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Forgotten Realms: Adventures in Faerûn
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Chapter 5: Moonshae Isles

Moonshaes Campaigns

Characters visit the Moonshae Isles for fairy tale adventures, seafaring epics, and stories of protecting nature from exploitation and defilement.

Fairy Tales

Fey coexist with the people of the Moonshaes. This might mean welcoming a diminutive pixie into your home, lest it bedevil you with pranks; bringing gifts for sprites so they'll let you hunt in their forest; or asking the local hag for a favor.

The heroes of these tales are known for their wit and charm rather than their fighting skill, making these adventures perfect for young players or those who enjoy solving problems through roleplay, humor, and guile.

Adventure at Sea

The sea surrounding the Moonshaes provides endless adventure in a challenging environment. Battles with pirates, bold raids ashore, and the hunting of fabulous sea beasts are made more perilous by harsh weather and the threat of drowning. Beneath the waves, heroes can encounter everything from sahuagin to storm giants.

Eco-Fantasy

An insidious curse called the Rusting plagues the Moonshaes. Born from rapacious invaders and a vampire's dying words, the Rusting transforms verdant wilderness into metallic scrap, people into Constructs, and moonwells into pits of stinking oil.

The Moonshaes inspire stories about heroes who respect nature, attempt to restore it, and fight to preserve it.

People of the Moonshaes

As the first settlers of the Moonshaes, giants established the kingdom of Ostoria. Elves followed long after Ostoria's collapse, inviting creatures from the Feywild to join them. Eventually humans, dwarves, and others followed suit. Of the varied cultures that now call these islands home, the most prominent are the Ffolk, Norlanders, fey, and giants.

Ffolk and Norlanders

The two preeminent human cultures in the Moonshae Isles are Ffolk and Norlanders. Despite past wars between the two sides, Ffolk and Norlanders now coexist peacefully across the Moonshaes.

Ffolk

The humans of the southern Moonshae islands call themselves Ffolk. A peaceful but proud people, they show their respect for the land through their worship of x, a nature god. Industrious and curious, Ffolk value laws, hard work, and education. They farm, herd sheep and hunt in the lowlands, and they form craft guilds, law courts, and militias for mutual defense. Ffolk navigate the isles in sturdy vessels built for fishing and hauling cargo.

The Kendrick family is Ffolk and has ruled the Moonshaes for over a century. Lesser noble families hold land on Alaron, Gwynneth, Moray, and Snowdown. Because these knights and barons each control only a small castle and a nearby town or village, petty feuds over land rights and old grudges occur regularly. High King Kendrick tries to keep his lords in line through a system of financial rewards, tax penalties, and land grants.

The Ffolk perform rites to placate the local fey: leaving pails of milk on the back porch, hanging bells around their homes, or reciting rhymes that name and flatter the fey while politely asking them to leave. The people of Waterdeep and 6 dismiss these practices as quaint superstition, but these traditions have allowed the Ffolk to coexist with fey.

Norlanders

Norlander culture was born on the island of Ruathym, hundreds of miles north of the Moonshaes. Settlers reached the Moonshaes centuries ago, making homes on Norland, Oman's Isle, and many smaller islands. Norlander longships are feared along the Sword Coast for their speed and their crews' reputation for sudden, bloodthirsty raids.

Norlanders revere a bold and cunning hero-god named Valkur whose exploits include slaying monsters, winning fantastic treasures, and performing feats of physical prowess. Valkur was also a good father and husband, a wise and generous ruler, and a protector of his people. Norlanders admire these traits, but they have a cynical view of life and human nature. They believe the world is tragic and that all good things are temporary. Norlanders know every great hall will one day go up in flames and every hero will die, but they laugh in the face of fate and live well so they'll be remembered long past their deaths.

Norlanders in the Moonshaes have rulers known as jarls, typically one to each island. These jarls have sworn oaths of loyalty to High King Kendrick.

A Unified People

Ffolk and Norlanders warred with each other for over a century before the two cultures united under the Kendrick dynasty. Ffolk learned of Norlanders' generosity, love of life, and boldness, while Norlanders learned to appreciate the Ffolk values of hard work and determination. The two cultures shared agricultural and industrial strengths, including Ffolk animal husbandry and Norlander shipbuilding. While the Ffolk and Norlanders retain their own cultural identities—including manners of dress, cuisine, and musical tastes—the Ffolk and Norlanders often view themselves as a singular people, particularly in places where the two cultures intermingle most, such as on Alaron.

Fey and Llewyr

When elves settled on the island of Gwynneth, they brought eladrin from the Feywild with them. Other fey followed until centaurs, pixies, satyrs, sprites, hags, and other creatures spread throughout the Moonshaes. The elves of the Moonshaes call themselves Llewyr. They resemble high elves in appearance but otherwise have the characteristics of wood elves and revere x as Ffolk do. The elven realm gradually shrank over a millennia, and now only the hidden city of Chrysalis remains. Throughout the fading of the Llewyr society, the fey of the Moonshaes went ungoverned, answering only to their own archfey rulers.

Decades ago, an archfey named High Lady Ordalf came to the Moonshaes as part of an ancient prophecy that foretold the arrival of a mysterious curse that only she could cure—at the cost of her own life. She brought a city of eladrin with her to Myrloch Vale through the power of a mythal (see Forgotten Realms: Heroes of Faerûn for more on mythals), naming the city Karador and founding the realm of Sarifal in the surrounding lands. But enemies from the Feywild followed Ordalf and sank Karador beneath the great lake called Myrloch. She retreated to the great forest, now all that remains of Sarifal.

The eladrin of Sarifal call themselves shay. They specialize in circle magic and high magic (see Forgotten Realms: Heroes of Faerûn for more on these topics). Unlike other inhabitants of the Moonshaes, the fey are poor sailors. Instead, they navigate the islands through supernatural paths known as fairy trods. (See "Magic of the Moonshaes" below for more on fairy trods.)

Giants

The Colossal Kingdom of Ostoria was born, ascended to greatness, and faded a millennia before the first elf set sail for the Moonshaes. Giants constructed homes in picturesque locations throughout the isles and topped the tallest peaks with fantastic castles. They brought ettins, trolls, ogres, dire wolves, winter wolves, and other monsters to the isles.

But giants' influence gradually faded. One by one, they abandoned most of their homes and castles. Llewyr, Ffolk, and Norlander settlers later repurposed the towering blocks used in these abandoned structures for walls and doors into everything from throne rooms to ritual sites.

But although giants' numbers have diminished, they live on every major island in the Moonshaes. Ffolk fear them, sharing fables about hungry giants able to smell Ffolk from miles away. Norlander heroes, however, sneak into giant steadings and steal golden trinkets. The giants meet these invasions either with violence or a weary sigh, depending on the giant whose goods were stolen.

Firbolgs act as ambassadors between giants and the Llewyr, fey, and druids of the Ffolk, while goliaths represent giant interests among merchants, crafters, and the Norlanders. Peaceful giants respect their firbolg and goliath allies, giving them places of honor and allowing them to govern themselves. However, fire, frost, and hill giants would rather subjugate their minions and rule by force. Goliaths and firbolg in such cruel situations cooperate with nearby settlements to escape.

Recent Threats

Recently, a longship fleet of fire, frost, and hill giants sailed to Oman's Isle from Maelstrom (see "Related Locations" below). They reclaimed their ancient steadings, driving out Ffolk and Norlander families.

Fomorians surface from the Underdark wherever the Rusting takes root. Many suspect a connection between fomorians and this strange curse.

Magic of the Moonshaes

The Moonshae Isles are steeped in magic. Druids wield the primal magic of the Earthmother, opposing the bloodthirsty Cult of the Beast. Fey magic saturates the land, and islands can move or vanish overnight. Recently, an insidious supernatural curse has started slowly sweeping over the isles.

The Earthmother

The Earthmother is the divine embodiment of the Moonshae Isles and its inhabitants. When life on the islands flourish, the Earthmother thrives. Her chief servants and priests are druids, but she is revered by Ffolk, Norlanders, elves, and fey alike. Druids taught local bards the secrets of the College of the Moon, and the druids are protected by everyone who wields nature magic or understands the fey. Every village has an elder respected for their understanding of the Earthmother.

The Earthmother has no churches or temples. Her devotees perform rites at moonwells, sacred springs ringed by standing stones and glowing with white light. Every moonwell is a direct connection to the Earthmother. The discovery of a new moonwell is an exceptionally holy event—a reassuring sign of the Earthmother's strength.

