Two hound masters followed the the nearby Orcskull Range. This a descendant of the maid in the castle
pack astride a pair of nimble gray seemed to put King Dagdar in a pensive will enter the Orcskull Range, see the
mares that seemed willing to follow the mood, as he reflected upon the origin of castle of glass, and cross the draw-
hounds through any obstacle. the sound. bridge to relieve the suffering of the
The Shannyth Valley was one of the “’Tis the maiden of Highpeak, it is,” he mother who has grown old with the
most idyllic locales I have visited among announced. “Crying for the lost souls of pain of her sorrow.
all of the Realms. The river was a wind- her children.” Upon my gentle question- From the looks of the retainers, who
ing ribbon of silver in the distance, deep ing, he elaborated. The maid, according had listened, enraptured, to the king’s
blue as it passed near us. We rode on a to legend, dwells in a beautiful castle of tale, I felt certain that each was won-
primitive path—I wouldn’t really call it glass high in the Orcskull Range. Her dering if he might be the descendant
a road—of rutted dirt, but the chariots castle is surrounded by a grove of who would discover the castle and
had no difficulty rolling along. enchanted fruit, fruit so blessed that bring proof to the tale. I myself was
All around us, to the low rim of the none who eat of it need ever fear dis- strangely touched. When the strange
river valley to right and left, were fields ease or death. The castle is separated cry was repeated later in the night, I
of lush green grass, sprinkled with red, from the surrounding mountains by found myself wondering about the
yellow, and blue flowers of a million wide chasms, Here the maid lived in poor mother. I devoutly hoped that she
varieties. Butterflies and bees flitted peace, raising many fine sons. would one day find her peace.
about these vast fields, and small mam- But the sons grew restless in their iso- Our party, more thoughtful than a
mals scurried for cover upon the lated home, and they built a draw- day earlier, headed down the valley
approach of our party. I was impressed bridge of glass to extend to a nearby toward Moray-town on the following
to notice the discipline of the hounds, mountain. Then the sons left the castle, day. Once there, I found the trader’s
who did not veer from their path to over the drawbridge, to explore the galleon still in port, and I was able to
pursue any of this minor game. world. persuade the captain to carry me as far

41
as his next port of call at Norland. With 500 orcs, securely nestled in a network The farmlands of Snowdown are
a mixture of relief and regret, I bid fare- of caves and mineshafts. This repre- divided among several dozen lordships,
well to the lands of the Ffolk and began sents the focal point of monster power each centered around a fortified manor
my journeys among the northmen. on the island. and surrounded by the cottages of the
As far as the castle of glass goes, it is workers of the lands. The King of
Game Information indeed up there somewhere. Whether Snowdown, King Pwylloch, dwells in
or not a PC in your campaign should the only castle on the island, Caer
The Cantrevs of Moray are well- unlock the mystery of the place is Westphall. This stone fortress is located
defended communities of 1d6 × 100 entirely up to you. above a small cove on the southern
inhabitants, the exception being Moray shore of the island. Snowdown is
itself which has 1,000 people. Each noticeably lacking in decent deep-water
town has one round tower for every Snowdown: ports, the cove at Caer Westphall being
300 people, or fraction thereof. The Forgotten Isle representative of the natural harbors
Each cantrev can field a militia unit of on the island. This lack has doubtless
25% of the cantrev’s population. The At a Glance
contributed to the self-sufficient nature
unit consists of 1st-level fighters, half of The island of Snowdown is unique of the place, as trade with other regions
whom are also archers. Their ferocious among the lands of the Ffolk for several is rendered quite difficult.
nature and warlike bearing grant a +1 reasons. As the southeasternmost On the farms of Snowdown are
bonus to Morale and Attack Ratings, for island in the Moonshaes, it has the bal- grown barley, wheat, alfalfa, potatoes,
BATTLESYSTEM™ rules purposes. miest climate, and is generally spared grapes, apples, and many other types of
The humanoid monsters of the high- the howling winter storms that ravage fruits and vegetables. Hogs, cattles,
lands provide regular threats to the the rest of the islands. Also because of poultry, sheep, and horses are common
Ffolk. The monsters attack in sudden its location, it is most distant from the livestock. Ale, mead, wine, and whiskey
raids, seeking to capture provisions and lands of the northmen and thus is rare- are all brewed from the grains and
treasure more than to eliminate the ly the target of raids. And because of its fruits of the island.
communities. In the heights of the relatively mild climate, it is agricultural- Snowdown is the most democrati-
Orcskull Range is a community of some ly the most productive of the islands. cally run of the lands of the Ffolk, with

42
the larger cantrev lords such as Pen- to Snowdown, however, provide a cer- sive patrolling of the king’s militia, so
gram, Harloch, Llandrian, and Bran- tain amount of insight into the way it is hostile encounters with orcs, trolls, and
noch all having meaningful input into viewed by the rest of the Ffolk. goblins are rare. Each cantrev has a
the king’s official policies. The king tax- In one instance, I was enjoying a cold population of from 700-1200 Ffolk, and
es his subjects to a much larger extent ale in the Silver Salmon (at Cantrev can field a militia numbering 20% of the
than elsewhere among the Ffolk, but Kingfish) when a scuffle broke out community’s total population.
these taxes are used to build good roads among the customers. Despite my These units are made of 3d-level
across the island, and to train an effec- annoyance at the disturbance (ampli- fighters, as the king sees that each war-
tive militia. fied by the fact that young Winifred rior receives extensive training. Each
The primary external threat to Snow- was knocked from my lap to the floor, fighter is proficient in the use of the
down’s security comes from pirate where she sustained several ugly long sword and either the long bow
raids by the buccaneers based in the bruises), I observed the resolution of (50%) or spear (50%).
Pirate Isles. The fighters of Snowdown the fight, which most of the patrons Caer Westphall is a stone castle that
have been organized into effective joined. Those few of us who neglected models many of the towers and high
small units of skilled troops that are to choose sides were referred to by the walls of Caer Callidyrr, albeit in minia-
capable of responding quickly to such others as “Snowdowners” after the inci- ture. The treasury of the king, located
threats. dent. in a sealed dungeon deep beneath the
In another case, during my discus- castle, contains at least 250,000 gp of
Elminster’s Notes sions with King Dagdar, that worthy treasure—certainly one of the richest
pointed to an well-dressed visitor in hordes in the Moonshaes.
I did not have the pleasure of journey-
sneering tones, deriding the man as
ing to Snowdown during my travels being “as fat as a Snowdowner.”
among the Moonshaes. It was notewor-
thy that this island was not discussed by
the Ffolk of the other isles with any
Game Information
great frequency. Snowdown has been virtually cleared
The two occasions I heard reference of marauding monsters by the aggres-

43
LANDS OF THE NORTHMEN
From the north comes the wild wind The lands populated by the northmen Auril is viewed as the bringer of win-
The cold wind, have become stable kingdoms, well- ter upon the world, and as such plays a
The ice wind. populated and prosperous. But the major role in the raiders’ society. She is
urge to travel the seas never sinks too mollified with offerings of food and
Barren trees, barren fields deeply into the breasts of these fierce strong drink in autumn and throughout
The barren hearth, unlit sailors, and this desire bursts forth into winter. These offerings are placed upon
As icy winter’s fingers seek action with regular frequency. a raft or small boat and launched into
To end life, to bring chill death The lands of the Ffolk are not the only the winter swells of the Sea of Moon-
target of the sailing northmen. They shae or the Trackless Sea. If a particu-
From the north comes the death wind have been known to raid the length of larly heavy storm or unusually savage
The deep winter the Sword Coast, striking Amn, Tethyr, and enduring winter threatens to cause
The mountain waves. and even Calimshan as they venture a famine, Auril may be gratified with a
boldly southward. human sacrifice or two, placed upon a
The gray sea, the pounding sea They sail north as well, though not so similar raft and sent to sea and certain
Upon the shores, smashing much to raid as to trade the profits of death. Such sacrifices are usually
As frozen water’s heavy fists their southern expeditions at the mar- drawn from the ranks of prisoners or
From the north comes the blizzard ket in Waterdeep, or to either of their slaves, but the northmen may send
wind related nations at Tuern and Gun- members of their own people if there is
The snowy gale, derland. no alternative.
The water white. The northmen have developed a Tempus, the god of battles, receives
rough alliance among their kingdoms offerings from warriors before the
Every winter, every darkened Yule on the Moonshaes, with Grunnarch the start of a battle. He is the patron of the
The north wind brings its message Red, Thelgaar Ironhand, and Raag berserker and is generally viewed as
Until the spring’s awakening, Hammerstaad exerting great influence the protector of those raiders who suc-
The long night holds its thrall. over their subject lords. When these cumb to the berserking frenzy. After a
three kings agree on a course of action, particularly successful battle, the
From the north comes the wild wind, their men and ships can unite into a for- northmen may sacrifice one or more
The cold wind, midable force. Fortunately for the prisoners to their battle god in grati-
The ice wind. peace-loving Ffolk of the Moonshaes, tude for his favor.
such alliances are rare. Umberlee, goddess of oceans, waves,
From the north comes the death wind, and currents, is greatly respected and
The deep winter feared by the seafaring northmen. It is
And dreams of the sun’s rebirth.
Gods of the
customary to make an offering to the
Northmen Bitch Queen before every voyage. The
—From “Song of the North Wind”
by Carlyth Grylloch, a bard of the Ffolk The northmen are not the most reli- longer the journey, the more significant
gious of peoples, although they hold the offering. As with the other deities
The northmen arrived in the Moon- several deities in a state of some rever- worshiped by the northmen, Umberlee
shae Islands quite recently. Their origi- ence. These deities are generally repre- occasionally receives a live human sac-
nal homes are the coastal lands north of sented by shamans among the rifice from her awestruck followers.
Waterdeep and the island kingdoms of northmen. As the practitioners of reli- Even so, Umberlee is held to cause ship-
Tuern and Gunderland. Viewing the gion have a much lower status than the wrecks, drownings, and is the mistress
Moonshaes at first as regions to plun- warriors, such shamans are not com- of the sharks that imperil stranded sail-
der and raid, they gradually settled mon. Rarely is a northman cleric ors.
upon the lands they had terrorized, encountered who is higher than 7th or
merging with the Ffolk who remained 8th level. Norland: Cutting
to create a strong and vital race of sea- The deities held most sacred to the
seafaring raiders include Auril, the Edge of Winter
farers.
Those Ffolk who remained on the Frostmaiden; Tempus, the Lord of Bat- At a Glance
northern isles accepted the gods, the tles; and Umberlee, the Bitch Queen. Of
course, a cleric declares his fealty to Norland is the westernmost of the
kings, and the customs of the Moonshae Isles, and one of the farthest
northmen. At first, this was the cost of only one of these deities, but a typical
northman warrior or sailor pays hom- north. Much of the force of the great,
staying alive, but soon it became accept- driving gales that blow off of the Track-
ed into the culture of these Ffolk. age to all three, at different times.
less Sea is spent bashing against the sea-

