TEXT: 1
   
   
  
  2
   
   
  Contents
  Contents
  Player Primer: Moonshae Isles 
  3
  Life in The Moonshae Isles                                     3
  The Story So Far                                                 3
  Islands of the Moonshae Isles 
  6
  Alaron                                                             6
  Alaron Settlements                                           6
  Alaron Plot Hooks                                            6
  Gwynneth                                                         7
  Gwynneth Settlements                                       7
  Gwynneth Plot Hooks                                       7
  Korinn Archipelago                                             7
  Korinn Archipelago Settlements                            7
  Korinn Archipelago Plot Hooks                            7
  Moray                                                             8
  Moray Settlements                                            8
  Moray Plot Hooks                                             8
  Norland                                                           9
  Norland Settlements                                          9
  Norland Plot Hooks                                          9
  Oman’s Isle                                                       9
  Oman’s Isle Plot Hooks                                      9
  Snowdown                                                      10
  Snowdown Settlements                                     10
  Snowdown Plot Hooks                                     10
  Factions of The Moonshae Isles 
  11
  The Ffolk                                                       11
  The Northlanders                                             11
  The Fey                                                         11
  The Vampire Court                                           11
  Character Chronicle: 
  The Moonshae Isles 
  12
  Backstory                                                       12
  Home Region                                               12
  Backgrounds                                                 13
  Social Status                                                 13
  Home Settlement                                           14
  Race                                                                                       15
  Sexism                                                        15
  Family                                                         15
  Acquired Allies & Rivals                                   16
  Fateful Moments                                            18
  Favorite Food                                                19
  Mysterious Secret                                           20
  Omen                                                         21
  Backgrounds 
  22
  Adapting Backgrounds                                       22
  Further Reading 
  22
  Credits
  Credits
  Writing & Design
  Writing & Design by Mikayla Ebel, Bryan Holmes & 
  Steven Pankotai  
  @mcboots42 
  @FallenWyvern 
  @stevenpankotai on Twitter
  Editing
  Editing by Stuart Broz 
  @zorbtrauts on Twitter
  Layout & Graphic Design
  Layout & Graphic Design by Steve Fidler 
  @vorpaldicepress on Twitter
  Cover Art
  Cover Art by Steven Pankotai (Adobe Stock)
  Interior Art
  Interior Art by Cole Thomas, DarkWorkX, 
  Rawpixel, Konstantin Gerasimov, Bob 
  Greyvenstein, MMphotos, noreefly, Fil 
  Kearney, Dean Spencer, Juan Diego Dianderas, 
  Simon Berger.
  Cartography by Steve Pankotai
  Legal
  Legal
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten 
  Realms, Ravenloft, Eberron, Theros, the dragon ampersand, 
  Ravnica and all other Wizards of the Coast product names, and 
  their respective logos are trademarks of Wizards of the Coast in 
  the USA and other countries.
  This work contains material that is copyright Wizards of 
  the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for 
  Dungeon Masters Guild.
  All other original material in this work is copyright 2020 
  by Mikayla Ebel, Bryan Holmes, and Steven Pankotai and 
  published under the Community Content Agreement for 
  Dungeon Masters Guild. 
  Some artwork © 2015 Dean Spencer, used with permission. 
  All rights reserved.
  
  3
  Life In The Moonshae Isles
  PLAYER PRIMER: MOONSHAE ISLES
  Player Primer: Moonshae Isles
  Player Primer: Moonshae Isles
  W
  elcome to the Moonshae Isles. 
  Southwest of the Sword Coast, across 
  the Sea of Swords, the Moonshae 
  Isles are a series of islands stocked 
  with misty mystery and danger. This 
  supplement is designed as a primer—a 
  document to give you everything you need to know to 
  begin playing in the Moonshae Isles. Here you can find 
  basic information on the environment, geography, and 
  people of the Moonshae Isles. We have also adapted the 
  Heroic Chronicle system to help you create a character 
  centered in the region. At the end of this document is a 
  short reading list, should you want to delve further into 
  this environment. Enjoy!
  Life in The Moonshae Isles
  Life in The Moonshae Isles
  The settlements of the Moonshae Isles are separated by 
  boundaries both political and physical. The island coasts, 
  craggy mountains, and deep and uncharted woods high-
  light the islanders’ divided experiences. Some struggle to 
  survive, clawing their way to victory over dark forces that 
  surround them, while others live content in the relative 
  safety of their settlements. On the seas surrounding 
  the rocky archipelago, pirates and greedy merchants 
  pursue riches through dubious means, and sailors take 
  care to avoid islands inhabited by violence-inclined 
  fomorian giants.
  The three regions of the archipelago are the northern 
  isles, the central Moonshae Isles, and the southern isles. 
  The history of the Isles is marked by years of warring for 
  territory and resources as well as power grabs by hungry 
  rulers. In the background, looming quietly with no regard 
  for civilization, is the threat of the wide variety of fey 
  creatures that dwell in the region. Conflict between set-
  tlements, the dangers of fey and beasts, and the daily tasks 
  necessary for a settlement’s survival are key characteristics 
  of life in the Moonshae Isles. Political tensions and the 
  aspirations of a few visionary rulers leave plenty of room 
  for drastic change to visit the Moonshae Isles.
  The Northlanders are a diverse group of settlers and 
  immigrants, mostly humans and elves, who have colonized 
  the northern isles. A warlike people, Northlanders brought 
  with them their worship of the war god Tempus and have 
  fought with the human settlements in the south when 
  resources permitted—or when their resources ran dry. 
  Most conflicts with the southern isles involve settlements 
  who are loyal to the southern region’s High King. The 
  Northlanders also clash with the wild fey of the southern 
  isles, as, unlike the southerners, they have little respect for 
  the wilderness that the fey call home. The northern isles 
  have little industry—the Northlanders depend on raids 
  and the spoils of war to supplement their trade. Merchant 
  ships and the pirates who prey on them are common in the 
  northern waters.
  The climate of the north is typically harsher and 
  less welcoming than that of the south. The southern 
  isles are home to more peaceful Ffolk who worship the 
  Earthmother, the goddess credited with having created 
  the Moonshae Isles. Sacred groves—gathering places for 
  druids—can be found in these isles. The southern islands 
  are less culturally homogenous than their northern coun-
  terparts and are divided between a multitude of cultures 
  and peoples. These groups include the elven realms, shield 
  dwarf settlements, druid clans, Ffolk settlements, and 
  forests home to dark fey. The Ffolk of the southern isles 
  make up several small kingdoms that answer to High King 
  Derid Kendrick, who resides in the Ffolk’s capital city Caer 
  Callidyrr on the island of Alaron. The primary industries 
  of the southern isles are farming, fishing, and shipbuilding.
  The Story So Far
  The Story So Far
  The Moonshae Isles were originally inhabited by the 
  Llewyr elves, a once-dominant population whose 
  numbers and lands have shrunk over hundreds of years 
  as settlements of various other races colonized the Isles. 
  Northlanders, or Norls, are a war-like culture composed 
  mostly of humans. The Northlanders spread south to the 
  Moonshae Isles from the neighboring isle of Ruathym. 
  Ruathym is now their primary island, though they keep 
  their stronghold on the island of Norland. The king of 
  the Norls is Rault the Wise, an aging man whose elderly 
  son and grandson were killed by the Storm Maiden, a 
  
  4
  The Story So Far
  PLAYER PRIMER: MOONSHAE ISLES
  powerful and mysterious figure who has disappeared but 
  is expected to resurface and threaten the Norl throne. 
  There is debate over whether Rault’s granddaughter, his 
  closest descendent, will inherit the throne at his potentially 
  imminent passing.
  On the central islands of the Moonshae Isles, a sizable 
  population of humans called the “Ffolk” have established 
  small kingdoms under a nominal High King on the large 
  island of Alaron. Over time, the royal family has gradually 
  lost its power and revered reputation. To reestablish the 
  power of his throne and bring more unity to the islands 
  under his kingdom, High King Derid Kendrick wishes to 
  forge an alliance with the Rookoath dwarves of Alaron’s 
  Fairheight Range; however, his efforts have been fruitless. 
  Elsewhere on the island, local orcs follow the lead of a 
  mysterious shadow dragon.
  The Ffolk High King also seeks to extend his reach to 
  the sylvan island of Gwynneth by means of an embassy 
  built at a coastal Caer. However, Gwynneth’s ruler High 
  Lady Ordalf has denied his diplomatic efforts. She is 
  preoccupied with the status of her son, Prince Araithe, as 
  he fights against darker fey creatures in the northern forest 
  of Winterglen. Elsewhere in Gwynneth, druids congregate 
  at Myrlock Vale and ally themselves with the elves and 
  fey of the region; here, as in other deep woods in the 
  Moonshae Isles, the veil between the material plane and 
  the Feywild is particularly thin. 
  Elsewhere in the Isles, on an island of her own, Lady 
  “Bloody” Erliza Daressin, a vampire, plots to find those 
  entrances to the Feywild and take advantage of them for 
  her own means.
  The Isles are filled with enough adventure that 
  they provide plenty of possibilities for heroes at the 
  low, medium, or high tiers of play. See “Regions of the 
  Moonshae Isles” for locations and plot hooks, and read 
  the “Factions of the Moonshae Isles” section to learn more 
  about key characters in the Moonshaes and their individual 
  motivations.
  