Environmental destruction, pollution, and the plundering of natural resources harm the Earthmother. The Rusting is a sign of this kind of harm and causes her constant suffering. The Rusting has already corrupted some moonwells, which the Earthmother feels as bleeding wounds.

Cult of the Beast

Lycanthropes, violent humanoids, and evil fey in the Moonshaes worship Malar in an aspect called Kazgaroth, or simply "the Beast." Kazgaroth has manifested and been defeated multiple times. His natural form is a monstrous, demonic tyrannosaurus rex, but he is a shape-shifter who has adopted the form of everything from a dryad to Thelgaar Ironhand, the former king of Oman's Isle. The last time Kazgaroth appeared, he was defeated by the Kendrick family and their allies. This led to Tristan Kendrick's ascension as high king and the founding of the Kendrick dynasty.

Kazgaroth's most powerful followers are two tribes of evil lycanthropes collectively called the Red Shadow, based on the island of Moray. Members of the Red Shadow leave their deep forest dwellings to attack civilians at every opportunity, murdering all but one captive, whom they bring back to a moonwell for sacrifice. Kazgaroth's servants believe that if they sacrifice enough people to the moonwells, they can resurrect the Beast. Kazgaroth's cult extends to settlements throughout the Moonshaes; members of the cult gather information for the Red Shadow and spread their shape-shifting curse in secret.

Fey Magic

Fey crossings—places where the Feywild touches the world—are common in the Moonshaes, especially on the isle of Gwynneth. Long ago, fey magic flowed out from these crossings and ran over the Moonshae Isles like imperceptible rivers. Fey magic is now so embedded in the land that it's hard to tell where the magic of the Feywild ends and the primal magic of x begins. The most famous manifestations of fey magic are hollow hills and fairy trods.

Hollow Hills

A hollow hill is a small, low hill, typically with a single entrance framed by enormous stones. Anyone entering a hollow hill walks into a magnificent fairy palace. A hollow hill might be a fey crossing or a powerful magical effect that makes the space bigger on the inside than it is on the outside. Time can pass strangely inside a hollow hill, so visitors who spend months or years there might emerge to find only a day has passed.

Fairy Trods

Fairy trods are magical pathways that lead through wilderness and connect islands together. Travelers on a fairy trod quickly reach their destination regardless of distance or terrain. Every fairy trod has a guardian, typically a dangerous fey. Guardians allow other fey to use the trod freely, but Humanoids must pass a test of the guardian's devising. See "x" for more information.

Wandering Isles

Smaller Moonshae Isles that move are called wandering isles, and the precise details of their magical movement vary. In some cases, the island simply glides along with the current. Such islands move in a vaguely circular pattern that repeats over a period of years or decades.

Other islands vanish and reappear. Most reappear instantly in a far-off location, but islands can disappear for days, weeks, or years. Some of these vanishing islands go to the Feywild, and others sink beneath the waves. These disappearing islands can reappear anywhere, or they might cycle between recurring locations.

Because of these unusual properties, islands in the Moonshaes have unpredictable inhabitants and strange landmarks. A wandering isle might pick up fey creatures from the Feywild, travelers from elsewhere in Faerûn, or multiversal explorers. Wandering isles remain part of x, and druids who serve her believe she uses wandering isles to spy on distant realms and recruit potential allies.

The Rusting

The Rusting is a supernatural curse and contagion created by the dying words of Lady Erliza Daressin, Amn's former vampire governor of Snowdown. Those afflicted with the Rusting are compelled by the curse to perpetuate environmental destruction much as Amn did on Snowdown, threatening the Moonshaes and x herself.

The Rusting typically appears where the Earthmother is harmed by pollution or the exploitation of natural resources, such as on Snowdown, where Amn dug open mining pits, cut down forests, and redirected waterways into pollution-filled swamps. For example, overfishing in the Bay of Norland brought the Rusting to Norland. Undead and Aberrations, especially fomorians, are common where the Rusting appears, but their connection to the curse is unclear.

The Rusting withdraws if the environmental damage that prompted it is addressed, but this is made more difficult by the curse itself. In addition, some individuals seek out the curse, considering the Rusting a path to strength, power, and extended life. These Rusted intentionally cause environmental damage to spread the curse. The leader of these individuals is the self-proclaimed Queen Forfallen (see 9), who sails the Moonshae Isles as a vengeful pirate.

Navigating the Moonshaes

In the Moonshaes, getting from one island to another can be a challenge. While most Ffolk and Norlanders rely on boats and ships to sail the isles, adventurers might use other avenues, including magical pathways known as fairy trods.

Moonshae Vehicles

The people of the Moonshae Isles employ various vessels to travel between islands. The waterborne vehicles described in the Player's Handbook are most commonly used, while fortunate people might have a Windskiff (see 8).

In addition, the following vehicles are frequently used in the Moonshae Isles.

Ffolk Sailing Ship

Ffolk craft durable sailing vessels that can handle even the roughest waters in the Moonshae Isles.

Norlander Longship

Norlanders use longships of their own design for extended voyages, raids, and whaling expeditions. These longships are renowned for their speed. During whaling expeditions, these longships frequently carry up to three Whaleboats (see below).

Rusted Hulk

Rusted warriors conduct raids using mighty warships. Queen Forfallen and her allies strengthen these hulking vessels by adding rusty metal plates to their hulls.

Whaleboat

Whaleboats are light, specialized craft deployed when Norlander longship crews spot their quarry. They carry six rowers and a single harpooner armed with spears.

Moonshae Vehicles
ShipSpeedCrewPassengersCargo (Tons)ACHPDamage ThresholdCost
Ffolk Sailing Ship2 mph2020100154002020,000 GP
Norlander Longship6 mph5010010173001520,000 GP
Rusted Hulk2 mph6090250185002550,000 GP
Whaleboat3 mph611310010500 GP

Moonshaes Terrain

Chapter 2 of the Dungeon Master's Guide provides rules for travel. But the Moonshae Isles have unusual environmental conditions, especially for waterborne travel. While traveling through one of the special terrains below, replace the normal Encounter Distance, Foraging DC, Navigation DC, and Search DC with that terrain's entries in the Moonshaes Travel Terrain table.

Moonshaes Travel Terrain
TerrainEncounter DistanceForaging DCNavigation DCSearch DC
Dead Calm6d8 × 10 feet151010
Entangling Kelp2d6 × 10 feet151015
Reef4d6 × 10 feet101515
Rusted Sea2d6 × 10 feet201015

Dead Calm

This describes a water region with no wind. The sea is completely flat, and vehicles that rely solely on sails can't move.

Entangling Kelp

Entangling kelp is a magical phenomenon where seaweed growth is unnaturally dense, clinging to passing vessels and impeding their progress. A vehicle moving through Entangling Kelp can move no faster than 1½ miles per hour.

Reef

The Moonshaes are littered with dangerous reefs known only to experienced sailors and local guides. Failing to navigate a reef can result in severe damage to a ship or even the ship's destruction. Reefs are populated with aquatic creatures.

Rusted Sea

A water area where the Rusting has manifested is covered in thin, stinking oil. This water is hazardous to aquatic life.

Using Fairy Trods

Fairy trods are magical paths that connect the island of Gwynneth to Alaron, Moray, Oman's Isle, and Snowdown. Fairy trods appear only on islands that hold moonwells. Using a fairy trod requires the permission of the trod's guardian, but with that granted a traveler can cross great distances and impassible terrain in a short time.

Finding Fairy Trods

As a Study action, a creature can search for a fairy trod within 1 mile of their current location and make a DC 15 Intelligence (Arcana) check; a creature that has used this fairy trod before has Advantage on this check. On a successful check, the creature discovers the shortest path to the nearest fairy trod, if any.

Fairy Trod Guardians

Every fairy trod has a guardian, and they change over time. It is possible for characters to encounter a new guardian each time they use the same trod. A guardian is usually a Fey such as a Centaur Druid, Dire Worg, Green Hag, or Satyr Revelmaster. Most guardians are initially Indifferent to the characters. The guardian appears to anyone attempting to use the trod and puts them through a test. This test can take varying forms, such as a duel, a riddle game, or a poetry contest. If the party completes the test or if the guardian becomes Friendly, the characters can use the trod.