44
ward side of this rocky island. keen lines, zealously created by master These ships, the movers of a nation,
But just inland of this worn coast runs shipwrights, combine to enable the are arrayed along the beach of any size-
the jagged spine of the Jotunhammer longship to slip along with little resist- able community in Norland, as long as
Mountains. These peaks, separated by ance. the men are not at war or trading.
deep valleys that are often marked by Under full sails, a longship leaps Although the northmen feast regularly
the white trails of glaciers, block much before the wind like a seabird, spring- upon salmon, herring, and cod, they do
of the winter storms, protecting a wide ing from the crest of one wave to settle not use their longships for mundane
lowland region of pine forest and blue upon that of another. No ship in the fishing tasks, preferring smaller vessels
lakes. world can outrun a longship with a that can be manned by crews of two or
It is at the fringes of these forests, in strong breeze to her stern. three.
small communities of wooden huts, Some of the multi-masted pirate ships The thick pine forest of lower Nor-
that the northmen have made their that roam among the pirate isles can land can provide the timber for hun-
homes. Facing the sheltered Sea of outdistance a longship in a crosswind dreds more longships before it will
Moonshae, the northmen of all these or upwind tack, but even under these begin to show the loss. Most of the
communities use the sea as their high- conditions a northman captain can pilot island is blanketed by these dark spruc-
way to the world. his ship with speed and accuracy. A es and pines. The forest is virtually pri-
The King of Norland is Grunnarch the longship, lacking a deck or sealed hold, meval, as the northmen have little
Red, who rules from his great lodge is more susceptible to foundering in interest in exploring the interior of
called Rottesheim. Grunnarch rules mountainous seas than are other types their island.
another dozen or so kings, all of whom of vessels. However, the keen weather They have cut no roads among the
live along the eastern coast of Norland. sense of the northman enables him to trunks, so travel between communities
Together these kingdoms make one of land his ship before such a storm of the northmen must be accomplished
the most populous and mightiest strikes, in most cases. by sea, or by a laborious overland trek
nations of the northmen.
The northmen have made their
homes along sheltered coves with shal-
low, gravelled beaches. They have little
use for deep harbors or sturdy docks,
as their preferred method of anchoring
is to slide their vessels onto the beach
until they are safely above the high-
water mark.
The vessels of the northmen are their
most cherished possessions, valued
beyond other property or family. A true
northmen derives a sensual pleasure
from the appearance of a sleek long-
ship, its gracefully curving lines slicing
easily through a smooth or choppy sea.
The kings of Norland command per-
haps 45 longships among them, the
largest fleet (six) calls Rottesheim its
home port. Each of these vessels is
crewed by 40 burly sailors, so the kings
can assemble a small army and trans-
port it easily overseas.
Indeed, the longships are among the
fastest ships along the Sword Coast in
most types of weather. Each of the sail-
ors has a seat before a long oar, and
during calm weather the steady strain-
ing of human muscle carries a longship
at a rate faster than that of the largest
galley. The relatively light hull and the

45
through uncharted wilderness. Each Elminster’s Notes offered the pleasures of his lodge for
kingdom is a long community on the my amusement. With a broad wink, he
The voyage to Rottesheim proved admitted that they would not likely
coast, an island of human life surround-
every bit as diverting as the journey to compare to the pleasures of the Calishi-
ed by a few fields, pastures, and farms,
Moray had been. The Calishite captain te accomodations, but I wearily assured
and then gradually fading into the
debased himself most completely in try- him that I was ready for a pleasant res-
untracked wild lands.
ing to offer me every comfort and grati- pite.
The ferocity of the northmen has
fication a man could desire. In truth, it Grunnarch showed me about his
allowed them to venture regularly
became rather tiresome; when the lodge. I saw that the place had a curious
through these primeval forests, clear-
heavy galleon dropped anchor in the feature of construction. At its center
ing them of most of the orc and troll
cove at Rottesheim, I was quite ready stood one of the round towers that had
inhabitants that had dwelled here since
for a change. been so common on Moray. I saw that
the early history of the isle. The occa-
And the very appearance of the com- the northmen had simply erected a
sional brown or cave bear still claims a
munity of northmen promised such a huge wooden building around this tow-
human meal, but most of the humanoid
change. The lodge of the king domi- er, expanding it into a royal lodge and
monsters have been exterminated or
nated the entire scene. It was a huge, fortress.
driven into the high country.
rectangular building made of solid tim- And the huge structure was indeed a
The Jotunhammer Mountains, on the
bers. It had a high, peaked roof and a fortress. The walls were massively
contrary, are a place where humans do
variety of intricately carved ornamen-
not often enter, and even less frequent- thick. Three tree trunks was the aver-
tation along the walls, mostly wooden age strength, with a layer of horizontal
ly return from. Ancient glaciers emerge
heads in the shape of bears, boars, wal- timbers between two layers of vertical
from the mountains to all sides.
ruses, wolves, and other wild animals
Although these ice paths thus mark the trunks for added strength. Even a giant,
of strength. I felt, would be hard pressed to batter
only real pathways into the mountains,
The other houses were simple wood- through this barricade.
their surfaces are treacherous. Con-
en structures, surrounded by muddy I enjoyed the hospitality of the Red
cealed crevices are common, and the
pens which held pigs and chickens.
shifting nature of the ice rivers subjects King for several days, slowly recover-
Many tough fishing nets hung along ing my strength. My noble host, upon
them to frequent convulsions and ava-
racks on the wide gravel beach. learning of my mission, pledged me his
lanches.
But the most striking feature of the vessel for a tour of the northern lands
The glaciers and surrounding high-
view was the rank of longships, a half of the Moonshaes. Though I suspect he
lands are home to numerous frost
dozen in number. These sleek vessels thirsted for any excuse to put to sea
giants. These fearsome humanoids
looked larger on land than I had again, I accepted his offer gratefully.
resemble the northmen more closely
recalled them. They lay poised upon the We immediately began preparations to
than they do the other giant race of the
beach as if eagerly awaiting the sum- sail the following day.
isles, the firbolgs. The frost giants rare-
mons that would send them again to
ly emerge from their mountain fast-
sea.
nesses. On their rare forays, however,
The galleon stood offshore by several Game Information
the giants are treated with respect by
hundred yards, as the cove was too Each of the lesser kingdoms along the
the northmen, who often leave offer-
shallow for her keel. The captain low- coast of Norland is home port for 1d4
ings of food and drink in caches where
ered a longboat over the side to ferry +1 longships. Each king on the island
the frost giants have been known to
me and some of the goods he had come commands one crew of 2d-level fight-
pass.
to trade to the King of Norland’s strong- ers, with the remainder being 1st level.
The highest peaks of the range occur
hold. Grunnarch’s hand-picked crew is 3d
in the northwestern corner of the
I met King Grunnarch the Red at the level, and he has a crew of 2d-level men
island. These vantage points offer a
hearth of his lodge. I was immediately to command another of his ships.
view across the Trackless Sea for
impressed by the realization that this The frost giants of the Jotenhammer
dozens of miles on a clear day. These
man was a true leader. Range are engaged in a war with a small
peaks are home to one of the few
His head was framed by flowing red colony of dwarves that is struggling to
dragon aeries on the Moonshaes. Here a retain its last few caverns. No other
hair and beard. He stood only average
family of white dragons has taken up
height, but he seemed much larger. dwarven or human communities on the
residence, carving caves and lairs
There was an undefinable quality to the islands know of the existence of these
among the mountains of ice where no
way he moved and talked that commu- dwarves, though they are struggling to
other creature dares to travel. get word to their kin in Highhome.
nicated his authority.
The Red King bade me welcome and The dragons among the high moun-