  5
  The Story So Far
  ISLANDS OF THE MOONSHAE ISLES
  
  6
  Alaron
  ISLANDS OF THE MOONSHAE ISLES
  Islands of the Moonshae Isles
  Islands of the Moonshae Isles
  Alaron
  Alaron
  Alaron is the largest and most populated island in the 
  Moonshae archipelago. This is where the Ffolk have 
  their stronghold, Caer Callidyrr. Outside of the Ffolk 
  settlements is the Dernall Forest. This perilous place is 
  filled with goblins, worgs, orcs, and trolls, and it becomes 
  more fey the deeper one gets into the woods. The High 
  King has ordered soldiers to patrol the forest edges lest a 
  creature with a disagreeable disposition emerge from it and 
  threaten the Ffolk.
  Trade between the Ffolk settlements on the island 
  happens by caravan. Klythyss, a port town on the south 
  end of the island where the High King’s influence is 
  tenuous, uses mercenaries to protect trade caravans on 
  their journeys northward. 
  Alaron Settlements
  Caer Callidyrr. The stronghold of the Moonshae’s Ffolk 
  and the seat of power of the High King, Caer Callidyrr is a 
  bustling hub of commerce and culture found north of the 
  Dernall Forest.
  Dernall Forest. South of the Ffolk’s capital, Dernall 
  Forest is considered both a vast resource and a great threat. 
  The deeper one goes into this forest, the more likely they 
  are to encounter fierce and powerful creatures, such as 
  giant elk, green hags, shambling mounds, and treants.
  Fairheight Range. North of Caer Callidyrr, the 
  Fairheight Mountains are home to the dwarves of Clan 
  Rookoath. The dwarves keep to themselves when it comes 
  to politics, though they are allied with Clan Rustfire, a 
  dwarven clan on a neighboring island. The dwarves have 
  been challenged for their lands by a young shadow dragon 
  master of a band of orcs.
  Klythyss. On the Great South Head of Alaron lies the 
  small port town of Klythyss, known for fishing, trade, and 
  shipbuilding. Its distance from the capital means the High 
  King tends to focus his attention and resources elsewhere 
  as he attempts to re-establish his family’s power. Thus, 
  mercenaries, often hired to guard caravans traveling north 
  to Callidyrr, can be found in abundance here, where Ffolk 
  guards may not be as prevalent. 
  Alaron Plot Hooks
  Meals on Wheels (Low Tier). A caravan of food, 
  spirits, and some livestock traveling north to Callidyrr 
  never arrived. It’s possible that something dangerous 
  emerged from the Dernall Forest as the caravan made its 
  way through.
  Forging Friendship (Mid Tier). The Rookoath dwarves 
  of the Fairheight Range would make a powerful ally or a 
  devastating obstacle in the Ffolk High King’s mission to 
  strengthen his hold over Alaron and then the surrounding 
  islands. High King Derid believes that helping the dwarves 
  prevail against their enemy, a shadow dragon and its band 
  of orcs and trolls, might persuade them to commit to 
  that alliance.
  A Meal for the Mind (High Tier). On the northwest tip 
  of the island of Alaron, beneath the craggy mountain of 
  Hardangheight, Nymmurh, an ancient bronze dragon, 
  keeps a collection of scrying orbs in his lair. Nymmurh 
  often visits the City of Waterdeep on the Sword Coast and 
  takes the form of a human. However, he has decided to 
  wander across Alaron hoping to find some piece of new or 
  exciting knowledge. Nymmurh has put out the word that 
  he is willing to share his wealth of knowledge with anyone 
  who manages to impress or educate him.
  
  7
  Gwynneth
  ISLANDS OF THE MOONSHAE ISLES
  Gwynneth
  Gwynneth
  The island of Gwynneth is home to the elven court of 
  Sarifal under the rule of High Lady Ordalf. Sarifal shares 
  the island with the mountain kingdom of Synnoria, where 
  the Llewyr elves who once dominated the Moonshae 
  Isles now live. The ruins of Caer Corwell, a former Ffolk 
  settlement, stand as a testament to past disputes over 
  territory. The Ffolk’s High King Derid seeks to reclaim the 
  Caer from the elves and rebuild it as an embassy.
  Elsewhere on Gwynneth, druids gather in glens and 
  vales to commune with the fey and wilderness.
  Gwynneth Settlements
  Sarifal. High Lady Ordalf rules this kingdom. Her realm 
  has crossed between this plane and the Feywild before. 
  While the people of Sarifal are free to come and go from 
  the territory, Lady Ordalf keeps a regiment of guards to 
  protect their land at all times. This kingdom tends to turn 
  away outsiders.
  Synnoria. Over centuries in which vast swaths of 
  their territory were decided by battles and conflicts, 
  the Llewyr elves were forced back into the mountains, 
  where they founded the kingdom of Synnoria. They lead 
  mostly peaceful lives at this time, though their numbers 
  have dwindled.
  Shield Dwarf Settlement. Clan Rustfire supports 
  the Rookoath dwarves on Alaron, who are currently 
  standing firm against the idea of an alliance with the 
  Ffolk High King. 
  Myrloch Vale. Druids gather in Myrloch Vale to com-
  mune with nature and harness the potent magic source 
  there. The human druids here, like those on Alaron and 
  the other Ffolk settlements of the South Isles, worship a 
  nature goddess, the Earthmother. The elves here hold to a 
  diverse range of beliefs and relationships to nature. What 
  they share is a respect for nature and an awe of the thin 
  veil between this plane and the Feywild.
  Winterglen. Prince Araithe, the son of Lady Ordalf, 
  holds strong against the dark fey that lurk in the forest of 
  Winterglen. His battalion welcomes adventurers who are 
  outsiders so long as they desire to help protect the elven 
  realms from this imminent, deadly threat.
  Gwynneth Plot Hooks
  A Forest Romp (Low Tier). A satyr has been cornered by 
  a group of human Ffolk. It seems as though they are trying 
  to convince the satyr to lead them into the elven realm, to 
  no avail. High Lady Ordalf does not welcome outsiders, but 
  these Ffolk do not want to take no for an answer. The satyr 
  acts as a willing guide through Gwynneth for adventurers 
  who intervene on their behalf.
  A Vale Befouled (Mid Tier). A corrupt creature has 
  tampered with the sacred pools that the druids of this 
  island gather around. Many have fallen ill and no one has 
  identified the source. The corruption, if it continues, could 
  cause devastation in their circles.
  Waters Beyond, Wares Below (High Tier). High Lady 
  Ordalf knows of a prophecy that spells her end. She seeks 
  a powerful artifact lost deep under the waters off the shore 
  of the island that is rumored to hold the power to protect 
  her people when she is no longer there to serve them. 
  However, her calling is to stay and protect her people. She 
  wants to outsource the job to a trustworthy source.
  Korinn Archipelago
  Korinn Archipelago
  The Korinn Archipelago is composed of several small 
  islands north of Alaron. These islands are rocky, rainy, 
  and windswept with few natural resources to offer. The 
  Northlanders who have settled in the archipelago sustain 
  themselves through shepherding and fishing, as well as 
  raiding and pirating when opportunity strikes. 
  The settlements of the archipelago share Northlander 
  culture, but they are far from unified due to their isolation 
  from each other.
  Korinn Archipelago Settlements
  Craftenor, Highport, and Barrett’s Quay. These three 
  small island-settlements in the Korinn Archipelago are 
  independent, but trade with each other. This is important 
  due to the limited availability of goods that they cannot 
  procure for themselves on an island with few resources.
  The dialectics of these regions are slightly different from 
  one another. Daily life is quiet, routine, and marked by 
  superstitions and local legends.
  Korinn Archipelago Plot Hooks
  Hungry Hands (Low Tier). Some beast from the craggy 
  hills has been coming down to the villages to kill sheep, 
  goats, and other livestock before dragging the carcasses off 
  into the distance. A threat to the livestock is a threat to the 
  whole archipelago, and the killings cannot continue.
  Trick or Treat (Mid Tier). A small island nearby is 
  marked by a ring of standing stones atop it. It is rumoured 
  that there is a fey creature here who is either very benevo-
  lent or extremely terrible. The island is inhabited by a sea 
  