Traveling via Fairy Trod

While using a fairy trod, characters feel like they are traveling through an ordinary path in the wilderness, but the journey takes less time and ignores impassable terrain such as water and mountains. Travel time along fairy trods can vary, but typically 1 minute of travel on a fairy trod is equivalent to 1 hour of travel elsewhere. After the requisite amount of time spent traveling, the party arrives at their destination. Characters can pause along the trod and camp there safely, but leaving the trod before reaching the destination causes them to emerge at a random point in the Moonshae Isles.

Fairy trods are a great way to sneak off to a fairy revel, hang out all night with friends your parents don't approve of, and still be home before sunrise, not that I know anything about that.

Caitlyn Kendrick

Moonshae Gazetteer

This gazetteer provides overviews of the seven largest islands of the Moonshaes:

  • Alaron. Home to the largest Ffolk populations and Caer Calidyrr, Alaron is the seat of High King Derid Kendrick.
  • Gwynneth. The most magical of the Moonshae Isles, Gwynneth's power centers around Myrloch Vale and the fey kingdom of Sarifal.
  • Moray. An island overrun by werewolves and other monsters, Moray has become a refuge for evil.
  • Norland. The isle of Norland stands proud as the heart of Norlander culture in the Moonshaes.
  • Oman's Isle. Once a symbol of Norlander power, giants and evil fey now rule this island.
  • Snowdown. Rich in mineral resources, Snowdown was briefly conquered by the nation of Amn.

More than a hundred smaller isles surround these seven. Some of these isles move or vanish altogether, slipping into the Feywild or other planes. This makes the Moonshaes best navigated by ship or, for the brave, by Windskiff (see 8).

Alaron

The largest isle of the Moonshaes, Alaron stretches 250 miles north to south but only 40 miles across at its middle. Norlanders settled in the mountainous northern half of the island and founded the realm of Gnarhelm while Ffolk made their home in the forested and fertile south. These two peoples saw each other first as enemies, then as rivals, then as family.

Northern Alaron is swept by vicious storms and has little agricultural land. Nevertheless, Norlanders can eke out a living working long months at sea. Meanwhile, Ffolk in the south have grown so prosperous their minor lords regularly skirmish over rights to forests and farmland.

The commonalities between Ffolk and Norlanders are on full display on Alaron, where these two cultures intermingle freely. Norlanders and Ffolk are proud warriors, valuing boldness and the keeping of oaths. The Norlander love of the sea is mirrored by the Ffolk respect for the land. Most citizens of Alaron claim both Norlander and Ffolk kin.

High King Cymrych Hugh brought Norlanders and Ffolk together a thousand years ago, building an alliance that included dwarves and elves. Now the Ffolk Kendrick family rules the isles, and the Norlander jarl of Gnarhelm answers to High King Derid Kendrick.

Caer Calidyrr

The seat of High King Kendrick's power, Caer Calidyrr is the center of trade and diplomacy in the Moonshaes. Properly speaking, the name "Caer Calidyrr" applies only to the ancient castle that overlooks the city of Calidyrr. This sprawling fortress was raised by Cymrych Hugh, first high king of the Isles, and includes abandoned underground levels.

Now in his sixties, High King Kendrick has learned from the misfortunes of his youth and has become a consensus builder with a keen eye for detecting deception. He is a member of the Lords' Alliance and a patron to its agents. When not keeping court, he travels south to Caer Corwell to visit his daughter, son-in-law, and granddaughter.

Ffolk and Norlanders mingle on the busy wharves of the city, where traders from the Sword Coast unload weapons, armor, a dizzying array of alcoholic beverages, and rare magical components collected across Faerûn. Meanwhile, Moonshae merchants sell everything from fish and lumber to jewelry and ambergris. The rough-and-tumble mix of sailors, merchants, and soldiers makes the city dangerous after dark, especially near the docks. Zhentarim money has opened many doors and now funds a warehouse that serves as a foothold for Zhentarim activity in the Moonshaes.

Dernall Forest

The largest forest in Alaron is home to violent gangs of goblins, hobgoblins, and bugbears that prey on hamlets within the forest, travelers, and each other, sometimes raiding farms in southern Alaron. Packs of Worgs roam through these woods and cooperate with the goblins.

The Swanmay River provides shelter to forest guardians known as Swanmays, fey with the ability to change into swans (see 9). They seek heroic folk to help them restrain the goblins and restore harmony to the forest.

Fairheight Range

These mountains, and the vast tunnel complexes that run under them, were claimed by dwarves and orcs long ago. The war between these two groups has been interrupted by swarms of Undead, trolls, and creatures from the Shadowfell, led by a mysterious Shadow Dragon.

The dwarves of Clan Rookoath have old ties to the high king, and the high king believes the only hope of victory is for Rookoath to ally with their traditional enemies, the Proudfury orcs, and confront the shadow dragon together. But so far his attempts to bring Rookoath and Proudfury representatives together have been fruitless, as the orcs consider him to be on the side of the dwarves.

Gnarhelm

The northern half of Alaron is governed by Jarl Scyld Sundersing (Medium Warrior Veteran), a young human who respects the high king but is eager to establish his own heroic reputation in battle. The people of Gnarhelm work as miners, shepherds or goatherds, and mercenaries. They are fierce, heavily armored fighters who wield long axes, riding horses to battle but fighting on foot. Scyld keeps a personal guard of a hundred of these warriors and urges the high king to use them at every opportunity.

An Ancient Copper Dragon named Nymmurh lairs in a complex of twisting caves in the northern end of the Hardangheight mountains. Nymmurh is a patron of the Silmerhelve family in Waterdeep, leading him to spend time away from his lair. The Cult of the Dragon has found the lair and hopes to plunder its greatest treasures while Nymmurh is away, then ambush him on his return.

High King's Road

The High King's Road is the lifeblood of Alaron. Beginning at the southern tip of the island in Kythyss—a village infamous for smugglers, thieves, and bloodthirsty mercenaries—the road cuts through the lush farmlands of Bregonshire and the county of Stirgewick. It also provides the safest route through Dernall Forest. From Caer Calidyrr, the road branches west to Blackstone and north to White Rock. It is the high king's responsibility to keep the road safe. But the road is long, and adventurers patrol the road, helping the king with everything from worgs of the forest to Zhentarim smugglers, and even the occasional border war between feuding nobles.

Moonwells

The Earthmother graces Alaron with several moonwells. The northernmost is near the cairn of Cymrych Hugh, where the first high king of the Isles was buried. Cymrych Hugh possessed fabulous treasures that became symbols of his rule, including a crown fashioned by dwarves, a silver sword forged by elves, and a ring given to him by his wife, Allisynn. The crown and sword were later recovered by the Kendricks and became royal heirlooms, but the ring has never resurfaced; many believe it to still be around Cymrych's finger. Other moonwells are located in Rushdown Wood, in Torriage Wood, and tucked into the northwest corner of the Dernall Forest.

Gwynneth

Gwynneth is the magical heart of the Moonshaes and the center of x's power. The island holds more moonwells than the rest of the Moonshaes combined. Fey are numerous here and maintain their own realm in the forest of Sarifal. Following the retreat of High Lady Ordalf's incursion, Norlander families are returning to reclaim homesteads in the mountainous north, and the Kendrick family has rebuilt their old castle Caer Corwell. Elves maintain the hidden city of Chrysalis in the mountains, and Rustfire dwarves (whose ancestral name has nothing to do with the Rusting curse) dwell in the mountains northeast of Myrloch. Most Gwynneth settlements are built on the ruins of ancient elven communities that date back more than ten thousand years.

The fierce storms that plague the rest of the Moonshaes are less frequent on Gwynneth, though rain is common and leaves all it touches fresh and sweet smelling. Indeed, everything on Gwynneth carries a little enchantment. The mountains rise with stark majesty, and the forests loom deep and mysterious. The fabled Myrloch Vale stands at the center of this magic.

The magic of Gwynneth makes it perilous. Bullywugs proliferate in the wetlands lining Gwynneth's coast, and Displacer Beasts lurk in every forest and mountain vale. The Rusting, however, hasn't touched Gwynneth. The communities here are so magically isolated from the rest of the isles that their inhabitants haven't even heard of the Rusting. If the curse reaches this island, the Earthmother herself would be in peril.

Caer Corwell

The ancestral home of the Kendrick family, Caer Corwell fell into ruin after High Lady Ordalf's arrival. The castle was the lair of evil and mischievous fey for years, but after Ordalf's retreat to Winterglen, the Kendricks returned to Caer Corwell and rebuilt it. The reconstruction effort brought merchants and crafters aplenty, and the settlements of southern Gwynneth are thriving for the first time in a century. There's always more to do, such as driving back bullywugs in the Fens of the Fallen or hunting Displacer Beasts in Llyrath Forest.