46
tains number about a dozen. A huge The Norheim Isles are riddled with Norheim. We beached upon the shore
ancient white dragon is the matriarch sea caves, and these have given birth to at Hammerstaad, on a narrow shelf of
of the clan. She resides in an icy moun- many of the legends among these land that lay shaded by the near ridge
taintop lair with most of the treasure superstitious peoples. They talk of long of mountains that rose a few hundred
collected by her family. She is always underground passages, and swiftly yards from the sea. We met the king of
attended by two medium adult white flowing rivers of seawater running into Norheim in his lodge, a huge, smoky
dragons. the earth. The legends say that these building that was not as grandiose as
passages are linked to vast under- Grunnarch’s, but employed the same
Norheim: The ground lands, peopled by strange crea- technique of expanding one of the
tures, and full of hidden menace, but round towers built long ago by the
Fractured Lands also stocked with unthinkable treasure. Ffolk.
At a Glance Our host was busily engaged in the
Elminster’s Notes preparations for a long voyage and
The kingdom of Raag Hammerstaad is asked our pardon for his lack of hospi-
spread among a series of barren and The sleek longship of Grunnarch the tality. (Grunnarch explained that nor-
stormswept isles at the very fringe of Red moved easily through a high swell. mally such a visit would be the cause of
the Trackless Sea. The people of this Of all the types of vessels that had car- much feasting and dancing).
hardiest of kingdoms take pride in their ried me thus far on my journey, none Truthfully, I was not all that disap-
isolated lands, deriving a sense of could compare to the easy grace of the pointed, for the northmen of Norheim
superiority from their enforced Red King’s pride. Standing in the bow,
seemed an uncouth and smelly people.
ordeals. with the salt spray lashing my face, I We took advantage of Raag’s shelter for
Most of the small kingdoms making began to understand more of the fun-
that single night. The following morn-
up the nation of Norheim are tucked damental nature of these fierce sailors.
ing we embarked to continue our jour-
into sheltered coves on the leeward We sailed first to Hammerstaad, on
ney among the northmen. Raag
sides of the various isles. Like the king- the Norheim Isles, where Grunnarch Hammerstaad and six ships sailed the
doms of Norland, the realms of explained we would find his cousin and same day, toward the warmer waters
Norheim are focused upon the sea, ally, Raag Hammerstaad, King of off of Tethyr, he said.
using little even of the small amount of
land that is available to them.
Of the Norheim Islands, only Giant-
spine has much surface area. This
rocky isle contains several sheltered
pockets of forest among the narrow val-
leys between the rugged ridges that
give it its name. The rest of the Norheim
Isles are virtually devoid of trees.
Although the Norheimers practice a
limited amount of agriculture, growing
barley and wheat and tending sheep
and goats, they are much more depen-
dent than most of their kin on contact
with the outside world for survival.
This contact is in the form of raids
against the Ffolk and farther peoples.
Their purpose is to return with food as
well as wealth. The Norheimers also
trade with the lands to the north where
their captured wealth is often bartered
for food. The Norheimers, alone among
the northmen, occasionally serve as
mercenary soldiers or sailors in the
fleet or army of some lord of the Realms
who is in need of fierce fighting men,
and who can pay in solid coin.

47
Game Information lous and most powerful of the north- munities of Ffolk that had dwelled
man kingdoms upon the Moonshaes. there for centuries. Their area of con-
The sea caves of the Norheim Isles
A great deal of this might stems from trol on Gwynneth extends as far south
provide a number of entrances into
the personal strength of the king of as the mountains of Highhome, the
Deepearth, the vast realm below the
Oman, Thelgaar Ironhand. Thelgaar dwarven fastness that guards the
ground (and seal. Some of these pas-
assumed the throne at a very young northern border of Myrloch Vale. As
sages take the form of rivers, while oth-
age, and has led his nation for nearly with other realms of the northmen,
ers are dry land tunnels and shafts.
five decades. During that time, he has their land includes great tracts of for-
The raiders of Norheim are a poor
united the lordships under his domain ests, but they exert little control over
folk, but they are mighty fighters. The
into a solid alliance, and he has steadily the land, preferring instead to view the
six northmen kings can assemble a
expanded his influence among the oth- sea as their world.
force of 25 longships, but fully half of
er kings of the isles. The northmen of Oman are superb
these are crewed by 2d-level fighters.
Thelgaar’s fortress is known as the shipbuilders, the best of their race.
Raag himself has a picked crew of 4th-
Iron Keep; it dominates the steel-gray Thelgaar and his minions have the larg-
level fighters. All of the crews above 1st
waters of Iron Bay. This is the best natu- est fleet of longships of any ruler in the
level are berserkers.
ral harbor among the lands of the Moonshaes. Because of the dominant
northmen. The high rocky pinnacles at will of their ruler, these warriors are
Oman: Center of either side of the entrance to the bay capable of acting as a single force of tre-
Northman Might choke off the passage to less than a mendous power.
mile, screening the worst of the high The towns of Thelgaar and his sub-
At a Glance seas before opening into a wide anchor- jects are large by the standards of the
The kingdom of Oman covers more age surrounded by smooth beaches. northmen, many numbering well over
land than any of the other northman All of Oman’s Isle falls under the con- 1,000 inhabitants. They tend to be pros-
realms, for it encompasses all of Oman’s trol of Thelgaar and his subject kings. perous, securing food through hunting
Isle and a good portion of northern In addition, the northmen have claimed and fishing, as well as growing a variety
Gwynneth as well. It is the most popu- the northern coast of Gwynneth as of crops, including potatoes, wheat,
their own, absorbing the small com- and barley. They have many types of
livestock, breeding ever-larger herds
and flocks of cattle, swine, sheep, goats,
and horses.

Elminster’s Notes
The bow of Grunnarch’s longship
sliced easily through the rolling waves
as a strong tailwind carried us across
the Sea of Moonshae to Oman’s Isle in a
few days. As we entered Iron Bay, I was
immediately impressed by the obvious
might of the king of Oman.
Thelgaar Ironhand’s huge fortress,
the Iron Keep, stood proudly upon a
rocky hill very near the water. Below
the keep spread the long houses of the
town. Surrounding these were the
fields and pastures. But the fortress
was easily the dominant feature of the
view.
The Iron Keep had as its base a castle
of the Ffolk that must have been built
centuries earlier. From this square core
now spread earthen battlements, pro-
tected by sharpened, downward point-
ing stakes that reminded me of a frilly