  8
  Moray
  ISLANDS OF THE MOONSHAE ISLES
  hag (see Monster Manual) and her band of yeth hounds (see 
  Volo’s Guide to Monsters). The hag is powerful and evil but is 
  not part of a coven. She has little interest in meddling with 
  the affairs of islanders but will balk at nothing to provide 
  food and entertainment for her hounds, who are naturally 
  banished to the Ethereal Plane during the day and can be 
  returned to materiality by their master under the cover of 
  darkness. If the hag is killed, the yeth hounds will seek out 
  a powerful and evil master to replace her.
  Employees Only (High Tier). An especially unremarkable 
  shepherd’s shed in the hills hides a cave entrance that has 
  been guarded by a long line of Northmen. The cave leads 
  down into a series of sealed catacombs where creatures 
  from centuries past hold dark secrets. Someone has made it 
  past the guardians and broken the seal to the catacombs.
  Moray
  Moray
  Moray is found at the western edge of the Moonshae Isles. 
  The conflicts dealt with on Moray are much clearer and 
  more straightforward than the political struggles of Alaron. 
  Ffolk loyal to the High King are stationed at Caer Moray, 
  a port town serving as the Ffolk’s gateway to Moray. The 
  gloomy city of Dynnegall, located farther inland, relies on 
  the port for their supplies. With giants in the Trollclaw 
  Range on the northern end of the island and ogres and orcs 
  in the southern Orcskill Mountains, the Ffolk trying to 
  maintain a foothold on the island have plenty to be wary 
  about from the inhabitants of the surrounding land. 
  Adding to their troubles is the Black Blood tribe of 
  lycanthropes who lurk in the woods and marshes. Their 
  goal is to summon a manifestation of Malar, god of the 
  hunt and savagery, in the form of Kazgoroth, an evil 
  Tyrannosaurus and enemy of the Earthmother.
  Moray Settlements
  Caer Moray. As the Ffolk’s gateway to Moray, all the 
  Ffolk’s external trade and supplies come through this port 
  town, making it an invaluable hub of commerce on the 
  island. Weary soldiers return to the main island of Alaron 
  even as reinforcements arrive to replace them, all in a bid 
  to hold the line against other forces of the island.
  Dynnegall. The Ffolk settlement of Dynnegall is char-
  acterized by its struggles to survive against an unforgiving 
  island. It is dependent upon the port of Caer Moray, which 
  lies to its immediate north.
  Moray Plot Hooks
  To the Last Drop (Low Tier). Morale in Caer Moray has 
  been particularly low lately as a ship delivering booze trav-
  eled too near the island’s craggy coast and was descended 
  upon by a flock of harpies. The trade vessel has been 
  steered into a sheltered cove, and the harpies have been 
  happily feasting upon the sailors and their merchandise.
  Were, Oh Were (Mid Tier). Dynnegall town guards 
  have been going missing at a speedier rate than usual. One 
  night, a small boy ran around town exclaiming that he had 
  seen one of the missing persons. A band of lycanthropes 
  have been making off with said guards and infecting them 
  with lycanthropy in a bid to fill out their ranks quietly. 
  They hope to whittle down the number of guards until the 
  town’s defenses are weak before attempting a large-scale 
  raid of the town.
  Bloody Dealings (High Tier). Rumors have begun 
  circling that the Black Blood tribe is preparing to raise 
  Kazgoroth, a legendary beast feared by the Earthmother-
  worshipping Ffolk. Concerned citizens in Dynnegall look 
  to hire capable champions to search out the tribe and 
  investigate these rumors. For the sake of Moray and the 
  whole of the Moonshae Isles, Kazgoroth cannot be allowed 
  to come into power once more.
  
  9
  Norland
  ISLANDS OF THE MOONSHAE ISLES
  Norland
  Norland
  The Northlanders of the Moonshae Isles have their strong-
  hold on the island of Norland. Here, their ruler Jarl Rualt 
  the Wise, king of the Norls, watched as a woman calling 
  herself the Storm Maiden rallied Norls behind her banner 
  and killed two of his heirs in battle. Now, the question of 
  succession hangs in the air, and folk wonder if Jarl Rualt’s 
  granddaughter will succeed him. Meanwhile, the Storm 
  Maiden has since disappeared in a shipwreck, but her 
  return is fearfully anticipated as she is said to be unable to 
  drown—a gift from the goddess Umberlee.
  Though raiding is an active supplement to trade and 
  an important pillar of their culture, most people who call 
  Norland home are peaceful but wary of strangers, espe-
  cially as Norland is not under the Ffolk High King’s rule. 
  Fishing and trading are key industries, and pirate patrols 
  on the sea are common. 
  Farther north, beyond the Moonshae Isles, a scattering 
  of additional islands are under Northlander rule. These 
  islands include the more war-like settlements of Ruathym, 
  Gundarlun, Purple Rocks, Tuern, and The Whalebones.
  Norland Settlements
  Rogarsheim. Rault the Wise rules from the capital 
  city of Rogarsheim where Northlanders, Ffolk, dwarves 
  and other races live and mingle peacefully. Small farms 
  dot the land outside the city. Shipbuilding is also an 
  important trade here.
  South Jotunhammer Mountains. Colonies of firbolgs and 
  giants live among the peaks of the South Jotunhammer 
  Mountains. In the past, Northlanders and Ffolk alike have 
  tried to push the giant-kin farther back into the mountains, 
  but these attempts have not yet been successful.
  Norland Plot Hooks
  Scavenger Hunt (Low Tier). A shipwrecked merchant 
  vessel near the shore has attracted scavengers to the area. 
  Sharks encircle the wreck looking for a meal, while other 
  sea life explores the corridors of the drowned ship. The 
  crest of the ship indicates that the vessel is from a wealthy 
  trading company known to deal in fantastical items 
  for exploitative costs. Nearby Northlanders believe the 
  wreckage might hold treasure for anyone bold enough to 
  brave the dangerous waters.
  Court Date (Mid Tier). The granddaughter of Jarl Rault 
  the Wise, now a young adult, needs allies in her corner if 
  she is to succeed the Jarl as ruler. She’s looking to win the 
  favor of important figures who could sway the general 
  opinion of the residents of Norland and is willing to take 
  on challenges to prove her strength.
  Tall Rumours (High Tier). An old, retired Northlander 
  adventurer tells a tale of the firbolgs in the southern 
  mountains. She claims that the firbolgs were making 
  deals with dark fey and trading with corrupt mercenaries. 
  Unbeknownst to the firbolgs, the fey in question seek to 
  eventually eliminate the firbolg communities and claim the 
  land as their own.
  Oman’s Isle
  Oman’s Isle
  Once a peaceful island of shepherds, fishers, and gold 
  miners, Oman’s Isle is now occupied by fomorian giants. 
  Ships avoid approaching the coast for fear of being struck 
  by a large stone hurled by a giant. Iron Keep, once the 
  seat of power of the island, lies in ruins. It’s possible that 
  the rulers of either the Northlanders or the Ffolk would 
  reward adventurers who reclaimed it.
  Oman’s Isle Plot Hooks
  A Rocky Situation (Low Tier). A small earth elemental 
  has found itself trapped on Oman’s Isle. Seeing the 
  fomorians and giants hurling stones at passing ships, the 
  elemental fears that one day soon it will be next! It knows 
  of a secret cave too small for the giants to enter; a safe 
  haven on an otherwise hostile island that dislikes creatures 
  and earth alike. If adventurers arrive on the island and are 
  obviously not conspirators of the giants, the elemental 
  may seek to provide aid, shelter, or assistance in exchange 
  for the removal of the giants or a an escape from the 
  island for itself.
  Tampering (Mid Tier). The druids of Gwynneth 
  gather around moonwells: sacred pools that act as the 
  Earthmother’s link to the natural world often ringed by 
  standing stone circles that were erected by their druidic 
  predecessors. The druids have expressed concern that 
  the moonwell of Oman’s Isle is being used for evil by an 
  orc shaman with malicious intent. They wish to see the 
  moonwell reclaimed, even if the fomorians are not expelled 
  from the island at this time.
  To Soften the Blow (High Tier). Iron Keep was originally 
  a Ffolk castle that became home to the Northlander rulers 
  that occupied the island. The fomorians and giants of 
  Oman’s Isle have appointed an ettin and a band of orcs to 
  watch over the keep. Within the keep is an armory not yet 
  broken into. Northlanders say that the armory contains a 
  suit of armor resistant to the heavy blows of giants.
  