Princess Tarilyn Kendrick leads this resurgence. Her marriage to Prince Araithe, Ordalf's son, was born out of tragedy and political necessity, but the couple found happiness. Tarilyn brings intellect and diplomacy to this relationship, and she is beloved by Ffolk and Norlanders alike. Araithe set aside his sword and armor and spent most of the last two decades raising the couple's daughter, Caitlyn Kendrick.

Chrysalis

The elven city of Chrysalis lies hidden within mountains at the southeast corner of Myrloch Vale. Powerful illusions hide the city from the air, and a thick fog conceals the mountain passes. No one can reach the city without a guide.

Chrysalis stands at the center of a lake cradled by these mountains. The Serene Matriarch Ate Onah (Medium Noble Prodigy), a young elf of a mere two centuries, rules Chrysalis. After rescuing a Harper near death in the mountains, she agreed to open the city to visitors. Since then, a small community of gnomes has settled in Chrysalis, building two-story cottages among elven towers of glass, silver, and crystal. Harpers use the city as their base in the Moonshaes.

Kingsbay

Once a quiet settlement on Gwynneth's southeastern shore, Kingsbay was the primary port through which Ffolk returned to the island after Ordalf's withdrawal to the forest. It's become a boomtown in the last few years, where anyone looking to strike it rich, escape an unpleasant situation at home, or run from the law can find what they need. There's always another merchant caravan, military patrol, or wagon train setting out, and no one has time to ask questions.

This busy, get-rich-quick atmosphere allowed Vvim Toth (Medium, Neutral Evil Archmage), a human Red Wizard of Thay, to establish a Thayan enclave in Kingsbay, ostensibly providing magical services to well-paying merchants and mercenaries. In truth, Toth seeks information on the moonwells and the secret rites of the Moonshae druids, hoping to use them to fuel his rise to power in Thay.

Myrloch Vale

A forested valley with an ancient connection to the Feywild surrounds the lake known as Myrloch, framed by multiple mountain ranges. For centuries, fey creatures have crossed the border between worlds in the Vale, and enough have stayed to make the vale home to a bewildering population of fey. Here, centaurs ride in herds, pixies and Sprites flit through the air like starlings, and packs of Blink Dogs patrol the trails. Ancient forests are home to dryads and treants. Faerie dragons are especially common here. Druids work with bards of the College of the Moon to keep the peace, monitor moonwells, and perform rites to honor x. Agents of the Emerald Enclave come here to train.

Karador

The fairy city of Karador lies beneath the waters of Myrloch. Once home to High Lady Ordalf and thousands of fey, the city sank beneath the waves when the magic of its mythal was broken. Treasure hunters and explorers probe the sunken ruins, preyed on by Sea Hags, sahuagin, and giant sea beasts.

Sarifal

When Karador sank into Myrloch, High Lady Ordalf led the survivors north into the forest of Winterglen. She drove out the arch-hag Urphania and moved into Castle Umbra, Urphania's old fortress. This deep and dangerous pine forest is now all that remains of the kingdom of Sarifal, which once encompassed all of Gwynneth. Ordalf still rules here, assisted by eladrin who survived the sinking. She is vastly weakened and has been forced to accept evil fey into her court.

Although fey of every kind dwell here, the Shadowfell has corrupted flora and fauna alike. Trees crowd around trespassing travelers, herding them to their doom deep in the forest; packs of Worgs and Displacer Beasts prowl unchecked; Swarms of Stirges feast on the slow and the dead.

Storaad

Norlanders settled the mountains around Myrloch Vale but were driven out by Ordalf's fey. Now they're reclaiming their old family homesteads without permission from the high lady or high king. Storaad, a village on the west coast of Gwynneth, is the launching point for these resettlement efforts, which must navigate through the mountains surrounding Myrloch.

In contrast to Alaron, most of the moonwells on Gwynneth are in the north near abandoned Norlander settlements. Norlanders come to these moonwells to commune with x. The Rustfire dwarves fled Gwynneth a century ago through tunnels to Alaron. Recently however, these dwarves have reopened the mines in these mountains. Conflict between Norlander families and Rustfire miners has already led to tragedy and could soon erupt into warfare.

Moray

Moray sees the most violence in the Moonshaes. Vicious lycanthropes, enigmatic lizardfolk, mighty giants, proud orcs, Norlanders in thrall to the Rusting, and loyal soldiers of House Kendrick fight for control over the island.

Hundreds of Werewolves and other evil lycanthropes who follow the Cult of the Beast live here, forming packs around the island's two moonwells. The Red Moon pack lives in the Shannyth Forest to the south, while the Shadow Moon pack lives in the Tarthwood. Together these groups are called the Red Shadow, and they raid settlements across Moray for captives to sacrifice. Attempts to rescue these captives before their gory death seldom succeed.

Breasal Marsh

Lizardfolk dwell in Breasal Marsh around the Shannyth River. They desire to be left alone, but their position in the center of the island means every other faction on Moray simultaneously trespasses on their land while coveting their allegiance. Red Shadow raiders are so fierce that lizardfolk make no attempt to stop them when they cross the marsh, but they drive other intruders off with force and elemental magic.

Caer Moray

High King Kendrick built a stout stone fortress at Caer Moray to guard the port. The garrison includes hundreds of armored cavalry who escort trade shipments to villages on the east side of the island. Stubborn civilians inhabit the villages of Dynnegal, Kork, and Horst, which make up Kendrick's domain on Moray. They refuse to leave their homes, no matter how dangerous the island becomes. These insular Ffolk developed elaborate customs to avoid lycanthropes, lizardfolk, and orc raiders, such as wearing special clothing to camouflage themselves or traveling only during certain hours of the day.

Dennin's Delve

Giants and giant kin live in the Trollclaw mountains on the north end of Moray and have built a new home for themselves above the remains of Dennin's Delve, an ancient dwarven stronghold. A portal connects tunnels beneath Dennin's Delve with old tunnels under the Fairheight Range in Alaron, and the Shadow Dragon menacing the dwarves and orcs of Alaron has sent its minions to Dennin's Delve. The giants responded by locking the tunnels, and a small band of heroic goliaths later appointed themselves watchers of the locked door. They stand vigil to this day.

Farview

Razed by the Red Moons a century ago, Farview has become a factory for Norlanders embraced by the Rusting. The Rusted chop down the Shannyth Forest, dredge the Breasal Marsh for treasures, and reopen old dwarven mines in the Trollclaws. These raw materials are converted into tools for further resource collection. The high king longs to dislodge these Rusted, but the settlement is protected by imposing walls and fierce warriors.

Orcskull Mountains

The orcs of the Orcskull Mountains value crafting skill. They live in small family groups focused around a central forge; the smoke from these forges creates a gray pall over the entire range. Although they aggressively defend these mountains, they avoid Highpeak, the tallest mountain in the range. Highpeak is famously haunted by a Banshee, the spirit of a mother whose four sons died in battle. Her wails can be heard for miles. She supposedly dwells in a glass castle, but it hasn't been found.

Norland

Are Norlander pirates dangerous, bloodthirsty mercenaries likely to murder you and loot your corpse? Yes. Are they more fun to hang out with than just about anyone this side of the Feywild? Also yes.

Caitlyn Kendrick

Long ago, Norlanders from Ruathym arrived on the coast of Norland. Some pushed on toward Oman's Isle, but most remained in Norland, making it the heart of Norlander culture.

This is a hard country with cold winters, frequent storms, and little arable land for farming, but Norland forges its inhabitants into heroes. Boats ply the surrounding waters and sell their catch at Rogarsheim for high profits. The Jotunhammer mountains are a rich source of rare gemstones and valuable ores including copper, iron, silver, and gold. People are free to live the life they make for themselves, and their deeds are remembered by family, friends, and jarl alike.

Some Norlanders instead embrace piracy. Norlander pirates don't target other Norlanders; they take their longships across the Sea of Swords to capture merchant vessels from Neverwinter, Waterdeep, and 6 instead. Some Norlanders attack inland, raiding villages and religious buildings along the Sword Coast.

The Rusting, however, poses new challenges. It has reached the overfished Bay of Norland. Rusted zones threaten the livelihood of fishers, whales beach themselves on the coast and die, and monsters capsize longboats to prey on their crew.