48
skirt. The stone heart of the castle had in the hall, enough food and drink was community turned out to watch the
been expanded with massive wooden provided to satisfy a whole company of event. Kegs of dark ale were rolled out
halls extending along the crest and hungry warriors. to celebrate after the work was done.
down the sides of the hill, until the After the meal, which Thelgaar pro- Twenty strong men stood upon each
place nearly rivaled Caer Callidyrr in nounced merely fair, though I found side of the sleek hull, removed the
size. A high stone tower, obviously the lamb chops and wheat bread to be wooden support beams as a man, and
much newer than the castle, climbed among the finest I had tasted, the Iron then strained to move the vessel for-
skyward from the heart of the fortress. King gestured us to follow him. Again ward. It creaked slowly across the
(I later learned that the Iron King had this was a motion that, in a lesser man, boards, and then gained speed. The
employed Ffolk slaves to build the tow- would have been insulting, but it workers struggled to push her ahead.
er as the working of stone is not an art seemed appropriate when performed The ship moved faster and faster until,
found among the northmen.) by Thelgaar Ironhand. with a shimmering silver splash, the
As Grunnarch’s ship slid onto the We followed him to a high rampart of bow struck the waters of the bay, and
beach, we were greeted with an assort- his fortress, where he gestured to the the slim vessel glided lightly away from
ment of dancing, screaming children beach beside the 10 longships that had shore. Now the men hauled upon a pair
and young women. Soon a company of been drawn up there. An eleventh ves- of stout lines, arresting her motion and
warriors arrived to aid with the beach- sel sat upon a long runway of boards, as then, slowly, swinging the elegant ship
ing of the boat. They had identified a team of boatwrights worked to finish back toward shore. A cheer arose from
their visitor’s boat as soon as they saw the task of preparing her for launch. the watching throng, and Thelgaar
the crimson sail, and Thelgaar had A bright red stain, which the king allowed himself a thin smile of plea-
extended an invitation, asking us to join explained had been distilled by alche- sure. Grunnarch slapped his friend
him for a meal at our earliest conven- mists from a mixture of roots and fish heartily on the back, and the two kings
ience. oil, was applied to the boards of the turned toward the ale. The work of the
My curiosity had been piqued by the hull. A number of old men stood near- day, and of many days before, was at
visible signs of the Iron King’s might, by, twisting strands of twine into thick, last done.
and I must admit that I looked forward strong ropes. A blacksmith hammered The feasting and drinking that fol-
to the meeting with considerable antici- at a piece of hot iron as he shaped it to lowed lasted far into the night. A few of
pation. I was not disappointed. the transom. I guessed (correctly, in the the revelers (this old sage among them,
The Iron King greeted us from his event) that this was the socket for the I might add) even witnessed the coming
throne at the center of his great hall. He steersman’s oar. of dawn to Iron Bay on the following
acknowledged the greetings of Grun- The hull was propped upright by a morn. Thelgaar had announced his
narch the Red with a nod of his head, long series of timber supports upon intention of captaining the new ship
and accepted my introduction with the each side. Beyond the hull sat a group of upon her maiden voyage, and Grun-
same gesture. In anyone else I would old women, each stitching with a long narch had invited him to sail beside us
have accounted such imperial manner- bone needle and coarse thread to as we continued our tour of the lands of
isms to be supreme arrogance, but assemble multicolored sheets of canvas the northmen.
somehow it seemed acceptable in Thel- into the huge square sail that would Thus, on a still and cloudless day in
gaar Ironhand. propel this vessel to the far corners of late summer, escorted by the two
Thelgaar was a massive man, even by the Realms. mightiest kings of the northmen, I
standards of the northmen. His great Over the following days, as I enjoyed sailed from Iron Bay to again cross the
black beard, just beginning to show the hospitality of the Iron King, I watch- Sea of Moonshae and visit the island of
streaks of gray, seemed to amplify his ed carefully the final stages of work on Alaron. This time my destination was
appearance in the eyes of this old sage. the longship. Several times, not the realm of the High King of the
His voice required no such amplifica- boatwrights labored against the hull Ffolk, but the kingdom of the northmen
tion. with heavy adzes, smoothing any irreg- that had been formed on the northern
I began to sense something of the ularity from the boards. Blacksmiths shore of Alaron. Now we sailed to
magnetism of this leader as he spoke, made additional iron nails, and these Gnarhelm.
asking of our journey and inviting us to were used to firmly fasten parts of the
sit beside him and partake of the food hull that might be exposed to extra Game Information
that was placed before us. The king was pressure from a rough sea. At last, the
The realm of Thelgaar Ironhand is
waited on by slave girls from many dif- vessel was ready to slide down the run-
the home of the fiercest armies of all
ferent realms. Each brought a different way into the bay.
the northmen. Each of the minor king-
food or beverage for our pleasure. Thelgaar himself supervised the
doms in his realm can field a force of
Though there were just the three of us launching, and it seemed that the entire

49
400 warriors and 10 longships. Two traveling and fighting on land. While mineral resources has ensured that
ships from each kingdom are manned they retain several dozen longships, those who live here live very well. Cau-
by 2d-level berserker crews, and one and have not lost their skill as sailors, tious trading arrangements have even
ship from each kingdom has a crew of the men of Gnarhelm are also practiced been established with Callidyrr—some
3d-level berserkers. in marching. They keep far more of the excess raw metal mined by
Thelgaar himself commands his per- horses than the other realms of Gnarhelm is traded to Callidyrr for food
sonal legion of 5th-level berserkers, northmen, and King Helmudson is and drink. Thus far, efforts to persuade
numbering 80 men and two longships, served by two trained troops of cavalry. the Ffolk to also offer their fine steel
in addition to the normal complement In addition, Gnarhelm is the only weapons for trade have met with fail-
of 10 ships. place where the northmen have taken ure.
The northmen must contend with up mining seriously. The mineral-rich Gnarhelm is the original home of the
raids from the firbolg giants that Fairheight Range, so vigorously exploit- Roaming Bear legend so commonly
emerge from the mountains of Highho- ed by the Ffolk to the south, has also heard among the northmen. The leg-
me to strike the kingdoms along the yielded generous portions of iron, cop- end tells of a great bear that paces
north coast of Gwynneth. On Oman’s per, silver, and gold to the picks and across the highlands on misty evenings,
Isle, all organized resistance to the king shovels of the northmen. Though the devouring whole families with a single
has long since been eliminated. dwarves of the Moonshaes have gener- bite. Some versions claim that the bear
ally scorned the northmen, the raiders can shift its shape into that of a man.
have brought hundreds of dwarven Most of the tales state that the bear
Gnarhelm: The moves as a ghostly apparition that can-
miners from Ironmaster and Citadel
Northmen on Alaron Abdar. The output of Sigurd Helmud- not be killed.
At a Glance son’s mines now approaches that of the
High King’s.
Gnarhelm shares the island of Alaron Though the harsh climate will not
with the kingdom of Callidyrr. The two provide food for any more northmen
kingdoms have little in common beyond than already live here, the wealth of
this land mass, however.
Where Callidyrr is primarily smooth
or gently rolling terrain, Gnarhelm cov-
ers land that is steep and rocky. The cli-
mate of Gnarhelm is ruled more by the
storms of the Trackless Sea than the
currents along the Sword Coast. The
Fairheight Mountains that keep much
of the bad weather away from Callidyrr
ensure that Gnarhelm is a very cloudy
and rainy place.
The separate kingdoms of Gnarhelm
are ruled by King Sigurd Helmudson
from his lodge at Gnarhelm. This town
is located at the end of the long and
sheltered Firth of Helmsgate. The firth
makes a sea journey to the other king-
doms of Gnarhelm a long and difficult
expedition. Thus, this kingdom is
crossed by more and better roads than
the other lands of the northmen. Most
of the roads are laid along the tracks of
the thoroughfares of the Ffolk, built
when all of Alaron was united under
the rule of the High King.
As a consequence, however, the
northmen of Gnarhelm have become,
of all their peoples, the most used to

50
ashore. Now we could see, in the dis- hospitality of the northmen before made me doubly impressed that the
tance, throngs fleeing through the wide embarking on my journey home. This riders from Olafstaad had passed this
and muddy streets toward the rolling feast offered a whole steer and a large way in a night and a day of riding. The
hills of grass and clover beyond the pig for our consumption, as well as road was good, hard clay—not paved
town. Smoke already rose from several some fine Callidysh ale that these peo- quite so well as the King’s Roads in Calli-
small fires, but the pirates plainly ple had traded for. dyrr or Corwell Road, but certainly
intended to plunder the town before Somewhat gleefully, the northmen grander than any other thoroughfare
burning it. chained their pirate prisoners to a wall developed by the northmen. Small vil-
The two longships advanced under of the feasting hall in the king’s lodge lages, often no more than an inn, sev-
the power of their oarsmen. The kings and forced them to watch our revelry. I eral cottages, and a mill, dotted the
urged speed as they saw the battle rag- had no sympathy for the buccaneers, landscape. More so than any other
ing before them. The vessels fairly flew knowing that, had they been victorious, northmen, it seemed that the people of
through the water, swiftly closing they would have been feasting and Gnarhelm had adopted some of the
toward the pirate vessels. The raiders, drinking in our place. habits and livelihoods of the Ffolk when
meanwhile, had noticed our arrival and The following day a band of horse- they had settled here.
scrambled back to their boats so as not men arrived, led by King Rolf Olafson, Finally we reach Olafstaad. The little
to get caught between the forces of the from the nearby realm of Olafstaad. A coastal town was centered about the
northmen. messenger had reached him late the huge wooden lodge that served as Rolf’s
They were too late. With howling previous day with news of the raid, and family home. Many small cottages and
cries for vengeance, the northmen Rolf had immediately dispatched a work buildings for the fishermen and
drove their vessels alongside the troop of his swiftest riders. Not know- farmers sprawled neatly along the
anchored pirate ships, crushing many ing of our arrival, but aware that the shore. I saw when I entered the place
of the dinghys in their advance. Grun- warriors of Gnarhelm were at sea, King that Rolf had indeed spent valuable coin
narch’s men leaped to the deck of one of Olafson had expected to do little more to provide his home with as many com-
the pirate vessels and quickly swept the than avenge a massacre. Now, however, forts as he could.
remaining crewmen away. Thelgaar’s he declared that nothing short of a cele- Deep, plush bearskins lined the floor.
men had likewise seized an enemy ves- bration feast would do, and so for a sec- We ate and drank from platters and
sel, setting it quickly ablaze before ond day the northmen of Gnarhelm goblets of crystal and gold. He even dis-
swinging across to the remaining pirate feasted and drank to toast their victory. played works of art, such as sculptures
ship. When Rolf learned that the reason and tapestries, along the walls of his
I stood, enthralled, at the scene, for it for the visit, aside from trying Thel- great lodge. Despite the fact that many
had been many years since I had wit- gaar’s new longship, was to show me of these pieces must have been the
nessed a true battle. Many of the the lands of the northmen, he insisted gains of piracy and raiding, they had
northmen flew into a berserking fren- that I accompany him to his steading as been arranged tastefully, providing the
zy, offering no quarter even as the his honored guest. I did not refuse, and most cultured setting I had experienced
pirates lost heart for the fight. In 20 here bid Grunnarch and Thelgaar fare- since leaving Caer Callidyrr.
minutes the fight was over. One of the well. These two kings, dynamic and I spent upwards of a week at Olaf-
pirate ships had burned to the water- charismatic men, I felt certain would be staad, and enjoyed my stay immensely.
line, while the other two were eagerly heard from again in tales and legends. Rolf had a young son who wished to
plundered by the northmen. Some I rode overland with Rolf and his hor- study the ways of the world, and as a
pirates had surrendered to the towns- semen and saw many differences result of my stay we decided to send
folk, and would doubtless be used as between Gnarhelm and the other king- him with me back to Waterdeep. There
slaves, but the majority had gone to doms of the northmen I had visited. he would join my apprentices and
meet their gods. Farms were larger and more prosper- become literate—a rarity among the
The berserking fit left the northmen ous here, many of them resembling the northmen.
as soon as there were no more pirates fields of the Ffolk more than those of Finally, Rolf outfitted his own long-
to fight. The damage to Gnarhelm was northmen. Livestock was more numer- ship, captaining it himself, and we
minimal, as we had surprised the ous, and I noticed in particular many sailed into the Sea of Moonshae. He
pirates in the early stages of the raid. splendid horses. Indeed, the mount that would take me all the way to Water-
Although King Helmudson and most of carried me to Olafstaad was a strong deep, he promised, and I thus prepared
his warriors were gone, the people that and spirited gray, much like the sturdy to close the book on my adventures on
remained were eager to host a victory horses I had seen in Corwell. the Moonshaes.
celebration for their rescuers. I thus We took several days to reach Rolf’s
had one more opportunity to enjoy the steading, and the length of the journey