  10
  Snowdown
  ISLANDS OF THE MOONSHAE ISLES
  Snowdown
  Snowdown
  This island is fertile and warm, and has been largely 
  untouched by Northlander raiders and pirates. Because of 
  this, its Ffolk residents have historically kept to themselves, 
  though Amnian traders have increasingly settled on the 
  island. Today, Snowdown is a colony of Amn ruled by an 
  undercover vampire named Lady “Bloody” Erliza Daressin 
  who sits as Viceroy in Caer Westphal. Lady Erliza’s rule 
  is unpopular and she has had to violently suppress several 
  uprisings by dissidents who have had the quiet support 
  of Alaron to the north. Lady Erliza’s support among the 
  Amnian colonists is waning, as even they are hesitant to 
  continue supporting her unless evidence shows itself soon 
  that their efforts will be worth the investment.
  Snowdown Settlements
  Caer Westphal. Caer Westphal is modeled after a 
  smaller version of Alaron’s Caer Callidyr. The city feels 
  despondent, though the citizens cover it with a thin veneer 
  of pleasantry to avoid drawing the ire of Lady Erliza. Her 
  network of spies and informers is extensive, and she’s 
  ruthless in her execution of discipline.
  Snowdown Plot Hooks
  Underground, Undercover (Low Tier). The route that 
  Alaron’s supporters of the Snowdown rebellion had been 
  using to smuggle aid to the people of Snowdown has been 
  discovered. They began scouting out a new route, but it 
  is blocked by the territory of a small band of unfriendly 
  goblins. Until the route is cleared, the rebels of Snowdown 
  are going to be on their own.
  Soggy Salves (Mid Tier). The marshes on the north-
  western border of the island are said to contain potent 
  herbs used in healer’s kits—great for stabilization of the 
  wounded in case of emergency. Knowing that rebels 
  could utilize this source to their advantage, Lady Erliza 
  has forbidden the people of Snowdown from entering the 
  marsh. However, unbeknownst to her, several sea trolls 
  have dragged the guards she had stationed there into the 
  sea, leaving the marsh open to explorers for the time being.
  Freedom at Stake (High Tier). Lady Erliza is rumored to 
  be touring the countryside to get a personal grasp of the 
  state of her handiwork. The rebels believe she will pass 
  through the two mile wide stretch of land between Caer 
  Westphal and the town of Harloch. If so, that would be an 
  opportune time to catch her with little room for flight. If 
  they can attack while she’s away from her stronghold, they 
  might just have a chance of defeating her entourage and 
  taking her down. But Erliza is powerful, and many rebels 
  have died for lesser slights than an attempted assassina-
  tion. Though the citizens of Snowdown may not have 
  confirmed that Erliza is a vampire, they do know that the 
  stakes have never been higher.
  
  11
  The Ffolk
  FACTIONS OF THE MOONSHAE ISLES
  Factions of The Moonshae Isles
  Factions of The Moonshae Isles
  The Ffolk
  The Ffolk
  The human ethnic group known as the Ffolk are largely 
  situated in the southern isles, where they are ruled by 
  High King Derid Kendrick. Generally a peaceful people, 
  they ply their trades at agriculture, fishing, shipbuilding, 
  and commerce. The ambitions of their king are greater, 
  however: High King Derid wishes to reestablish his 
  family’s power in the Moonshae Isles and plans to begin by 
  reaffirming his control over the island of Alaron. Though 
  the scope of his ambition is wide, High King Derid does 
  not have an abundance of resources to expend on control 
  and conquest, so he has to concentrate his efforts on small 
  regions for now.
  Northlanders have raided Ffolk settlements for 
  centuries and, as a result, are the Ffolk’s primary enemy. 
  The Ffolk also contend with dark fey in the woods, dwarf 
  settlements that won’t commit to an alliance, and a cold 
  elven queen on Gwynneth who is uninterested in allowing 
  them a foothold on her island, even for an embassy.
  The Northlanders
  The Northlanders
  Northlanders are largely immigrants who have settled in 
  the harsher climates of the northern islands. Ruled by Jarl 
  Rualt the Wise, Northlanders raise livestock and raid Ffolk 
  settlements. While some have a disposition toward peace, 
  raids are a part of their tradition and culture that extend 
  back centuries. The current Jarl is aging, and he lacks an 
  obvious heir. Many find this worrisome due to the seem-
  ingly inevitable return of a powerful warlord known as the 
  Storm Maiden who was lost at sea. While it is uncertain 
  how the balance of power will change, Northlanders know 
  that they can expect to see it shift soon.
  The Northlanders compete with the Ffolk for territory, 
  but they have the advantage in their own lands where they 
  are already acclimated to the harsher environment, under-
  stand the regions, and outnumber the limited numbers of 
  troops that the Ffolk can bring over at any given time. It is 
  possible that with new leadership Northlanders will take 
  an offensive stance and vie for dominance over more of the 
  Moonshae Isles.
  The Fey
  The Fey
  Several groups of fey live throughout the Moonshae Isles. 
  The two most notable are the realms of Sarifal ruled by 
  High Lady Ordalf and the smaller region of Synnoria, 
  tucked into the southern mountains of Gwynneth. High 
  Lady Ordalf would see her fey and elven subjects safe in 
  both Gwynneth and the Feywild and has brought her realm 
  across the boundary between the two in the past. Groups 
  of druids congregate around the moonwells found on 
  Gwynneth and are allied with the fey and the natural beasts 
  of the land. While the druids revere the land and respect 
  these natural and magical resources, other entities would 
  use the moonwells for malicious purposes and seek to take 
  advantage of Sarifal’s resources. Sarifal is not an outright 
  enemy of the Ffolk, the Northlanders, or the shield dwarf 
  settlements, but under High Lady Ordalf’s guidance the 
  region keeps to itself and pushes away outsiders.
  The Vampire Court
  The Vampire Court
  An ambitious schemer, Lady Erliza seeks to dominate the 
  Moonshae Isles as well as the whole of the Feywild. From 
  the island of Snowdown, Lady “Bloody” Erliza would like 
  to expand her sphere of influence until she is powerful 
  enough to infiltrate the Feywild and conquer it in order to 
  become Queen of the Feywild. Meanwhile, her people are 
  desperate to be free of her brutality. Those she rules over 
  on Snowdown have been rebelling against her oppression. 
  Though they have not been successful, they have the quiet 
  support of the Ffolk of Alaron.
  
  12
  Backstory
  CHARACTER CHRONICLE:  THE MOONSHAE ISLES
  Character Chronicle:  
  Character Chronicle:  
  The Moonshae Isles
  The Moonshae Isles
  T
  he chronicle is a system that allows 
  players and Dungeon Masters to work 
  together to build a compelling character 
  story. When used at the beginning of 
  character creation—before the race, 
  class, or background for your character 
  is chosen—the chronicle establishes a character in solid 
  concepts, background, and identity. If you already have a 
  character concept in mind, you can choose options from 
  the tables instead of rolling randomly and ignore anything 
  that doesn’t fit your character concept. You may also find 
  yourself changing aspects of your character concept as 
  you create a backstory from these tables. These tables are 
  meant to inspire your imagination, not limit it.
  The “Backstory” section of the chronicle settles the 
  character firmly in the Moonshae Isles by establishing their 
  nation, home, settlement, and relationships, as well as 
  the character’s connection to their homeland and allies. It 
  offers major events that happened to the character before 
  the campaign begins, allowing the character to take shape 
  via defining events.
  The “Omen” section of the chronicle, meanwhile, looks 
  to the future. It offers motivations and goals that drive the 
  character to act as they do and inspires engaging hooks 
  for DMs and players to interact with. It creates the mythic 
  feeling of a character achieving something foretold, and 
  when completed, the prophecy goal rewards the character 
  with a mechanical benefit.
  Dungeon Masters can use the chronicle to create 
  engaging villains, each with their own histories and 
  motivations grounded in the land of the Moonshae Isles.
  Backstory
  Backstory
  Every character has a story before the campaign begins. 
  This section provides a thorough exploration of who they 
  are—their homeland, their previous work, their social 
  status, and their relationships, including both allies and 
  rivals. You then bridge the gap with a fateful event: the 
  moments that took them from their home and carried 
  them off toward adventure.
  Home Region
  Each region of the Moonshae Isles archipelago has the 
  potential to remain distinct from the others. Merchants, 
  pirates, and rulers seeking conquest challenge the barriers 
  of the landscape in order to expand their influence. 
  Adventurers, too, have many potential reasons for 
  traveling between the islands. Each of these regions are 
  described in the “Islands of the Moonshae Isles” section of 
  this supplement. Roll a d100 to determine which region 
  of islands you currently live on. This may be the place you 
  were born, or simply the place you currently call home. 
  d100
  Region
  1-25
  Northern Isles
  26-64
  Central Moonshae Isles
  65-98
  Southern Isles
  99-100
  A minor neighboring isle
  