Norland's jarl is the human Olfsvenn (Medium Warrior Commander), son of Olfgaut, son of Rault the Wise. He has sworn oaths of loyalty to House Kendrick but keeps a terrible secret: his sister Renauta embraced the Rusting and became Queen Forfallen. She is now gathering Rusted allies. Driven by the vain hope that he can redeem his sister, Olfsvenn corresponds with Forfallen through letters carried by trusted couriers. When she asks him for favors and information, such as key supplies or knowledge of lucrative targets for piracy, Olfsvenn occasionally obliges her by directing her against his enemies and rivals. Jarl Olfsvenn maintains Stormbanner Hold, a fortress and feasting hall outside the city of Rogarsheim. Famous for his hospitality, Olfsvenn's generous gifts have bought him the loyalty of many followers. But if the gold were to run out, the jarl might find himself alone.

Frostfenn

The Frostfenn fills central Norland. Home to creatures of ice and snow, this frozen marsh is the lair of a Werewyvern, a mysterious individual who transforms into a dragon (see 9). Purple Dragon Knights travel to Norland to hunt it down.

Jotunhammer Range

Cloud Giants and Stone Giants keep steadings in the Jotunhammer Range. These mountains were once part of the giant kingdom of Ostoria, and the giants remember its former glory with pride. Oblivious to this legacy, Norlanders intruded on giant enclaves for centuries, attempting to prove their heroism with violence or cunning thefts. Many of these adventures ended in tragedy. Eventually goliaths, firbolgs, and dwarves migrated to the Jotunhammer Range and acted as intermediaries between Norlanders and giants, forging peace treaties. Nevertheless, brave adventurers still try to sneak into giant holds to prove their valor or recover some lost family heirloom, and sometimes they return alive.

The Tvarstoldt tar pits lie in the Jotunhammer Range. The Rusting has turned these oozing black pools into a source of Undead and Aberrations. Droves of Fomorians lair there and thwart attempts to heal the land. They also threaten a lighthouse north of the pits, built by Ostorian giants and maintained by the jarl's coffers. The lighthouse warns sailors away from the area's treacherous rocks. The fomorians plan to claim the lighthouse and extinguish its lamp.

Norheim Isles

The islands of Canthrell, Jotunspine, Llorgh, Graygruun, Rotterock, and Dragonshome are collectively known as the Norheim Isles. This grouping also includes many smaller islands, some too small to support a single Norlander family. The people here barely sustain themselves through fishing and hunting and often turn to raiding or piracy. Small villages are built around a few extended families.

In these harsh conditions, a single bad season can spell the end for an entire community. As insurance against famine, the locals hunt whales with personally marked spears. Elaborate laws divide whale meat fairly among all whose spears contributed to slaying the whale, although hunters often feud over what constitutes their fair share.

Rogarsheim

Rogarsheim is the bustling capital of Norland, well defended from Rusted raiders by Jarl Olfsvenn's sizable fleet and made rich through the bounty of the sea. Merchants from the Sword Coast buy fish, whalebone, ambergris, coral, pearls, and rare magical and alchemical ingredients. Shipbuilding is a key industry here, and visitors from across Faerûn come to purchase ships or learn from Norland shipwrights. Goliaths, firbolgs, and dwarves live alongside Norlanders and visiting Ffolk. Purple Dragon Knights maintain a base in Rogarsheim, using it to hunt the werewyvern and investigate the island of Dragonshome to the east. Their fantastic steeds have made the knights a legend among the children of the city. Many aspire to become squires and one day ride a dragon of their own.

Signs of the Rusting are evident in the city after years of pollution and overfishing in the Bay of Norland. The water has an oily sheen and a chemical smell, and a thin skin of rusty iron creeps up the timber logs of Rogarsheim's piers. Dockworkers sometimes fall prey to the curse. Ships that show signs of the Rusting are towed out to the middle of the bay and set on fire.

Oman's Isle

Oman's Isle was once peaceful and picturesque. Norlander families built settlements on the ruins of the old giant kingdom of Ostoria and farmed, kept sheep, and worked mines in the highlands. The last king of Oman's Isle, Thelgaar Ironhand, remains a folk hero among Ffolk and Norlanders alike.

Cairn of Thelgaar Ironhand

The only moonwell on Oman's Isle lies in the Stone Wood. Thelgaar Ironhand was buried in a stone cairn within this grove, surrounded by menhirs. A small band of druids and bards struggles to keep the grove safe, concealing it with magic to avoid being crushed by giants or the Rusted. But every year, the violent inhabitants of the isle draw closer to discovering the grove's location. No one knows what the giants would do with the grove, but the lord of Iron Keep's intentions are clear: to plunder the cairn and corrupt the moonwell with the Rusting.

Giant Steadings

Years ago, a coalition of giants from Maelstrom returned to Oman's Isle in enormous longboats, driving the previous inhabitants out of their homes and across the water. Now the giants live in small but well-established steadings across the isle, especially where Ostorian ruins were left intact in the Grampalt Highlands. Hill Giants cluster on the eastern slopes, protecting their steadings with kennels of Dire Wolves. Frost Giants occupy the western highlands, which are covered in freezing rain and snow. Under the shadow of Icepeak, the region's tallest mountain, frost giants herd Giant Goats, build ships, and raid Gwynneth from across the Strait of Oman. Fire Giants reopened the old Norlander mines underneath the highlands and sell the ore they find to Iron Keep in exchange for treasures gathered in Rusted raids.

Iron Keep

Norlanders constructed Iron Keep on the site of an Ostorian fortress, and it was once their greatest stronghold. From here, Thelgaar Ironhand ruled as king of Oman's Isle. The Norlanders of Oman's Isle joined the kingdom after his death, and Iron Keep was a jewel in the Kendrick crown.

Iron Keep was abandoned when the giants invaded Oman's Isle, and it lay empty for decades. Now it is home to Axenwight (Medium, Chaotic Evil, Rusted Pirate Captain; see the "Other Rusted" sidebar in 9), one of Queen Forfallen's chief lieutenants. No one knows why the giants tolerate Axenwight's presence in Oman's Isle, but rumor has it that the queen cut a deal with the fire giants, and the frost and hill giants followed along according to giant custom.

Although he's proclaimed himself jarl of Oman's Isle, Axenwight controls only the area around Iron Bay. From here, he harvests from the Stone Wood, buys ore from giants, and builds ships and weapons for Queen Forfallen's war machine. His desire to plunder Thelgaar Ironhand's tomb draws treasure seekers who promise to satisfy Axenwight's greed. However, expedition attempts have failed, and Axenwight doesn't tolerate failure.

Trondhelm

The birthplace of Thelgaar Ironhand, Trondhelm was devastated after giants overwhelmed Oman's Isle. In the years since, the village has become a settlement for creatures who serve giants or associate with them: firbolgs, goliaths, ettins, ogres, and cyclopes. These new inhabitants expanded the old village by reclaiming building stones from ancient Ostoria, assembling homes that suit their stature. Life in Trondhelm is brutal, but it's the only place in Oman's Isle where traders can do business with the giants. For more on Trondhelm, see "x" later in this chapter.

Snowdown

Snowdown's history is rife with sorrow and devastation. Located on the south end of the Moonshaes, Snowdown was protected from harsh weather by Gwynneth in the west and was once the most temperate and fertile of the isles. Ffolk dwelled there on quiet and peaceful farms. They left the rest of the violent Moonshaes alone and expected to be left alone in return.

During the Amn invasion a century ago, the enigmatic and cruel vampire Erliza Daressin took over the island. Amn soldiers plundered Snowdown's rich natural resources, stripping mines bare and chopping down forests. Waterways were redirected into open mines or other industrial projects, creating toxic ponds. The invaders crushed local resistance with impunity. Then Erliza headed off retaliation from High King Derid Kendrick by abducting his only son, Owaren.

Owaren died trying to escape, a tragedy that united High King Kendrick and High Lady Ordalf. Derid's daughter, Tarilyn Kendrick, and Ordalf's son, Prince Araithe, led a united army against Caer Westphal, and Tarilyn's magic permanently destroyed Erliza. However, the vampire's dying words became a curse that plagues the Moonshae Isles to this day.