52
Game Information flourished during a time of peace, when small islands. I noticed that the
pirates were banished to the north and northmen remained very vigilant as we
Gnarhelm has a large standing army,
south, and men did not live every day in made this passage. When I asked for
prepared to deal with any threat from fear of a buccaneer’s raid. With the comment, Rolf simply grunted “Korinn
the Fairheight Mountains, the Ffolk of pirates. They’re as likely to rob a kins-
death of the king, however, the islands
Callidyrr, or pirate raids. Each lesser
fragmented, and the weak fell prey to man as a blood enemy.”
kingdom can field a force of 400 1st-
the strong. Since then, no leader has I noticed that the men did not relax
level footmen, 100 of whom are armed been able to unite them under one ban- until the islands of the archipelago had
with short bows, and 120 2d-level
ner. Thus, the Korinn Archipelago, dropped well astern.
riders and horses. unlike the other realms of the
northmen in the Moonshaes, is just a
The Korinn collection of small kingdoms. It plays lit-
Archipelago: tle role in the greater politics of the
northmen versus the Ffolk.
Outposts to Some of the major islands are listed
the North here:
Caftenor: This island offers the
At a Glance most resources of all the archipelago. It
The Korinn Archipelago is a chain of has a sizeable population of halflings
small islands that extends northward and a decent port (also called Caftenor).
into the Trackless Sea from the north- It is surrounded by well-stocked fishing
ern tip of Alaron. It is a wild and unlaw- grounds.
f u l p l ace , se ttl e d p r i m a r i l y b y Dennik: This island has few coastal
northmen, although remnants of the villages, as these have long since been
Ffolk live here as well. ravaged by the pirates who live on
Most of the terrain on the islands is many of the surrounding isles. It is
hilly or mountainous, with very few ringed by mountains and bluffs, but the
places suitable for farming. Although central plateau is covered by many
some of the islands are wooded with a broad fields, where herds of livestock
hardy breed of pine tree, most of them graze and some crops are grown.
are barren moors, tundra, or simply Ventris: This island, the largest of
bedrock. the archipelago, is mostly covered by
Most of the people living here are thick pine forests. Though heavily
either fishermen, who seek the great mountainous, enough of its land has
schools of herring, cod, and salmon that been cleared to allow several farming
course regularly around the islands, or communities to prosper. This island has
herdsmen who tend goats, sheep, or sizeable populations of dwarves and
pigs. The rest of the inhabitants are halflings and even a few elves. The
pirates, cutthroats, criminals, and oth- elves are from the mainland races, not
er rogues. the Llewyrr.
The islanders make and trade wool, Pandira: This is one of the largest of
leather, saltpork, fish, and mutton the islands of the archipelago. It boasts
among themselves and with the rest of a good port and a population almost
the realms of the northmen. A few of exclusively made up of ruffians and cut-
the islands have legitimate port towns throats. Pandira’s port is a thriving
upon them; these ports are the centers pirate base, used by buccaneers who
of trade. Most of the rest of the human venture far north and east of the Moon-
settlements are simple villages, erected shaes, as well as among the islands
on a narrow shore in the lee of some themselves.
protective natural breakwater, such as
another island. Elminster’s Notes
A century ago, the archipelago was
Rolf’s longship, aided by a fair wind,
tamed by the sword of a northman king
took us northward past a long chain of
named Viledel. For 40 years the islands

53
OTHER LANDS OF THE MOONSHAES
At a Glance population of creatures, but very few
Myrloch Vale: The humans are numbered among them.
Soul of the Goddess Myrloch Vale is named for the deep The only humans here are those druids
blue lake that is its dominating geo- privileged enough to be charged with
At midday they turned from the nar- graphical feature. The huge valley is
row ledge and walked into the high, guarding the goddess’s most sacred
the most pristine wilderness that lands. The grove of the Great Druid of
wind-swept pass. Behind them remains in the Moonshaes. It is regard-
stretched miles of rocky highlands and Gwynneth, Genna Moonsinger, stands
ed as a place of great sanctity by the upon the shore of Myrloch itself.
dense forests. The pastoral farmlands druids and the Ffolk.
of Corwell were invisible in the haze of Among the inhabitants of the vale are
A nearly solid ring of high mountains numerous faerie dragons who buzz like
distance. surrounds the vale, serving as a pro-
And ahead of them, seen by each for bumblebees among the wild flowers
tective buffer against the encroach- and park-like woods. Dryads can be
the first time, lay Myrloch Vale. ments of humans. The few passes that
The glimmering blue waters of found here, dwelling peacefully in their
cross these ranges are hard to find, fol- oaken homes. The vale also is home to
Myrloch itself were barely visible. low tortuous and difficult approaches,
Many smaller lakes dotted the nearer leprechauns, eagles, sylphs, nymphs,
and often present false trails that dead- centaurs, pixies, and Llewyrr. All of
landscape; rows upon rows of craggy end in box canyons or against sheer
peaks stretched away to the right and these creatures inhabit the pastoral
cliffs. woodlands and fields in peace and har-
left. The trail to the north of the pass The only exceptions are some passes
descended steeply across a wide, mony.
that connect the valley to Corwell to the An occasional element of strife is
snowy slope into a lush forest of aspen south. Here the mountains are not so
and pine. Broad meadows, bright with introduced into the valley from some
rugged and the connecting valleys not more malicious inhabitants, including
flowers, broke the green canopy of the so difficult to follow. But also here
forests. Sparkling waterfalls too harpies, giant weasels, rocs, and the
dwell the Ffolk, who have little wish to savage firbolg giants. Still, the area is
numerous to count spilled from the disturb such a location of high religious
highlands into the vale, feeding the large and the populations of the various
significance. creatures are well-balanced, so life car-
many brooks that created a silvery net- Myrloch Vale is home to a thriving
work of waterways connecting the ries on from year to year in much the
many lakes.
In one place only, below them and to
their right, did Myrloch Vale seem
unhealthy. A sprawling region of spin-
dly, leafless tree trunks surrounded a
marshy fen. Numerous ponds dotted
the area, but they did not seem to spar-
kle with the sunlight as did the water
elsewhere. Much of the fen was
obscured by thick growths of tangled
brush and slumping, mossy trees.
As the companions passed over the
summit, staring in awe at the scene
before them, each of them felt a little
prickle across the scalp, as if lightning
was prepared to strike nearby. Yet the
sky was cloudless.
“Magic!” barked Pawldo, nervously
scratching the back of his neck. “Mark
my words—we’ll all be salamanders if
we take another step into this accursed
place!”
—From Darkwalker on Moonshae