  13
  Backstory
  CHARACTER CHRONICLE: THE MOONSHAE ISLES 
  Backgrounds
  Your background is how you fit in the misty archipelago 
  of the Moonshae Isles, determining your items, goal, and 
  proficiencies gleaned from your experience. Your back-
  ground can be rolled randomly on the Backgrounds table 
  or chosen to fit your character’s concept and upbringing. 
  This table includes new and adapted backgrounds from 
  this supplement (PP:MI) as well as backgrounds from the 
  Player’s Handbook (PH). New and adapted backgrounds are 
  described later in the chapter.
  d20
  Background
  Reference
  1
  Acolyte
  PH
  2
  Charlatan
  PH
  3
  Criminal
  PH
  4
  Entertainer
  PH
  5
  Entertainer (Storyteller)
  PP:MI
  6
  Folk Hero
  PH
  7
  Folk Hero (Fey Hero)
  PP:MI
  8
  Guild Artisan
  PH
  9
  Guild Artisan (Trader)
  PP:MI
  10
  Hermit
  PH
  11
  Noble
  PH
  12
  Outlander
  PH
  13
  Outlander (Feyborn)
  PP:MI
  14
  Outlander (Lycanthrope Survivor)
  PP:MI
  15
  Sage
  PH
  16
  Sage (Fey Researcher)
  PP:MI
  17
  Sailor
  PH
  18
  Soldier
  PH
  19
  Soldier (Earthmother Guard)
  PP:MI
  20
  Urchin
  PH
  Social Status
  The Moonshae Isles distribute peril and prosperity by 
  circumstance, but many strive to break out of the role 
  they were given in life. As an adventurer, you’ve made 
  this dream your reality. You have a background, and that 
  background has different advantages and disadvantages 
  depending on where you are. The social status associated 
  with your background may change over the course 
  of your story.
  Lifestyles across the Moonshaes vary greatly by com-
  munity. Consider how your backstory helps you fit into 
  your home settlement using the information below. Then 
  use the Social Status Relationships chart to determine how 
  many allies and rivals you’ll roll for later in this section.
  Northern Isles. The northern isles are a collection 
  of independent Northlander communities that share a 
  common culture. In the harsh climate, Northlanders grow 
  hardy. Strength and resilience are important characteristics 
  to these war-like people, and it is common to encounter 
  followers of Tempus, a god of war. Northlanders are 
  preparing for an upcoming change in leadership, and 
  their values—whether they are more concerned with 
  holding onto their traditions and current way of life 
  or with pursuing their desire to dominate more of the 
  Moonshaes—will vary.
  Elven Realms. The elves of Gwynneth value secrecy, 
  safety, and their relationship to the fey forces they share 
  land with. The magical moonwells that dot the land must 
  be protected from corruption. Respect for the land and the 
  preservation of their communities are important to the 
  elves of the Moonshae Isles.
  
  14
  Backstory
  CHARACTER CHRONICLE: THE MOONSHAE ISLES 
  Central Moonshae Isles. The central Moonshae Isles are 
  unique in that their physical location does not designate 
  a specific allegiance with one particular faction over the 
  other. These islands are home to a variety of peoples that 
  could be considered “Ffolk,” but who consider themselves 
  to simply be residents of Moonshae. They tend to respect 
  nature and revere the Earthmother.
  Southern Isles. Fertile land provides resources and 
  prosperity to the peaceful folk of the southern isles. 
  Craftsmanship is respected, especially in port towns where 
  carpentry, shipbuilding, and fishing are invaluable parts of 
  southern living. Reliable sailors are in great demand by all 
  those who travel through the Moonshae Isles, and there 
  are abundant opportunities for sellswords and mercenaries 
  to find work defending traders from pirates, bandits, 
  and beasts.
  Home Settlement
  Once you have determined your home region and 
  backstory, it is time to determine your specific home 
  settlement. Each settlement is detailed in the “Islands of 
  the Moonshae Isles” section of this supplement. There are 
  a variety of settlements, so only a handful of the primary 
  settlements in each of these areas are listed below.
  Northern Isles Settlements
  d100
  Settlement Name
  Type
  01–14
  Craftenor (Korinn)
  Town
  15–39
  Highport (Korinn)
  Town
  40–59
  Barrett’s Quay (Korinn)
  Town
  60–00
  Rogarshelm (Norland)
  City
  Central Moonshae Isles Settlements
  d100
  Settlement Name
  Type
  01–49
  Caer Callidyrr (Alaron)
  City
  50–69
  Klythyss (Alaron)
  Town
  70–89
  Caer Moray (Moray)
  Village
  90–99
  Dynnegall (Moray)
  Village
  100
  Oman’s Isle
  —
  Southern Isles Settlements
  d100
  Settlement Name
  Type
  01–49
  Sarifal (Gwynneth)
  City
  50–65
  Synnoria (Gwynneth)
  Town
  66–79
  Myrloch Vale (Gwynneth)
  Village
  80–00
  Caer Westphal (Snowdown)
  Town
  Social Status Relationships
  d20
  Background
  Northern Isles
  Elven Realms
  Central Moonshae Isles
  Southern Isles
  1
  Acolyte
  1 ally (Auril, Tempus), 1 
  rival (Earthmother)
  1 ally (Earthmother), 1 
  rival (Auril, Malar, Tempus)
  1 ally
  1 ally (Earthmother), 1 
  rival (Auril, Malar, Tempus)
  2
  Charlatan
  1 rival
  1 rival
  1 rival
  1 rival
  3
  Criminal
  1 ally and 1 rival
  1 rival
  1 rival
  1 rival
  4
  Entertainer
  1 rival
  1 ally
  1 ally
  1 ally
  5
  Entertainer (Storyteller)
  1 ally
  1 ally
  1 ally
  1 ally
  6
  Folk Hero
  1 rival
  1 ally and 1 rival
  1 ally 
  1 rival
  7
  Folk Hero (Fey Hero)
  1 ally and 1 rival
  1 ally
  1 ally
  1 ally
  8
  Guild Artisan
  1 rival
  1 ally and 1 rival
  1 ally 
  1 ally and 1 rival
  9
  Guild Artisan (Trader)
  1 ally
  1 rival
  1 rival
  1 ally
  10
  Hermit
  —
  1 ally and 1 rival
  —
  1 ally
  11
  Noble
  1 rival
  1 rival
  1 ally
  1 ally and 1 rival
  11
  Outlander
  1 ally
  1 ally and 1 rival
  1 rival
  1 rival
  12
  Outlander (Feyborn)
  1 rival
  1 ally
  1 ally and 1 rival
  1 ally
  14
  Outlander (Lycanthrope Survivor)
  1 ally
  1 rival
  1 ally and 1 rival
  1 ally and 1 rival
  15
  Sage
  —
  —
  1 ally
  1 ally
  16
  Sage (Fey Researcher)
  1 ally
  1 ally and 1 rival
  1 ally and 1 rival
  1 ally
  17
  Sailor
  1 ally
  —
  1 rival
  1 ally
  18
  Soldier
  1 ally
  1 rival
  1 ally
  1 ally
  19
  Soldier (Earthmother Guard)
  1 ally
  1 ally
  1 rival
  1 ally
  20
  Urchin
  1 ally 
  —
  1 ally
  1 ally and 1 rival
  
  15
  Backstory
  CHARACTER CHRONICLE: THE MOONSHAE ISLES 
  Race
  Many races co-exist in the Moonshae Isles. The majority 
  of the population is human, but some islands are primarily 
  occupied by elves, giants, and lycanthropes. Halflings and 
  dwarves are common enough, but are much less prevalent 
  than humans. In most published material on the Moonshae 
  Isles, races like orcs and goblins are often antagonistic 
  while elves are highly isolationist. While this information 
  is canonical, the writers of this supplement do not believe 
  that limitations on race should be a barrier to playing what 
  seems fun to you. You should speak with your DM and 
  fellow players to ensure everyone is comfortable with any 
  racial themes in your game.
  There are several products that offer a more nuanced 
  take on race in Dungeons & Dragons: 
  • Ancestry & Culture: An Alternative to Race in 5e by 
  Arcanist Press
  • Grazilaxx’s Guide to Ancestry by Realmwarp Media
  • An Elf and An Orc Had a Little Baby: Parentage and 
  Upbringing in D&D by Adam Hancock & VJ Harris
  Sexism
  Sections of the Moonshae Isles deal in sexist themes. 
  According to published Wizards of the Coast books, for 
  example, the Northlander women are not permitted to 
  raid or even fish. The writers of this supplement do not 
  believe that sex or gender should be a barrier to gameplay. 
  You should speak to your DM and fellow players to ensure 
  that everyone is comfortable with any sexist themes 
  in your game.
  Family
  Your family are the people closest to you. Most commonly, 
  these are your birth parents and siblings, but they may be 
  anyone that you identify as family. You may have more 
  than two parents if your parents are polyamorous or if 
  they have remarried. Perhaps you were raised by an uncle 
  or close family friend. Similarly, siblings could include 
  step-siblings, half-siblings, or even lifelong close friends. 
  Familial expectations in the Moonshae Isles vary greatly 
  depending on a person’s origin. The Northlanders, for 
  example, certainly expect their children to understand 
  shipbuilding and sailing as well as combat. The traders of 
  the central Moonshae Isles expect the first-born child to 
  learn the family business. For some of the werefolk in the 
  southern isles, familial expectation might begin and end at 
  survival. Work with your DM as you define your family 
  and origin to discuss the expectations your family may 
  have placed on you as you grew up. 
  Roll twice on the appropriate family chart as deter-
  mined by your home settlement. One roll determines your 
  number of living parents, and the second your number of 
  living siblings. 
  Family Size (Village, Town)
  d100
  Number of Parents
  Number of Siblings
  01–10
  3 or more
  2d4 + 2
  11–50
  2
  2d4
  51–89
  1
  1d4
  90–00
  0
  0
  Family Size (City)
  d100
  Number of Parents
  Number of Siblings
  01–05
  3 or more
  2d4 + 2
  06–60
  2
  2d4
  61–80
  1
  1d4
  81–00
  0
  0
  Family Member Traits
  Once you’ve determined the size of your family, choose the 
  gender and age of each family member.
  Powerful Family Relationships
  Your family forms your earliest, and possibly strongest, 
  bonds and rivalries. Roll a d3 to determine the number 
  of powerful family relationships you have. Roll once on 
  the Family Relationships table for each powerful family 
  relationship you have.
  