The Rusting first manifested at Snowdown's only moonwell, located near the center of the island. Amn mercenaries had chased off the moonwell's druid. Without its protectors, the waters of this moonwell turned to a slick, glistening oil, its surrounding stones withered to rust, and the trees of its grove whitened and died. Meanwhile, attempts to rein in the environmental destruction caused by Amn have ended in disaster. When a dam blocking the Harloch was demolished, a crushing wave of floodwaters mixed with open mines, reducing southern Snowdown to a putrid swamp.

Decades after Erliza's defeat and the withdrawal of Amn, Snowdown is a blight on the Moonshaes. A few small settlements struggle on, but sickness and famine shrink the population year after year. Ffolk brave droves of Aberrations and Undead within the unstable tunnels of the highland mines in search of riches. Only one small forest remains, full of stunted and discolored trees. The natural path of the island's waterways has never been restored; Fomorians and Rusted raiders attack anyone who tries and take no prisoners.

Caer Westphal

Snowdown's capital, Caer Westphal, is relatively safe. From the high towers of Caer Westphal's castle, Governor Eduard Westphal (Medium Noble), chosen for his loyalty to the high king and familial connections to Snowdown, combats the island's dismal decline. Eduard recognizes how desperate things are on the island but has few resources to do anything about it. He focuses his efforts on keeping the Snowdown Ride safe.

Caer Westphal surrounds a harbor that shows signs of Amn occupation decades after the war. Tall cargo cranes line the docks, and rows of rusty shipping containers stand stacked where Amn mercenaries left them. Although much of Caer Westphal stands empty, refugees fleeing their polluted farms and villages occupy these shipping containers so they're poised to board any ship that will carry them elsewhere.

Snowdown Ride

A single road, the Snowdown Ride, leads south from Landrian to the village of Harloch, crosses through Caer Westphal, and ends at Pengram. Amn forces widened the Snowdown Ride during their regime, paving it with a mixture of lime, mortar, water, and volcanic ash. Over the years this substance has cracked, rendering the road unusable to wagons.

Tomb of Owaren

I never met Uncle Owaren. He died before I was born, and I'm already older than he ever got to be. Why do you think I spend my nights out having fun with my fey cousins, instead of playing the perfect princess? I'm living for both of us.

Caitlyn Kendrick

On the tip of land east of Caer Westphal lies the tomb of Owaren Kendrick, unsullied by the island's ecological devastation. Surrounded by a silver fence and protected by the magic of Moonshae druids, verdant grass and white, crescent-shaped flowers surround a stone memorial under the shade of a massive oak tree. The tomb has become a symbol of the alliance between Ffolk, Norlanders, and fey, and it is a site of pilgrimage for travelers willing to risk Snowdown's dangers.

Related Locations

The following places are connected to the greater Moonshae Islands or located beneath the waves of the Sea of Moonshae.

Caer Allisynn

The most famous of the Moonshae's wandering isles is Caer Allisynn, the burial place of the first queen of the Moonshaes. This island rises from the sea in sunlight four times a year and has been spotted in different places: sometimes in the Strait of Alaron, other times north of Oman's Isle. The queen is buried in the castle for which the island is named, but only a few fortunate heroes have ever seen it for themselves.

Korinn Archipelago

Many of the Moonshaes' smaller islands are part of the Korinn Archipelago. Here, sparse forests grow amid rugged, rocky cliffs. Nearly all of these islands are inhabited. Families on these islands subsist on fishing, shepherding, and raiding. Many frequent sailors of the Sea of Moonshae have a favorite fishing spot, safe haven, or smuggler's cache hidden among the islands of the archipelago.

Some of the archipelago's islands are wandering isles. Yet others are home to pirate bands, fey, elven ruins, or giants who hurl stones at visitors.

Kressilac

The sahuagin kingdom of Kressilac lies at the floor of the Sea of Moonshae. From here, sahuagin ride hungry sharks to raid Alaron, Gwynneth, and Oman's Isle. Few humanoids have ever seen Kressilac's coral palaces and kelp gardens.

Maelstrom

Sometimes the natural currents around Ruathym, Whalebones, and the Moonshaes combine and create a whirlpool strong enough to draw in ships. Ships caught in its currents are torn apart and their wreckage drifts to the ocean floor three thousand feet below, where it is picked clean by Giant Crabs.

The storm giant stronghold called Maelstrom lies underneath the whirlpool. The undersea fortress of Serissa, queen of the giants, is carved into a reef. Four rocky towers covered in barnacles and coral reach upward, ringing a large sinkhole that descends into the heart of the fortress. (For more on Maelstrom and Queen Serissa, see Storm King's Thunder. )

Ruathym

Norlander culture was born on the island of Ruathym, two hundred miles north of the Moonshaes. Seeking to escape the bleak and mountainous Ruathym, wracked by strong waves and bitter cold, Norlanders sent longships south and east, settling in both the Moonshaes and the old city of Illusk (now Luskan). While Norlanders of the Moonshaes have little reason to return to Ruathym, they still tell stories of their people's grand exodus. Queen Forfallen uses the settlement of Ruathym as a safe harbor, selling plunder from her raids, buying supplies, and recruiting fresh crew.

Whalebones

Whales have come to the small rocky islands east of Ruathym known as Whalebones for as long as Norlanders have chronicled their history. Rocs perch on the islands' tallest peaks, and the islands' fierce locals eagerly take food and supplies by force from anyone foolish enough to draw near.

Druids believe that the whales come here to honor and commune with their dead ancestors and have banned whale hunting near the islands. Unfortunately, overfishing elsewhere in the Moonshaes has drawn whalers to the Whalebones in a clear violation of tradition. Inhabitants of Whalebones have begun striking back at whaling ships to protect the pods.

Moonshae Isles Stories

Adventures in the Moonshaes Isles often feature distinct themes such as fairy tale elements and eco-fantasy. The following section expounds on these themes and how to use them in your adventures.

Adventures among the Fey

Fey are seldom far away in the Moonshae Isles, especially on Gwynneth and around Myrloch Vale. Bullywugs and goblins bedevil novice adventurers, while experienced heroes confront hags and displacer beasts. Any denizen of the Feywild might appear through a fey crossing—this includes non-Fey creatures such as dragons and unicorns, as well as mastiffs, wolves, and elk, which are popular animal companions there.

A coven of hags makes an especially good recurring villain for a Moonshae Isles campaign, but you also might use a Winter Eladrin (see Mordenkainen Presents: Monsters of the Multiverse).

In fairy stories, characters often solve problems diplomatically rather than by fighting. Characters encounter fey with specific needs or desires—such as the guardian of a fairy trod—and if the characters bring the fey the thing they need, the fey lets them pass. An adventure location might be guarded by a fey knight who offers to duel challengers, but the knight might be won over by less combative means such as bringing him a fey steed or composing a ballad that glorifies his exploits. Evil fey can be thwarted this way as well; characters who steal the eye from a coven of hags might be able to trade it back to the hags in exchange for the hags' cooperation. When you design fairy tale adventures, keep an open mind to nonviolent solutions proposed by your players, and consider challenges that can be overcome with skills, relationships, and roleplay.

Sailing the Moonshaes

In the Moonshaes, you're never more than a day's travel from the water, and many locals know how to handle a boat. Moonshae stories often require the characters to sail to one or more islands.

Norlander adventures often focus on piracy, raiding, or whaling. Norlander longships raid coastal settlements and prey on passing ships, so pirates and raiders make great enemies for your characters. You can use Humanoid creatures in the Monster Manual such as guards, scouts, berserkers, priests of Tempus, and, of course, pirates for Norlander raiders. They might bring animals or other monstrous companions with them on raids, such as Winter Wolves or a pet Owlbear. After the characters fight off a raid, they might follow the raiders back to their home and negotiate with (or threaten) their leader to end the attacks.

Whaling has been part of Norland culture for centuries, and many Norland families depend on whales for survival. Whaling is an extraordinarily dangerous task that could make for exciting adventures. A successful hunt can yield meat for a village of hungry Norlanders and lucrative byproducts like ambergris and whalebone. But sometimes the "whale" turns out to be a Dragon Turtle or an Ancient Sea Serpent (see Fizban's Treasury of Dragons).

Seafaring adventures can also center around trade and exploration. In these stories, merchants hire characters to escort them through dangerous waters. The characters or one of their NPC allies might have their own ship. The party can discover undersea settlements and meet D&D's vast array of underwater creatures, including vicious kuo-toa, Merrow, and source=XMM, or the heroic merfolk and tritons (described in Mordenkainen Presents: Monsters of the Multiverse).