54
same pattern. folk, upon the hunt, prey upon the old Elminster’s Notes
Myrloch Vale is a deep, clear, and cold and weakened of their quarry, thus
Several times during my travels on
body of water. Tales speak of an ancient strengthening the breed in the long
the Moonshaes, I heard mention of
kingdom of the faerie folk, lying run. They also use all of any creature
Myrloch Vale. When spoken of by the
beneath the water, that will become the they slay, not wasting the bones, horns,
Ffolk, it sounded like a place of infinite
final home of these creatures when or other parts, as human hunters often
beauty and peace. They spoke of it
human encroachment has driven them are wont to do.
almost as if it were a mystical, not a
from the lands of the Moonshaes. The Bands of dwarves have also come
real, place. I never spoke to a person
lake is certainly large enough to shelter down from the mountains of Highhome
who claimed to have seen it, but all had
such a place, but no clue as to its exist- to explore the wild places of Myrloch
a definite picture of what it looked like.
ence is visible upon the surface. Vale. Occasionally they mine for gold
The northmen spoke of it less fre-
Among the many lakes and ponds of and other precious metals in the bub-
quently. In fact, I only recall one men-
the valley are scattered more than a bling streams that carry the minerals
tion of it, and that during the feast in
dozen Moonwells, each entrusted to from the rocky highlands to lay them in
the lodge of Thelgaar Ironhand. (The
the care of a mature and responsible gravelly streambeds. Unlike human
vale, of course, forms the southern bor-
druid. The Moonwell of Genna Moon- miners, however, the dwarves do not
der to Thelgaar’s kingdom.) When it
singer stands beside the shore of tear up the streambed and muddy the
was mentioned here, the northmen
Myrloch itself, and is surrounded by waters in the pursuit of riches. Instead,
looked around suspiciously, and spoke
the ring of stone arches that often char- they carefully dip their pans into prom-
of the place in hushed tones, as if it
acterize places of particular sanctity ising patches of gravel, removing the
were a land of unspeakable horror and
among the Ffolk. This is also the ring glittering specks of gold, or the occa-
grim death.
where the entire council of the druids sional plump nugget, and return the
These two views of the same place
of Gwynneth will gather to meet when rest of the gravel to its bed in the
perhaps illustrate better than anything
their mistress commands. stream.
else the different views of the land held
Most of the other inhabitants of the Myrloch Vale is the home of Kamery-
by the Ffolk and the northmen. It is
vale live where they please, in burrows nn the Unicorn. This mighty creature is
why, I fear, the two races may never
among the woodlands and pleasant lord of all the wild things, when he
learn to live together in peace.
groves, or in some of the many caves chooses to be. The sight of the great
that pocket the foothills surrounding white unicorn is uncommon, for even
the valley. Only the firbolgs have made in this wildest of places he seeks out the Game Information
an attempt to disrupt and master the most remote thickets, the most tangled Myrloch Vale is a place of health and
land, building crude stone huts in plac- byways, to avoid contact with others. beauty. Characters who visit it find
es and chopping down any trees that Still, he is there, and when he is seen in themselves benefiting from the purity
get in their way. all his wild majesty, the sight remains of the place, but only as long as they do
The Fens of the Fallon is the only with the viewer for life. nothing to disrupt its balance.
inhospitable area of Myrloch Vale. This The centaur tribes that roam the vale A character regains 1 extra hit point
dingy swamp is centered around one of tend to remain in the north, for they per day when recovering from wounds
the Moonwells, but the well has been avoid the firbolgs as much as possible. in Myrloch Vale. This hit point can be
polluted by the diligent efforts of the The centaurs live more like wild ani- regained even if the character travels
firbolgs, in answer to the commands of mals than humans, primarily because, and fights during the day—he does not
their master, Kazgoroth. Now the fens in such a land of plenty, there is no rea- have to spend the whole time resting.
are a dark and stagnant reach, seldom son for them to practice agriculture or Hunting, as long as it is not wasteful,
visited by the more wholesome inhabit- any other type of innately human activi- is good in the vale, since the wildlife is
ants of the vale. Its waters are foul and ty. Of course, they hunt very skillfully plentiful and has not developed a signif-
are host to leeches, poisonous toads, and use spears with stone heads or icant fear of humans. However, wasting
and other unpleasant animal life. Even clubs of wood and flint, but like the Lle- game or cutting down or damaging liv-
the druids shun the place, for a persist- wyrr they kill only what they need and ing trees brings the wrath of the druids
ent malaise seems to afflict these clerics use all of what they kill. This is hunting upon the intruders. This wrath mani-
of the goddess if they linger too long that enhances the Balance, and the god- fests itself in nuisance attacks of bugs
within the rank region. dess can rejoice in the killing, as well as and bad weather, if the infraction was a
Hunting parties of Llewyrr are not the birth of the new lives that replace mild one; if the characters caused
uncommon in Myrloch Vale, and the the prey. extensive damage, they are subject to
goddess welcomes their delicate deadly attacks by enraged wild animals
enhancement of the Balance. The elven-

55
and the full range of druidical magics. pattern. deaths and deaths in battle have caused
The Fens of the Fallon is a separate The Llewyrr enjoy their art as they a steady decrease in the numbers of the
locale, not bound by these penalties. move about Synnoria. They travel often Llewyrr. Males are especially rare, so
However, the hunger of the monsters in boats of bark, wood, or even glass. many of the activities that had been
there will cause many attacks against Sometimes they ride their white horses performed by males have now been
intruders. along winding paths—paths that have adopted by the females.
In the heart of the fens, the firbolgs been designed not so much to connect This includes the defense of the
have erected a giant stone stronghold, two locations as to show travelers the realm. Now the warriors of the Llewyrr
using blocks they have dragged here wonders between two places. are the Sisters of Synnoria. This elite
from nearby mountains. This strong- The elves of Synnoria have locked band of knights is armed with silver
hold is garrisoned by some 60 firbolgs, themselves away from the rest of the lances and enchanted long swords,
but it contains a treasure room with world to insure their survival as a pure more gifts from the goddess. In
many magical items and about 50,000 race. The origins of the Llewyrr upon exchange for these gifts, however, the
gp worth of treasure. the Moonshaes are locked with them, sisters have taken a pledge. They ride
but it is suspected that the Llewyrr are white chargers into battle—horses of a
descended from the shipwrecked survi- line supposedly descended from
Synnoria: Land of vors of an elven vessel that was making Kamerynn himself. The stallion of the
the Llewyrr the great journey to the west. Whether herd, named Avalon, is not ridden by a
this is true or not, these origins now lie knight. Instead, he is locked in a corral,
At a Glance
millennia in the past, so that even the fed well, and guarded carefully.
In a high valley among the sheer elves have passed many generations For the pledge to the goddess
mountains bordering Myrloch Vale lies since those original settlers. When the requires that, if ever a human of royal
the elven land of Synnoria. It is a small humans began to spread across the blood should mount and ride Avalon,
realm by the standards of the Moon- Moonshaes, the parents and grandpar- the sisters must serve that person for a
shaes, but is completely unlike any of ents of the current generations of Lle- full year.
the other lands on the islands. wyrr elected to fall back to Synnoria, The Llewyrr grow and eat a variety of
Synnoria is nearly impossible to find which had long been a favored place of fruits and vegetables, shunning all
if one does not have excellent direc- the elves. meat. The animals of Myrloch Vale are
tions. There are three passes that lead Here they expanded the wondrous trusting friends of the elves, and the
into the valley, but each is a narrow capital city of Chrysalis. Aided by their deer in particular are treated more like
path through many winding gorges, magics, they enhanced its beauty, and pets than wildlife.
with a number of false trails to deter that of their land, in a way that was Trout are regarded as sacred crea-
the uninvited. pleasing even to the goddess. She tures. Some Llewyrr think that the fish
From above, Synnoria appears to be rewarded the Llewyrr with gifts of her represent the spirits of their ancestors,
simply a continuation of the sprawling own: Mirror Lake, where one can while others regard them as the sages
peaks that surround it, for a mass illu- always learn the truth, and the Grove of of the land. The clear streams and lakes
sion masks it from aerial observation. Meditation, which the elves use to of Synnoria teem with the fish, many of
The mountains that insulate the valley enhance their already considerable which have grown to enormous size.
from Myrloch Vale are rugged, and magic power. The heart of Synnoria is the city of
those separating Synnoria from Cor- And the music of the falls is also a gift Chrysalis, rising upon its rounded hill
well are altogether unclimbable. of the goddess. This last gift is perhaps from the center of a circular lake. The
Synnoria is crossed by many small the most precious, for it ensures that city is a dazzling display of glass, crys-
streams and brooks; the music of flow- Synnoria will always be the province of tal, and silver. Clear, strong walls sur-
ing water is everywhere. The Llewyrr the Llewyrr. Humans can enter it only round it. Slender towers climb skyward
have used their magic to shape the land with difficulty, and those who do from many places within it. Some of
so that the streams flow as works of art. almost always go mad from the sheer these are shining silver needles, while
Bridges of wood, glass, and silver cross beauty of the music of the falls. others have been etched from such per-
the brooks in particularly beautiful But the Llewyrr pay a price for their fect crystal that someone standing
locations. The land as a whole has been isolation. Their population is slowly but upon them seems to be suspended in
carefully wrought into a garden—not a steadily shrinking. Births are rare and midair.
formal garden, where nature has been cause for great celebration. A new baby But much of Chrysalis is now aban-
brought to heel by her masters, but a is born only every 8-10 years to the doned, for the city was built for three
wild garden, where nature can display elvenfolk. Deaths from natural causes times more elves than now live in all the
her beauty in a wonderfully balanced nearly match this rate, but accidental land of Synnoria. Legends tell the Lle-