  16
  Backstory
  CHARACTER CHRONICLE: THE MOONSHAE ISLES 
  Family Relationships
  d100
  Relationship
  01–10
  Your family member disapproved of a relationship you held 
  with a member of a rival family. Gain one rival.
  11–20
  Your family held better relations with one of the other cul-
  tural groups of the islands than your own. You gain one ally 
  from a cultural group other than your own.
  21–30
  After a clumsy mistake in your childhood, you accidentally 
  revealed one of your family’s trade secrets. This family mem-
  ber has never forgiven you, and swears you will never join 
  the family business. Gain one rival.  
  31–40
  This family member died. This caused a schism between you 
  and another member of your family. Gain one rival.
  41–50
  Foreigners are uncommon in the islands, to the point you’ve 
  become fascinated with the culture of a visiting dignitary. 
  Your obsession has ostracized this family member from you. 
  Gain one rival.
  51–60
  After an attack nearly decimated your homestead, only 
  you and this member of your family remain in good health. 
  Gain one ally.
  61–70
  Your ancestral home is somewhere on Gwynneth. One of 
  your relations has reached out to you, asking for your help 
  to reclaim it. Gain one ally.
  71–80
  Last full moon, this relation went missing. You were the 
  one that found them in the morning, atop a humanoid that 
  had been torn to pieces. You refused to hand them over to 
  lycanthrope hunters. Gain one ally.
  81–90
  This family member said they found a lost moonwell. You re-
  fused to believe them, and they were captured by fomorians. 
  Now most of your family hates you. Gain one rival.
  91–00
  A great burden has been placed by an elder of your family 
  onto both you and another member of your family. Rather 
  than compete with each other, you’ve decided to work 
  together to achieve your goal. Gain one ally.
  Acquired Allies & Rivals
  This section will help you define any allies or rivals you 
  gained based on your background and homeland. Roll once 
  on the Ally Relationships table or the Rival Relationships 
  table for each of your allies and rivals gained from your 
  background. Alternatively, you can work with your DM to 
  define relationships meaningful to your character’s story.
  Once you’ve determined your relationships, roll 
  for each of your allies and rivals on the Ally and Rival 
  Identities table to define their game statistics. This table 
  includes monsters and NPCs from the Monster Manual.
  Some particularly powerful allies and rivals cause a 
  fateful moment in your backstory. Learn more about 
  fateful moments in the next section.
  Ally Relationships
  d100
  Relationship
  01–10
  You came across this traditionally evil creature, and showed 
  mercy when they were obviously no threat. After rolling on 
  the Ally and Rival Identities table to determine this ally’s 
  identity, roll 1d6 and add the following creature type to their 
  identity if it is not already present: Fey (1-2), Giant (3-4), 
  Lycanthrope (5-6).
  11–20
  Your ally became sick at a very young age, and you took 
  them under your wing. After a while, they got better and 
  you’ve been inseparable ever since. 
  21–30
  This ally is an exceptional artist, someone who you admire 
  and who inspires you greatly. 
  31–40
  You shared a romantic relationship with this ally. You ended 
  up not being right for each other, but you became the best 
  of friends; so close you’re family.
  41–50
  You nearly made a mistake you couldn’t have taken back. 
  You stared into the abyss until it was nearly too late, but this 
  ally saved you and your soul.
  51–60
  Due to differences with your family, you left home at a very, 
  very young age. You probably would’ve ended up dead if this 
  ally hadn’t taken you in and trained you. They’re more of a 
  parent to you than your actual parents.
  61–70
  You started as pen pals by accident, wayward letters errant-
  ly delivered. Over years, your bond became so close, you’re 
  practically siblings.
  71–80
  Witnessing you in action, you gained your biggest fan. 
  This ally would follow you to the ends of the world, just 
  because you asked.
  81–90
  This ally is as skilled as you, but you find yourselves in 
  constant competition. When the chips are down, you know 
  they’ll never abandon you, but sometimes you wonder.
  91–00
  A great magical event bound you and this ally together. The 
  start of your relationship was rocky and uncertain, but you 
  made it through that magical event together. Its effects 
  have been broken, but somehow you’re closer than ever.
  
  17
  Backstory
  CHARACTER CHRONICLE: THE MOONSHAE ISLES 
  Rival Relationships
  d100
  Relationship
  01–10
  You’re always trying to be the best, and yet every time 
  you beat your best, this rival has already surpassed your 
  new record. 
  11–20
  You were cursed by a powerful fey. You were able to have 
  the curse moved to a rival, who rightfully blames you for 
  their misfortune.
  21–30
  On the battlefield, you felled a knight. The knight’s squire 
  witnessed your kill and vowed that they would one day kill 
  you to avenge their master.
  31–40
  This rival wants to know more about a secret your 
  family holds.
  41–50
  This rival cheated you out of a lot of money. Worse than the 
  lost coins, your reputation was ruined to the point that you 
  had to move.
  51–60
  This ally-turned-rival was someone you once trusted—until 
  a new friend of theirs twisted them into hating you.
  61–70
  A deranged mind touched by the far realm, your rival is 
  exceptionally skilled and sees you only as competition to be 
  beaten, while you would rather see them cured.
  71–80
  A violent warlord went on a rampage, destroying most of 
  everyone and everything you cared about. That day, it was 
  the warlord who gained a rival: you.
  81–90
  A long time ago, there was a castle far, far away. Your rival 
  found a prophecy there fortelling their doom at your hands. 
  91–00
  This rival has been raised to treat you as the enemy.
  Ally & Rival Identities
  d100
  Stat Block
  01–05
  Commoner
  06–10
  Acolyte
  11–15
  Bandit
  16–20
  Bandit Captain
  21–25
  Berserker
  26–30
  Cultist
  31–35
  Cult Fanatic; gain one fateful moment
  36–40
  Druid; gain one fateful moment
  41–45
  Gladiator
  46–50
  Guard
  51–55
  Knight
  56–60
  Priest
  61–65
  Scout; gain one fateful moment
  66–70
  Spy
  71–75
  Tribal Warrior; gain one fateful moment
  75–80
  Veteran
  81–84
  Mage
  85–88
  Fomorian; gain one fateful moment
  89–92
  Assassin
  93–94
  Dryad; gain one fateful moment
  95–96
  Werewolf or Werebear (DMs choice); gain one 
  fateful moment
  97–98
  Green Hag or Annis Hag (DMs choice); gain one 
  fateful moment
  99
  Archmage; gain one fateful moment
  00
  Kazgaroth (use Tyrannosaurus Rex statistics); gain one 
  fateful moment
  