Protecting Nature

The Earthmother is a divine embodiment of the Moonshae Islands, and the Rusting is a supernatural curse that embodies environmental destruction, exploitation, and pollution. This makes the Moonshaes an excellent place to explore stories of eco-fantasy, in which heroic characters protect nature while addressing ecological disasters.

Druids, Rangers, and other characters with a connection to nature or the fey are often drawn into eco-fantasy adventures, but other characters might have a role as outsiders learning the importance of living things and the environment.

People living in the Moonshaes sometimes cause environmental damage as a consequence of industrialization or overpopulation. Overfishing, cutting down forests, and draining wetlands are examples. In these stories, solving the problem often requires creative solutions and negotiation.

The allegorical nature of eco-fantasy can also lend itself to stories of Aberrations, Undead, and Rusted creatures causing environmental destruction by design, not by accident. These adventures threaten the ecology of the Moonshaes and, by extension, x. They are also a direct threat to the characters' lives, which the characters must respond to with heroic violence.

Building Alliances

Norlanders and Ffolk warred for generations before coming together and forging a united Moonshaes. This motif—longtime enemies finding shared purpose—recurs in Moonshae Isles adventures.

Relations between the fey of Sarifal and the humanoid inhabitants of the isles demonstrate this motif again. High Lady Ordalf brought thousands of fey to Myrloch Vale in defiance of the high king, driving the Kendrick family out of their ancestral home. But the two sides united after the death of Owaren Kendrick.

Tensions between ancient enemies in the Moonshaes persist to this day. Orcs and dwarves fight beneath the mountains of Alaron. Giants have returned to Oman's Isle, driving out Norlanders and Ffolk alike. Good and evil fey quarrel according to ancient rules. Negotiating with these groups isn't easy. If the disparate groups in the Moonshaes are to live together in peace, heroic characters must help them find common ground.

Moonshae Conflicts

Moonshae Isles campaigns often involve High King Kendrick's efforts to bring a lasting peace to the Moonshae Isles. At the same time, the characters might investigate the Rusting, try to prevent its spread, and eventually try to end it.

High King Kendrick's Peace

High King Kendrick wants to unite the Moonshaes into a single, peaceful land. But he can't do that alone. He expects his realm and that of High Lady Ordalf to be united only after Princess Caitlyn inherits the throne. In the meantime, Kendrick wants to bring rivals and warring factions together.

Political Goals

The rulers of the Moonshae Isles are proud people who do as they please. They expect their customs and territory to be respected, and they expect to be treated like the nobles they are. While some of these rulers might be persuaded to unite peacefully, others—like Queen Forfallen or the leaders of the Red Shadow—might need to be defeated by force.

Forging the Peace

A campaign aimed at bringing the people of the Moonshae Isles together might follow this broad outline.

Levels 1–4

When the characters rescue a trapped musician, they inherit a castle, which gets them noticed by rulers throughout the isles. You can use "Message in a Bottle" in this chapter.

Levels 5–10

Leaders throughout the isles test the characters and, when the characters pass these tests, the rulers ask them for help. You can use "Wreck of the Silverhand" and "The Treaty of Ostoria" (both in this chapter) to introduce Jarl Olfsvenn and High King Kendrick.

Levels 11–16

Once the characters have won the friendship of various factions, they can bring those groups together to settle their differences and bring peace to the Moonshaes. Evil giants, wicked fey, and bloodthirsty lycanthropes oppose this peace.

The Rusting

The Rusting is an existential threat to the Moonshae Isles. If it were to reach moonwells in Gwynneth, even x herself might be in danger.

Rusted Goals

Creatures cursed by the Rusting relish despoiling nature by cutting down forests, damming rivers, poisoning wells, and spreading the curse. Many of these creatures focus on bringing the curse to moonwells, especially those on Gwynneth where x is strongest.

A Rusting Arc

The party's investigation of the Rusting and their eventual efforts to end the curse might follow this broad outline.

Levels 1–4

Characters first see effects of the Rusting as they pursue other adventures. You can use "The Lost Library of Lethchauntos" in chapter 7. Then, the party is charged with investigating the curse and learning more about it. Use "x" in this chapter.

Levels 5–10

As the characters explore more of the isles, they find symptoms of the Rusting in many places and battle Rusted Berserkers and Rusted Behemoths loyal to Queen Forfallen. See 9 for more detail on these adversaries.

Levels 11–16

When the Red Shadow summon Kazgaroth from a moonwell corrupted by the Rusting, the Beast manifests in a colossal Rusted form and begins spreading the curse instantly to everything it touches. Lady Ordalf is destined to cure the curse at the cost of her own life, but the party will need to escort her to the source of the corruption and protect her long enough for her magic to end the curse.

DM's Toolbox

This section provides tools useful for adventures in the Moonshaes, including guidelines on renown, Bastions, and an encounter table for seagoing adventurers.

Renown in the Moonshae Isles

You want to make friends in the Moonshaes? Here's what you do: treat other people with respect, say yes when people ask you to do things, don't make problems. I am terrible at all these things.

Caitlyn Kendrick

You can use the renown rules in 3 of the Dungeon Master's Guide to track the relationships the party builds with important nonplayer characters in the Moonshaes, such as the Kendrick family, High Lady Ordalf, Jarl Olfsvenn, and Moonshae druids.

Kendrick Family Renown

Characters earn renown with the Kendricks by bringing rivals and enemies together, keeping the peace in Ffolk lands, and completing personal favors for the Kendrick family.

Kendrick Family Renown
Renown ScoreReward
3+You are welcome in the Kendrick court. The Kendrick family and members of their court are Friendly to you by default.
5+You have complimentary room and board in Alaron, providing you with a Comfortable lifestyle for free.
10The first time your Renown Score reaches 10, the Kendrick family rewards you with 750 GP worth of gemstones.
15+You are given a minor noble title, and your room and board in Alaron improves to provide you a Wealthy lifestyle for free. In addition, the Kendrick family and court trust you, freely confiding information with you.
30+You can call on the Kendrick family for a major favor, such as a royal pardon. Once you call for a favor, you can't do so again until your Renown Score increases.

High Lady Ordalf Renown

Characters earn renown with Ordalf by assisting Sarifal or the fey, adventuring in the Feywild, and protecting nature.

High Lady Ordalf Renown
Renown ScoreReward
3+You are welcome in Ordalf's court. Fey in Sarifal are Friendly to you by default.
5The first time your Renown Score reaches 5, Ordalf gifts you a random Common magic item.
10+Fey on Gwynneth are Friendly to you by default.
15The first time your Renown Score reaches 15, Ordalf gifts you either a random Rare magic item or a pet Blink Dog (your choice).
30+You can use any fairy trod located in the Moonshae Isles. Fey in the Moonshaes are Friendly to you by default.

Jarl Olfsvenn Renown

Characters gain renown with Olfsvenn when they're generous or true to their word, when they perform heroic deeds, and when they help Norlanders.

Jarl Olfsvenn Renown
Renown ScoreReward
3+You are welcome in Olfsvenn's court, and members of the court are Friendly to you by default.
5+You can hire hirelings from Olfsvenn's court for half cost.
10The first time your Renown Score reaches 10, Olfsvenn rewards you with 100 GP worth of gemstones and art objects.
15+Norlanders in the Moonshae Isles are Friendly to you by default.
20The first time your Renown Score reaches 20, Olfsvenn gifts you a Norlander Longship (see "Moonshae Vehicles" earlier in the chapter).
30+You can request a Norlander contingent of four Guards to help you for one mission. Once you use this reward, you can't do so again until your Renown Score increases.

Moonshae Druids Renown

Characters earn renown with the druids of the Moonshaes when they master druidic or fey magic, when they protect or restore the environment or moonwells, and when they aid or communicate directly with x.

Moonshae Druids Renown
Renown ScoreReward
3+Moonshae druids and their allies are Friendly to you by default.
5+You can purchase Potions of Healing from the druids for half cost.
10+Beasts in the Moonshaes are Friendly to you by default.
15+You can purchase Spell Scrolls containing Druid spells of level 5 or lower from the druids.
20+You are allowed to visit moonwells guarded by the druids and participate in their ceremonies. Plant creatures in the Moonshaes are Friendly to you by default.
30The first time your Renown Score reaches 30, the druids offer to take you to a moonwell and cast the Commune spell—contacting x—on your behalf.