56
wyrr of an eventual return to herself—perhaps through Moonwells away from the water. Once out of range
greatness—to a reassumption of their that lie locked beneath the snow. (300 feet for a stream, 2,000 feet for a
mastery of the Moonshaes. The water sings a song of heart- waterfall), the enchantment is broken.
But after these many centuries, it is wrenching beauty as it spills over Each body of water must be checked
doubtful that even many of the elves waterfalls and babbles along rocky for separately. If the sound is caused by
believe. streambeds throughout Synnoria. This a waterfall, a -6 penalty applies to the
sound is a lovely backdrop to the Lle- saving throw. However, if the sound is
Game Information wyrr, a part of the loveliness of their masked by a silence spell or other
land. music—the playing of a bard’s harp, for
Synnoria contains several beautiful But to humans, the music is a deadly instance—the effect can be avoided.
things that can hold unexpected men- menace. Each time a human character Mirror Lake, a deep blue lake in a cor-
ace for the inquisitive player character. approaches a stream in Synnoria, he ner of the realm, has the ability to
The music of the waterfalls is an must roll a successful saving throw vs. answer questions. It will always speak
effect caused by the clear water that spell or become enraptured by the the truth.
flows from the high mountains into the music, sitting beside the water and con- The questions must be asked by a
streams and brooks of Synnoria. This tent to listen for the rest of his life. He character at dawn, when the surface of
water is the melt from glaciers that
refuses food and drink and resists to the lake is undisturbed by ripples. Up to
have been enchanted by the goddess the utmost any attempts to move him three questions can be asked. Single-
sentence answers are given by the lake.
If the character asking the questions
has not been completely true to his
alignment, deities, and companions,
however, the lake will tell of these fail-
ings in painful detail.
The effect of this revelation is to com-
pel the character to set the situation
right, as if a geas spell had been cast
upon him.
The Grove of Meditation is a stately
circle of pine trees that have proven of
great help to elven magic-users. Only
elven magic-users or fighter/magic-
users with Intelligences of 17 or greater
can benefit from the grove.
The Grove enables elven mages to
exceed the usual racial level limits. If
the elf has received enough experience
points to advance to a level that he
would not otherwise be allowed to
attain, he must spend every day, from
dawn until dusk, meditating in the
grove. After 1d6 months, the elf will
have received enlightenment from the
goddess sufficient to allow him to
advance an additional level.
An elven magic-user or fighter/magic-
user can use the grove indefinitely,
advancing in level as far as his earned
experience points allow.

57
tices have not been seen since. salamanders slithering around the
Flamstead: The Now the island is a bleak wasteland of shores of the island testify to the mage’s
Unusual Isle poor farms, small fishing villages, and mercy—he didn’t really kill all those
the occasional wandering horror that youthful apprentices. After he had
At a Glance
survived the cataclysm. taught them a lesson, those who did not
Flamsterd is an island settled by flee into the night were turned into var-
magic-users. The man who gave the Elminster’s Notes ious small slimy creatures. He retreated
island its name is of course the mage once again to a private location to pur-
Flamsterd, who emigrated from Water- I make this entry with sadness, for sue his studies.
deep seeking a locale where he could Flamsterd and I had become fast This time he took his laboratory, and
practice his arts in privacy. He was a friends in our decades together in a good part of his island, with him.
(relatively) gentle man, and the native Waterdeep. The mage was always a tri- Through the use of powerful magic,
Ffolk accepted his arrival willingly. fle, well, eccentric, but he was a true and employing the aid of high-level
The great mage proceeded to erect a master of his craft. In fact, he was in druids, he sank part of his island to the
high tower on the southern peninsula many ways a pioneer in the develop- bottom of the sea. There he works in
of the island—a promontory that ment of the arcane arts. peace, developing magical spells, and
extended far out to sea. He brought I find it hard to accept the fact that he testing them upon unwitting fish.
over many apprentices from the main- is dead. His tower is now surrounded by a
land, or recruited them from among great bubble of air, so that the mage can
the native Ffolk. Game Information enjoy a walk in the garden, or throw
The island prospered. Aided by the Well, he isn’t, actually. Tired of the open his window on a hot day. The bub-
spells of the wizard and his appren- bickering of his apprentices, the lack of ble may be freely passed through by liv-
tices, crops flourished, livestock discipline in those who had talent, and ing creatures, but the seawater itself is
thrived, and the nasty storms that beset the clumsiness of those who did not, barred. In fact, the mage and his ser-
the rest of the Moonshaes seemed to Flamsterd got rather angry. vants eat quite well upon fish that fall
pass to either side of Flamsterd. Many of the warty toads and slimy through the ceiling.
The apprentices that Flamsterd had
brought to the isles increased in level and
power. They began to bicker among
themselves, and with their teacher. Soon
their conflicts had escalated to the point
where several young mages died from
the the acts of their fellow students.
The Ffolk began to flee from the
region of Flamsterd’s tower as these
incidents grew more frequent and
more violent. Hideous monsters
emerged from the chaos to wander free
on the island. Owl bears, leucrotta, and
other bizarre creatures terrorized the
people of the isles.
The long peninsula of Flamsterd
became a wasteland, subject to the rav-
ages of magic. Throughout this conflict,
the hand of the great mage was missing;
it seemed to be only the destructive acts
of his young disciples that caused
noticeable effects.
And then one night the peninsula and
the tower exploded.
Half of the island vanished, and the
sea quickly rushed in to cover the scars.
No one knows exactly what happened,
but Flamsterd and most of his appren-

58
APPENDIX A:
Using the Moonshaes

The many adventuring possibilities of Suggested Battles and Campaigns


the Moonshae Islands can be explored
in a number of different types of cam- Adventures If you enjoy playing miniatures bat-
tles, many BATTLESYSTEM™ game sce-
paigns. Several suggestions are present- Try adapting some of the following narios can be designed to fall within the
ed here. adventure ideas for your campaign. Moonshae campaign. Pirate and
Some are well-suited for low-level play, northmen raids can be played as minia-
Campaign Themes while others work better at mid level or tures battles. The sauhuagin might
higher, but you can always fiddle with emerge from the sea in force, providing
Module N4, Treasure Hunt, provides the balance to create a challenging
a unique opportunity for starting a several scenarios, or the PCs can
adventure for any level of PCs. become involved in a power struggle
campaign, as it is designed for 0-level
characters—i.e., PCs who have not even that results in a revolution within a sin-
Pirates Off the Port Bow! gle kingdom.
selected a character class. It is set in the
Korinn Archipelago, and players can This adventure can work with PCs in
easily develop a campaign there or the roles of the pirates or their victims. Underwater Adventuring
move to other parts of the Moonshaes. Young fighters and other adventurers The undersea locations of Caer Ally-
The first FORGOTTEN REALMS™ are recruited by pirates. Non-pirates son and the Tower of Flamsterd can
novel, Darkwalker on Moonshae, can become involved in adventures provide unique adventuring opportuni-
presents another possible campaign chasing the pirates in an effort to recov- ties. Also, the menace of the sahuagin
track. This campaign places one PC in er their valuables. can be played up in the Moonshaes and
the role of the crown prince of Corwell, used to provide a setting for large-scale
with the others as his companions. The The Lore of the Land undersea encounters.
campaign works well when started Druid adventures play a big part in
with mid-level characters. Use the fol- Moonshae campaigning. Many situa-
lowing guidelines to employ PCs from tions make for good solo adventures. It
the novel: is also likely that a druid will enlist the
Tristan: 6th-level ranger aid of fellow adventurers to deal with
Daryth: 7th-level thief problem such as an infestation of gob-
Robyn: 5th-level druid lins or the desecration of an ancient
Pawldo: 4th/5th-level fighter/thief barrow by an evil cleric, who might
Keren: 13th-level bard even animate the buried bodies to bring
Arlen: 8th-level fighter a plague of undead upon the land.
Finellen: 5th-level fighter
Brigit: 4th/5th-level fighter/magic- Werewolf in the Mist
user
The ravaging werewolf roaming the
highlands is a splendid theme for a
Other campaigns can be developed in
Celtic-type adventure. This can be used
any of the lands detailed in this source
to draw inexperienced characters away
book. Player characters can be human
from lives of sheepherding or hunting
northmen or Ffolk, halflings, dwarves,
and into lives of adventure.
Llewyrr, or visitors to the isles. With
some idea of what your players are
interested in (do they want to explore
dungeons, fight wars, right great
wrongs, wrong great rights, or what?),
you should be able to add the game
details necessary to provide a full
career of adventuring right on the
Moonshae Islands.