  18
  Backstory
  CHARACTER CHRONICLE: THE MOONSHAE ISLES 
  Fateful Moments
  Fateful moments are the important turning points where 
  the path of your life twists to that of an adventurer. This 
  moment may be fantastic or mundane, but it always sets 
  you on a journey that will lead to greatness.
  Roll once on the Fateful Moments table for each 
  moment you gained from your allies and rivals in the 
  previous section. If the fateful moment grants you a 
  proficiency you already have, choose any proficiency of the 
  same type (armor, skill, language, tool, or weapon). If the 
  fateful moment doesn’t make sense for your character (for 
  example, if your siblings perished but you don’t have any 
  siblings), roll a new event or work with your DM to 
  smooth out the details. As always, you may forego rolling if 
  you would prefer to work with your DM to create a fateful 
  moment specifically tailored to your character.
  Fateful Moments
  d20
  Event
  1
  Traveling, you were ambushed by a pack of wolves. When 
  all seemed lost, a hooded figure appeared and the wolves 
  left. You searched for your savior, but only found a leaf 
  made of gold.
  2
  You were captured by giants while traveling with a merchant 
  caravan. You slipped your bonds and freed their captives, 
  overthrowing the brutes. You recovered one uncommon 
  magic item of the DM’s choice from their treasure.
  3
  After sipping from a hidden spring found deep in a forest, 
  you have realized you can cast speak with animals at will.
  4
  You were searching for lost livestock when a torrential 
  downpour forced you into a cave. Inside was an elven cache, 
  including a loaf of bread that regrows every dawn if even a 
  thumb sized amount remains.
  5
  You stumbled upon an ancient fey citadel. Despite being 
  abandoned, a throne there hummed with power. Sitting 
  upon it, you were infused with knowledge of all things 
  magical. You gain proficiency with Intelligence (Ar-
  cana) checks.
  6
  You’re a consummate swimmer and found a fey tow-
  er that had crashed into the water. Rescuing the relics 
  found within and returning them to their people, you were 
  blessed as a reward. You gain proficiency with Constitution 
  saving throws.
  7
  You were in a horrible boating accident caused when musi-
  cal voices enchanted the crew and they steered directly into 
  jagged rocks. Somehow, you awoke back home the next 
  morning. Your hair stands on end whenever fey are within 
  60 feet of you.
  8
  While travelling you came across a group of lycanthropes 
  in control of their curse. You stayed up all night and shared 
  stories. They ensured you safely reached your destination. 
  You gain proficiency with Intelligence (Nature) checks.
  9
  Your family has tended livestock your whole life. Late one 
  night, you looked out the window and saw an elf speaking 
  to one of your lame animals who was to be slaughtered. 
  The next morning, the animal was no longer lame and had 
  newfound vigor and intelligence. Choose a Large horse or 
  Medium dog to be your mount.
  10
  While exploring, you came across a ring of fairy stones, 
  arranged in a circle. The fairies found you amusing, and 
  taught you how to return to this place. You’ve learned 
  to cast word of recall with the fairy circle as your sanc-
  tuary. Once you cast it, you cannot cast it again in this 
  way for a week.
  d20
  Event
  11
  You chased a horrible beast away from a traveling wanderer 
  you met on the road. Roll on the Ally and Rival Identities table 
  to determine who the wanderer was. They teach you proficien-
  cy with Strength (Athletics) and Wisdom (Survival) checks.
  12
  A strange bird, larger than a horse, flew down from the sky. 
  It was injured, but healed rapidly. You stayed to protect it, 
  and it left with you an egg that is always warm to the touch. 
  You have resistance to cold damage.
  13
  You contracted a magical disease as a child. With practice 
  and patience, a visiting shaman helped you learn the skills 
  you needed to remove it. Gain proficiency with Wisdom 
  (Medicine) and Intelligence (Religion) checks.
  14
  Foraging too far from home, you came across a horrible 
  otyugh! Thankfully, one of its previous victims was equipped 
  well, and you were able to grab their weapon. Defeating the 
  monstrosity, you earned your reward. You gain proficiency 
  with one weapon and light armor.
  15
  A druid being hunted by goblins hid at your home for ten 
  days. After the goblins gave up their search, the druid 
  showed you how to cast druidcraft. Once cast this way, you 
  cannot cast the spell again until you complete a long rest.
  16
  Joining a Feywild revelry, you disappeared for years 
  without having aged a day. Your body no longer seems to 
  outwardly age.
  17
  While walking along a shore, you watched a ship in the 
  distance sink after being struck seven times by lightning. 
  Shortly after, a small dog washed up on shore, seeming-
  ly unbothered by the events, having decided you were 
  their new master.
  18
  Your shadow left one day. You were shunned by many for 
  lacking a shadow (they thought you were a demon). After 
  ten days, your shadow returned and now has the ability to 
  interact with objects within 5 feet of you. You learn the mage 
  hand cantrip which you can cast without verbal or somatic 
  components, but it has a range of 5 feet when you cast it.
  19
  A legend about your family seems to be coming true with 
  every action you take. Your relatives outfitted you hand-
  somely to see what would happen next. You have 100 
  gp, traveler’s clothes, and a journal containing a copy 
  of the legend.
  20
  Kazgaroth destroyed a town before your eyes. The horrible 
  beast left destruction behind it unlike any you’ve ever seen. 
  You’ll never be caught in a situation like that again. When-
  ever you make an initiative check, you add your proficiency 
  bonus to it.
  
  19
  Backstory
  CHARACTER CHRONICLE: THE MOONSHAE ISLES 
  Favorite Food
  Depending on your home settlement, food in the 
  Moonshae Isles may be plentiful or very, very scarce. 
  Roll on the appropriate table or select or create a favorite 
  option of your own.
  Northern Isles. The northern isles are a difficult region 
  to grow food in, so the people who call it home live 
  primarily off of fishing. Sheep live well in the region’s steep 
  terrain, and occasional trade ships bring more exotic goods 
  in as a rare delicacy.
  Moonshae Isles. As the largest and most central isles, the 
  islands in this region see the most trade and therefore the 
  most imported foods. Most survive on fish, but the forests 
  and flatter terrain allow for a variety of livestock and 
  vegetables to flourish.
  Southern Isles. The most fertile in the Moonshae region, 
  the southern isles provide a wealth of vegetables to supple-
  ment the staple foods of fish. 
  Favorite Foods (Northlander Isles)
  d8
  Food
  1
  Cod cakes and broccoli
  2
  Smoked bass and sweet carrots
  3
  Lamb chops and mint.
  4
  Pollock and clam stew.
  5
  Fried mackerel with tubers.
  6
  Eel meat, barbequed.
  7
  Ham steaks and citrus fruit.
  8
  Crab cakes, with local herbs.
  Favorite Foods (Central Moonshae Isles)
  d8
  Food
  1
  Bark soup served with raw vegetables.
  2
  Fruit and bread loaf.
  3
  Steamed cockles. 
  4
  Boiled meatballs (usually lamb or pigs liver) with onions.
  5
  Mashed tubers and vegetables in flakey pie.
  6
  Rabbit, served on toasted bread with melted cheese.
  7
  Tuber stew with bits of onions and pork. Traditionally with 
  cheese melted on top.
  8
  Roasted lamb with a local sauce.
  Favorite Foods (Southern Isles)
  d8
  Food
  1
  Bread bowl with beef and vegetable stew.
  2
  Black sausage and eggs.
  3
  Pork chops and mashed tubers.
  4
  Smoked salmon and toast.
  5
  Salted herring.
  6
  Crab meat served with garlic butter.
  7
  Folded cheese pastries. 
  8
  Cabbage wrapped meats and rice.
  
  20
  Backstory
  CHARACTER CHRONICLE: THE MOONSHAE ISLES 
  Mysterious Secret
  Mysterious secrets are yours, and yours alone. You may 
  possess a strange object or be keeping a deadly secret. How 
  you choose to use these secrets is entirely up to you. Roll 
  once on the Mysterious Secrets table or work with your 
  DM to create a secret.
  Mysterious Secrets
  d20
  Secret
  1
  I have memorized the family trees of the fey, Ffolk, and 
  northlanders. I know each family, down to the last fourth-re-
  moved cousin.
  2
  I found an amulet washed up on the beach. It glows gently 
  at night, as long as it spends the whole day in the sun.
  3
  Whenever I’m alone near water, my childhood imagi-
  nary friend manifests, breaking the surface of the water 
  to their neck.
  4
  I’m in possession of a map that details not the location of an 
  elven citadel, but the time when it will appear.
  5
  I have a hand-shaped stain on my back. Each day, it holds 
  up a different number of fingers from the day before.
  6
  I witnessed a person made of water get up out of a lake and 
  walk into a forest.
  7
  Late one night, a flaming sphere crashed down in the 
  distance, leaving a trail behind it in the sky that lasted 
  almost all night.
  8
  My irises in my eyes become shaped like dragons when 
  I get angry.
  9
  While others dream (or have nightmares) when they sleep, 
  my mind is transported to another plane of existence. I’ve 
  been mapping this other place in a journal for years.
  10
  I unerringly know what the weather will be like within the 
  next 6 hours, even if I can’t see the sky.
  11
  As a baby, I was left on the doorstep of my childhood home. 
  My parents kept it from me for years and years.
  12
  No one believes me, but I saw a creature native to a distant 
  land here in the Moonshae Islands.
  13
  Whenever I touch metal items, they briefly charge with 
  electrical energy.
  14
  My blood is bright blue.
  15
  Waking late one night, I heard a voice whisper in the dark-
  ness. I followed it for what felt like days, before finally col-
  lapsing from exhaustion. When I awoke, I was home again.
  16
  After a night’s rest, I always awaken to a small, smooth 
  stone in my hand. 
  17
  When I’m in a panic, light dims around me, allowing me to 
  blend in to the shadows a little more.
  18
  I have a family heirloom. I don’t know what it does, but 
  no matter what I do to get rid of it, I wake up with it 
  on my person.
  19
  For no reason I can imagine, if I snap my fingers and point at 
  an animal, they look at me and make whatever noise they’re 
  capable of making.
  20
  My family holds the location of a moonwell, hidden in a 
  nursery rhyme I was told when I was younger. 
  