Moonshae Bastions

The adventure "Message in a Bottle" provides a map and a way for characters to gain a Bastion on one of the Moonshae's wandering isles. The island moves around, taking the characters to new adventures of your creation. At first, the characters might be subject to the whims of the island's magic, but as they grow in power, they might learn to control its travel.

The castle detailed on the map represents the party's combined Bastion. As characters gain in level, they can add to this structure or discover hidden underground levels. Perhaps there are other structures on the island that the characters can renovate and add to their Bastion.

A Moonshae Bastion might have Fey hirelings such as a goblin cook, blink dog guards, a pixie librarian, and a bullywug gardener. Characters who ally with Norlanders might recruit them as sailors and soldiers. Giants might send goliaths and firbolg to be their representatives at the Bastion. A druid might leave their position at a moonwell to staff one of the Bastion's facilities.

Bastion Events

The Bastion Events table in the Dungeon Master's Guide describes random events that can happen to a Bastion. You can tailor these events to the Moonshae Isles as follows.

Attack

The Bastion is attacked by Norlander raiders, Rusted creatures, or aquatic enemies such as sahuagin or kuo-toa.

Extraordinary Opportunity

The party can clean up an environmentally devastated site and beat back the Rusting.

Guest

The party is visited by a fey noble and their court, a member of the Kendrick family, or a giant.

Refugees

The refugees flee the Rusting, Norlander raids, or a coastal attack by aquatic creatures.

Sailing the Sea of Moonshae

You can roll 1d20 on the table below to generate encounters for a party of any level. Alternatively, roll 1d10 if the party is level 1–4, 1d10 + 5 if the party is level 5–10, or 1d10 + 10 if the party is level 11 or higher. Once you've used a given encounter, remove it from the table and create a new one to replace it.

The Rushdown Well

Save a moonwell from {@disease the Rusting

  • A Location (Moonshae Isles) Adventure for Level 3 Characters

Encounters

The adventure consists of these encounters. Rusted creatures feature heavily in this adventure; to modify stat blocks into Rusted versions see the "Other Rusted" sidebar in 9.

Kythyss Wharf

Here, the characters find sewage from Kythyss dumping into the harbor. The sewer tunnel is home to a Wererat and six Giant Rats. If the sewage is redirected into septic tanks or cleaned before reintroduction to the harbor, the Rusting withdraws.

Bregonshire Coast

The Rusting continues up the rocky coast between Kythyss and Dorset, where dead fish wash ashore. As the characters investigate, a Kuo-toa Monitor and four Kuo-toa emerge from the sea to fight. Speaking with local farmers reveals they're using an alchemical fertilizer that is washed into the sea by rain.

Rushdown Wood

North of Dorset, the trees of Rushdown Wood are covered in a thin, metal skin, and their leaves have turned to rust. Lumbering efforts have penetrated deep into the forest, leaving behind fields of stumps. Rusted Norlanders have infiltrated the Rushdown Wood; a Rusted Berserker and six Rusted Guards attack when discovered. The characters can follow their trail back to an abandoned camp near the local moonwell; plans drawn in the dirt reveal a Rusted force is attacking the well.

The Moonwell

Use the Moonwell map below for these encounters. When the characters rush to the moonwell's defense, they must first get past three Rusted Scouts in the trees to reach the main Rusted force, which is engaged with local druids and their allies. The characters must defeat four Rusted Guards and two Rusted Wolves before they can reach the leader of the assault: a Rusted Warrior Veteran. If the leader is defeated, the remaining Rusted flee and the moonwell is saved.

Aftermath

Mayor Shivven can't address all the problems the characters have discovered with the resources he has at hand, but he's grateful for their efforts. He rewards each character with 100 GP.

Message in a Bottle

Win a castle from a fey queen.

  • A Location (Moonshae Isles) Adventure for Level 4 Characters

Encounters

The adventure consists of these encounters.

Reaching the Island

The island has moved, requiring characters to chase it down. Once they arrive, they spot Braelin's Windskiff on the beach. A Chuul lies in wait and begins combat when the characters investigate.

Entering the Castle

Use the map of the castle below. The castle is visible from everywhere on the island. Two Indifferent elf sentries (Medium Knights)guard the gate.

Finding Braelin

The castle is inhabited by fey who make up the court of a mysterious evil queen. As the characters look for Braelin, roll on the table below, rerolling duplicates.

1d4Encounter
1Six Goblin Warriors and a Goblin Boss (all Friendly) are having a tea party and invite the characters to join them.
2A Hostile Hobgoblin Captain drills three Hostile Hobgoblin Warriors (all Hostile) on fighting techniques.
3Four Hostile Bugbear Stalkers stealthily patrol the halls.
4A Friendly Faerie Dragon Adult begins to follow the characters.
Braelin's Prison

Braelin is locked in a small room protected by a fire-casting statue trap (see 3 of the Dungeon Master's Guide).

The Queen's Wrath

The queen (use the Night Hag stat block, but change its creature type to Fey) intercepts the characters before they escape with Braelin. If the characters defeat her, the Hostile occupants of the castle surrender and leave. The characters can claim the fey castle and its wandering isle as their Bastion.

The fey used areas of the castle for a variety of tasks, such as the sanctuary crowning the south tower and the smithy at the castle's center. If the characters use the castle as a Bastion, some of the rooms in the map below make for excellent locations of Bastion facilities of the same name.

Wreck of the Silverhand

Recover a famous treasure from a sunken ship.

  • A Location (Moonshae Isles) Adventure for Level 6 Characters

Encounters

The adventure consists of these encounters.

The Wreck

Use the ship map in the Dungeon Master's Guide. The ship sank when a Stone Golem in the cargo hold broke through the port side.

The Approach

A Giant Shark hunts in the wreck.

Main Deck

When characters investigate, the corpses of sailors animate as six Lacedon Ghouls.

Foredeck

A Merfolk Wavebender hides here, an exile from their people. The merfolk is Indifferent to the party but becomes Friendly if a character takes an Influence action and succeeds on a DC 15 Charisma (Persuasion) check.

Cargo Hold

This hold contains five crates of an alchemical substance. Every crate is sealed and labeled with a bright-red warning. If a crate takes Fire or Radiant damage, the crate explodes. Creatures in a 15-foot-radius Sphere centered on the crate make a DC 15 Dexterity saving throw, taking 6d6 Fire damage or half as much damage on a successful one. This might cause a cascading explosion of nearby crates.

Aft

The ship's aft is patrolled by five Wights, all that remains of the captain and their mates. The safe is in the aft cabin belowdecks. The safe has AC 20, HP 20, and a Damage Threshold of 20. The safe door's lock is Complex (1 minute to pick) and of Good quality (DC 15). If the characters can open it, they find the ring.

Return of the Golem

When the characters open the safe and attempt to leave with its contents, the Stone Golem returns in the aft cabin.

The Treaty of Ostoria

Win the friendship of a fire giant king.

  • A Location (Moonshae Isles) Adventure for Level 8 Characters

Encounters

The adventure consists of these encounters.

Trondhelm

The characters land in Trondhelm safely, but four Ogres pick a fight. If the characters make a good impression with Trondhelm's goliath governor, Oakwright (Medium Noble Prodigy), he arranges a guide to lead the characters to a mine, where Thuven lives.

Ambush

As the characters cross Oman's Isle, they're ambushed by three Hill Giants Ulrik hired.

Earning an Audience

A dozen Fire Giants live in the mine. Thuven is Indifferent and won't see them until they've proven themselves in two tests. The first tests martial prowess against an Azer Pyromancer, two Hell Hounds, and four Azer Sentinels The second tests crafting skill; the king provides 10 days and up to 200 GP of raw materials for the characters to craft one item. At the end of this time, a character presents the creation to Thuven and makes a DC 15 (Performance or Persuasion) check, earning the king's respect on a successful check. If the characters made a magic item from the Armor or Weapon category, the check automatically succeeds.

Council with the Giant King

Once the characters earn his respect, Moltenbeard hears their proposal.

A Hunt

Moltenbeard takes the characters hunting. The hunt is disrupted by an Adult White Dragon that Ulrik has tricked into trying to kill Moltenbeard; if the king dies, the characters are blamed and the peace effort collapses. If the characters save the king, he becomes Friendly and drafts a reasonable counterproposal for the high king.

When All Else Fails

Ulrik abducts Moltenbeard and leaves a forged letter for the characters, insulting the high king and rejecting the alliance. The characters must follow Ulrik into the Underdark. He is a Fomorian with three Red Slaad bodyguards.