60
APPENDIX B:
Magical Items Unique to the Moonshae Islands

The following items might be discov- Torque of the Goddess commands of the one who threw it into
ered in some of the locales upon the the cauldron.
This is a silver band that can be worn The zombie thus created is identical
Moonshae Islands, at the DM’s discre-
about the neck. It is commonly used as to a normal zombie, with a couple of
tion. Alternately, certain PC classes
ornamentation by druids and other exceptions. It has 4 (rather than 2) Hit
such as the druid might be able to make
members of the Ffolk. The torque of the
one or two of these items. Dice and thus attacks as a 4-HD mon-
goddess functions in all respects as a
ster. It also has an Armor Class of 5.
ring of protection, +1 or +2, and can
Druid’s Cudgel be used in conjunction with most magi-
This magical club can be fashioned by cal rings, but not with other rings of
a druid from the limb of a freshly dead protection.
oak tree. The tree must have been killed In addition, the torque of the goddess
by some natural cause, such as light- provides its wearer with immunity to
ning, drought, blight, or flood, that the disease of lycanthropy, though not
does not cause a weakening of the the damage from a lycanthrope’s
wood. The cudgel cannot be fashioned attacks. The wearer receives a +2 to all
from a tree that has been killed by the attack and damage rolls against lycan-
actions of man. thropes. Although the torque does not
The cudgel must be whittled smooth give a weapon than cannot harm a
on the day preceding a full moon, and lycanthrope the ability to do so, the
then immersed in the waters of a wearer can damage a lycanthrope with
Moonwell from sunset to sunrise his bare hands or biting attacks. A
through the night of a full moon. When torque can also be used as a collar for a
removed in the morning, it will be dog.
enchanted. Yoke of Boar Harnessing
A druid’s cudgel is a +1 magic weap-
on that inflicts 2-7 points of damage to These rare devices are of druidic design
small- and medium-sized creatures, and and can be used to harness a pair of
2-5 points to large victims. It can be boars or giant boars to the will of the
enhanced with a shillelagh spell, which bearer. Such boars can be harnessed to
adds an additional +1 to hit and dam- a chariot, cart, plow, or other towed
age. object. Alternatively, the harness can be
separated into two pieces, mastering
two boars for riding purposes. Crea-
tures larger than dwarves or elves (Lle-
wyrr) can ride only giant boars.
The harnessed boar responds to all of
the commands of the bearer, but it does
not receive any magical increase in
intelligence. Thus tasks that could nor-
mally be learned by the creature can
automatically be performed while
Cauldron of Doom under the harness, but the boar cannot
This unique and potent item was cast perform unusually complicated tasks.
by an ancient blacksmith under the
watchful eye of the Beast, Kazgoroth. Yoke of Flight
Its last rumored location was the Castle This large yoke can be used to har-
of Skulls in Llyrath Forest on the island ness a pair of horses. When in use, the
of Gwynneth. horses have the power of flight and can
The cauldron can be used to create a pull a chariot through the air at a speed
zombie-like monster from a human of 36”.
corpse. If a corpse is thrown into the To take off, the chariot must race in a
cauldron, it is imbued with a mindless straight line at a speed of at least 12”
form of animation; it will answer the per round. When the command word is

61
spoken, the vehicle lifts off the ground ing throw vs. spell or be compelled to moon, as explained in the Deities of the
and soars into the air. It must travel at seek out the monster and battle it Moonshaes section (page 21).
least 12” per turn to remain airborne; directly.
at a slower speed it automatically crash-
es. The chariot flies with Maneuverabil- Druid Staff
ity Class E.
The druid staff is a shaft of oak with a
Landing requires a straight path at
head carved in the shape of a wild ani-
least 18” long. It takes two rounds to
mal, usually a boar, wolf, deer, or eagle.
slow down enough to maneuver freely The staff allows the user to perform
on the ground. several special functions.
It can be used to summon animals of
Yoke of Underwater Action the type carved onto the staff. At a cost
This yoke, like the yoke of flight, of two charges, the user can send out a
enables a pair of horses to carry a char- call. All animals of the appropriate type Runestick
iot through a medium it could not nor- within 12 miles hasten to the druid as The runestick is a kind of magical
mally enter. In this case, the quickly as possible. Once they reach the wand that can be created by a druid of
environment is water. druid, they act as if under an animal 7th level or higher, but only if he has a
The horses can pull the chariot at control spell. Dexterity of at least 14. The runestick is
their normal movement rate. The The staff can also be used to cast ani- a short piece of oak (about 12 inches
horses have no difficulty breathing, nor mal control on any animal within sight long), carved with a detailed pattern of
do any riders who remain upon the of the staff, at a cost of one charge. runes, and then wrapped in mistletoe
chariot. The staff functions as a magical weap- or holly. It can be used to store up to
on, with a +2 bonus to attack, inflicting five spell levels of druidical spells.
Avenging Hammer 1d6 + 2 points of damage on a success- The stick takes 1d4 hours to create for
ful hit. each spell level cast into it (roll separately
This is a mighty war hammer that The staff also functions as a python
requires a Strength of at least 18 to for each spell). Upon completing the
staff, with the characteristics of the runestick, the druid must cast upon it the
wield. It functions as a lucern hammer staff of the serpent as detailed in the
+2 in most combat situations. spells he wishes to store. The runestick
DMG. This includes the destruction of crumbles to dust one month after its cre-
When the hammer of vengeance is the staff if the snake is killed. Using the
wielded against an opponent wearing ation; it cannot be recharged.
staff as a snake costs one charge. The spells stored in the runestick are
metal armor, including chain mail, the At a cost of two charges, the staff can
hammer’s special ability can be cast at the level of the druid who
be used to cast one of the following dru- enchanted the runestick. It can be used
employed. On any hit upon a metal- idical spells:
armored individual with a roll of 18 to by any druid who knows the command
20 (on 1d20), the metal armor is word. It can also be used by any maiden
Call Lightning Plant Growth of pure heart (use the unicorn test to
smashed and rendered useless. The Dispel Magic Cure Disease
shards fall immediately to the ground, determine this) who knows the com-
Cure Serious Speak With mand word. However, when used by a
leaving the victim unprotected for all Wounds Plants
subsequent attacks. non-druid, the effects of the spells (radi-
us, range, damage, etc.) are halved and
Once per month, with no cost in victim receives a +4 modifier to his sav-
Sword of Cymrych Hugh charges, the staff can perform one of ing throw.
This potent artifact is the personal the following greater abilities:
weapon of the first High King. It serves
as a long sword +4 for combat pur- Wall of Fire Insect Plague
poses. It also has the special ability of Transmute Rock to Wall of Thorns
detect demons within a 36” radius. This Mud
ability is usable at will. Conjure Fire Conjure Earth
The sword was specifically designed Elemental Elemental
to battle the Beast, Kazgoroth. When
that enemy is within 36” of the sword, After using its greater power once,
and the wielder touches the sword by the staff only regains this ability if it is
the hilt, he must make a successful sav- recharged in a Moonwell beneath a full

62
vessel by 10% (round fractions up).
Perhaps its most important function
is to grant the ship a partial immunity to
turbulent seas. A ship with this figure-
head treats any type of rough weather
as the next calmest weather type, as
shown of the Wind Direction and Force
Table of the DMG, page 54. Thus a hur-
ricane is as a storm to this ship, a storm
is treated as a strong gale, etc.
Finally, if a fire strikes the vessel, the
degree of damage inflicted is also modi-
fied to the next more favorable class, as
also shown in the DMG, page 54. Heavy
Damage becomes Moderate to Heavy
Damage, and so forth.
Magical Sickles
These devices are of two types, as
explained below. In addition to the spe- Mug of Plenty Folding Coracle
cial effects listed, a magical sickle can be This device is a large clay beer mug. This device is similar to a folding boat,
used as a magical weapon: +2 to hit When a command word is spoken, it except that it does not create such a
and inflicting 1d4 + 2 points of damage immediately fills with light or dark ale grand vessel nor does it take up as
to all sizes of victims. or thick mead, as the user wishes. much space when it is collapsed.
When drained, the command word will The folding coracle looks like a small
Golden Sickle cause it to fill again. While not particu- leather patch when folded—about the
A golden sickle contains 2d6 charges larly useful on adventures (although size of a large playing card. In fact, the
when found. It has two abilities: you never know...), this is perhaps the patch may be sewn to a piece of cloth-
* Without expending a charge, the most popular magical item among the ing as a means of disguising it. When
golden sickle allows the user to pass isles. the command word is spoken, it
without trace, exactly as the druid spell
expands into a skin-and-strut craft that
of the same name. This does require the Helm of Seabreathing is circular and about eight feet in diam-
user to concentrate. eter. Up to six human-sized passengers
By expending a charge, the user can This is a limited version of the helm of
underwater action. It allows the wearer can travel in it.
employ the plant door spell to open a
pathway through tangled or solid plant to breathe underwater, at any depth,
growth. Unlike the normal spell, how- but in no way enhances his movement
ever, the plant door spell from the sick- or vision.
le always lasts one turn and the path
can be used by anyone. It can be up to Figurehead Of Blessing
120 feet long. This device is most commonly
employed by the northmen to guard
Black Sickle (Blightbringer) the longship of a king or other impor-
The black sickle is an arcane device of tant individual.
potent evil. When it strikes a plant, that A vessel with this figurehead can go
plant and all others within a 30-foot 1” faster than the usual top speed for
radius immediately wither and die. Ani- that type of vessel, regardless of wheth-
mated plant-type creatures, such as er it is under oar or sail power. When-
treants, shambling mounts, and mobile ever the steersman or captain makes an
fungi, receive a saving throw vs. spell to Intelligence Check to avoid or detect
avoid the effect. Even if the save is suc- hazards, a +2 bonus applies to the
cessful, however, the animated plant character’s Intelligence score. The fig-
must remove itself from the area of the urehead increases the hull value of a
blight as quickly as possible.

63

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