  21
  Backstory
  CHARACTER CHRONICLE: THE MOONSHAE ISLES 
  Omen
  Omens are portents of a character’s future. 
  Omens are things that you want to achieve over the 
  course of a campaign. Write down three: a short-term, 
  medium-term, and long-term omen. You don’t need all 
  of them at character creation; just a short term omen is 
  enough until you get a better sense of your character and 
  the world they live in.
  Each omen should have two parts: a goal, and a conse-
  quence of that goal. The consequence can be good or bad, 
  but try to think creatively about what could come from 
  reaching that goal. Omens will help keep your character 
  motivated and working towards something, and they give 
  the DM a way to shape their story in ways that include 
  your character and their goals. When writing your omens, 
  look back at everything your character has become in 
  previous sections and try to think of omens that create a 
  narrative link.
  If you need inspiration, we’ve provided several omens 
  in the Omen Inspirations table. If something doesn’t fit 
  perfectly, fine-tune it, roll again, or work with your DM to 
  determine your character’s omens.
  Omen Inspirations
  For the Dungeon Master
  The omens your players create will help you shape their 
  personal narratives within your campaign. Consider how 
  long your story is and try to pace characters’ stories out 
  evenly throughout the game. It can be interesting to follow 
  one character’s strong narrative arc, but remember to 
  communicate with your players to make sure everyone gets 
  an equal turn in the spotlight. 
  Omen Rewards
  When a player completes an omen, they gain a reward of 
  the DM’s determination. Any of the following are suitable 
  rewards for completing a goal, or the DM may decide on 
  unique rewards of the same general level:
  • For the next 1d10 days, the character has advantage on 
  saving throws against environmental effects
  • For the next 1d4 days, the character’s weapon attacks 
  deal an extra 1d6 damage of the weapon’s type
  • For the next 1d10 days, the character gains inspiration 
  whenever they finish a long rest
  d20
  Omen
  1
  I will rid these isles of the fomorian menace, once and for all. 
  To do so will threaten my life.
  2
  I will unify the jarls under one banner, one nation of North-
  landers. Undoubtedly, this will upset the balance of the isles.
  3
  To pledge my life to the service of the fey lords of Gwynneth 
  is my only desire. However, my connections ensure this 
  decision is a political nightmare.
  4
  I will claim a great source of fey magic. Doing so will un-
  knowingly unlock power within the fomorians.
  5
  The beast Kazgaroth never slumbers long. I want to slay it 
  once and for all. Undoubtedly, his followers will want to do 
  the same to me.
  6
  The presence of the Earthmother must be felt on every inch 
  of our isles. By spreading her word, I will no doubt upset 
  those who wrongly worship lesser beings.
  7
  Moonwells are powerful sources of magic. I want to build 
  a keep around one and keep it for my own. Doing so will 
  create powerful rivals.
  8
  There is an aspect of the Earthmother, a whale which roams 
  the seas around our islands. What does godflesh taste like, 
  I wonder? What will the druids who worship her do to me 
  when I try it?
  9
  There is a fighter who once bested me, endlessly roaming 
  the isles. They claim to be immortal, and that they can 
  only be defeated by someone more skilled at the blade 
  than they are. I will defeat them, but it might mean taking 
  their place.
  10
  The legacy of the wizard of Flamsterd is all but unknown. I 
  wonder who will oppose me when I take it for my own?
  d20
  Omen
  11
  There are many ancient ruins on Gwynneth. I know the fey 
  lords will object, but I’m taking one for my own.
  12
  The Sword Coast is an economic powerhouse. I will create 
  a commerce network that extends to every shore of every 
  island here, and every city there. Of course anti-Amnian 
  protesters will want to stop me.
  13
  Many magical items were lost in the borders of the fey 
  kingdoms. I’ll make myself rich by smuggling them out of the 
  islands, even if it paints a circle on my back for every elven 
  arrow on the island.
  14
  Secrets to be found in ruins that have crumbled into the 
  sea whisper to me, even though their recovery might mean 
  doom for all of the isles.
  15
  I will discover the oldest ruin in Moonshae. Doing so will 
  accidentally release an army of sleepless dead, who will 
  spread across the Moonshae like a plague.
  16
  Lycanthropes are a natural part of the balance of our 
  islands, I want to gain this curse for myself. However, it will 
  mean a life where I am forever hunted.
  17
  An unknown city lies under one of the islands, but finding it 
  will unleash a long forgotten terror upon the isles.
  18
  I will stand before Bane, Malar, and any other evil god who 
  dares bring their presence to our lands and defy them, even 
  if it means others will suffer due to my choice.
  19
  A powerful weapon lies buried within a lost elven tomb, 
  guarded by an ancient being. I will recover the weapon, 
  regardless of this threat.
  20
  A magic woven by my own hand will summon the terrifying 
  beast known as Kazgaroth.
  
  22
  Adapting Backgrounds
  BACKGROUNDS
  Backgrounds
  Backgrounds
  Adapting Backgrounds
  Adapting Backgrounds
  All of the backgrounds from the Player’s Handbook fit 
  within the Moonshae Isles. However, we have provided 
  a few alternative options for adapted backgrounds that fit 
  more specifically within this harsh environment.
  Entertainer (Storyteller)
  Amid the fey and Ffolk, a story can be as good as any 
  currency. Whether trained or natural-born, you have a gift 
  with weaving tales that can take you far in the Moonshae 
  Isles. You understand that life is but a tale, and you see the 
  natural patterns among all things. A life is only worth the 
  stories that are told of it.
  Folk Hero (Fey Hero)
  You do not come from noble blood, but your actions 
  have already inspired adulation towards you from the fey. 
  People of your home village know that you are destined for 
  greatness, and you are considered to be blessed by the fey. 
  Guild Artisan (Trader)
  So close to Amn and the Sword Coast, the Moonshae 
  Isles are flush with valuable goods. You are capable of 
  making deals and moving goods across land and seas. Most 
  regional goods of the surrounding area are known to you, 
  and you can tell an item’s quality with ease. You are no 
  stranger to the risks undertaken by traders. 
  Outlander (Feyborn)
  You were raised among the fey creatures of the Moonshae 
  Isles. In your time, you have seen magical wonders that 
  most only dream of, literally. You have developed a deep 
  and intimate bond with the Isles as well as the fey creatures 
  that call it home. You often struggle to understand the 
  ways of more ‘civilized’ people, whose lives often conflict 
  with the natural order of the world. 
  Outlander (Lycanthrope Survivor)
  You have spent most of your life living among the many 
  lycanthrope tribes of the Moonshae Isles. You may or may 
  not be one of them, but you know their bestial ways well. 
  You have a strong kinship with the land, but that kinship 
  is tainted by the blood and violence you have witnessed so 
  frequently.  
  Sage (Fey Researcher)
  With their elusive and shifting nature, fey are notoriously 
  difficult to study. Nevertheless, you have committed 
  yourself to learning all you can of the Feywild and its 
  denizens. Fey researchers often struggle to attain the same 
  recognition as those in other fields of study, but those that 
  have a kinship with fey and patience to spare often find 
  themselves rewarded with the most secret of knowledge.
  Soldier (Earthmother Guard)
  A trained defender of the Earthmother, you have been 
  trained to defend without killing or destroying. You know 
  the Earthmother’s teachings well: nourish the living, and 
  do not destroy that which is natural and good. You are 
  trained in combat, but your skill is tempered with the 
  knowledge that all life is sacred.
  Further Reading
  Further Reading
  Sword Coast Adventurer’s Guide by Wizards of the Coast
  Forgotten Realms Campaign Setting (3rd Edition) 
  by Ed Greenwood, Sean K Reynolds, Skip 
  Williams, Rob Heinsoo
  Backdrop: Moonshae Isles by Shawn Merwin, Dungeon 
  Magazine #196
  The Wyrm Who Watches: Nymmurh by Ed Greenwood 
  and Sean K Reynolds, Dragon Magazine #250
  
  23
  Your heroes are built, so it’s time to adventure! Check out 
  The Kelpie’s Shadow
  on Dungeon Masters Guild. This adventure is designed for new level 1 heroes. 
  It utilizes many of these themes and factions introduced in this Player Primer and 
  provides several hooks to continue an ongoing campaign. 
  Click the cover image for a 20% discount!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Player Primer Moonshae Isles.pdf