I was planning a setting for my new campaign, and my players liked the idea of the Moonshea Isles. However, i found scarce little lore about those islands, apart from what is presented in SCAG. FR wiki didn't help either. So, we got this map full of little points of interest, and no lore about them? What's the point?
For you to create a story about them. It gives lots of plothooks in the descriptions and you can make of it what you will. Even take a short published adventure and adjust it to the location.
Rollback Post to RevisionRollBack
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
There were several novels published using the lore for that part of the Forgotten Realms, back in the days of 2nd edition AD&D - you could draw from those for inspiration.
I'm currently in a Moonshae Isles campaign and it's amazing, our Call of Contraxis is turning into Dragon Age Origins pretty much. It's off the beaten track from the Baldur's Gate and Neverwinter video games and it's ripe for so much potential. Remember it's the players who shape the story, you're just setting up the table.
Rollback Post to RevisionRollBack
Hadgar Greystone, Lv 10 Duergar Death Cleric. Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid Rime of the Frost Maiden Campaign.
I'm currently in a Moonshae Isles campaign and it's amazing, our Call of Contraxis is turning into Dragon Age Origins pretty much. It's off the beaten track from the Baldur's Gate and Neverwinter video games and it's ripe for so much potential. Remember it's the players who shape the story, you're just setting up the table.
I think this gives the area a huge advantage; while there was 1st edition stuff with the FR2 source book and the Darkwalker novels, time is about 100 years in the future, and is basically wide open to do what you want, and tell the story you want.
Unlike say Waterdeep where a misplaced fireball is going to hit any number of hidden archmages.
What your players want actually to do? Most basic adventures work in all environments. Every town has a minor bandit and goblin problems. I think the location of Faerun mostly affects theme of used monsters / NPCs. Do they like pirates, dragonborns, halflings or mages? That kind of examples can help you to find an environment that fits great for the theme your campaign has.
What your players want actually to do? Most basic adventures work in all environments. Every town has a minor bandit and goblin problems. I think the location of Faerun mostly affects theme of used monsters / NPCs. Do they like pirates, dragonborns, halflings or mages? That kind of examples can help you to find an environment that fits great for the theme your campaign has.
Hey
I was planning a setting for my new campaign, and my players liked the idea of the Moonshea Isles. However, i found scarce little lore about those islands, apart from what is presented in SCAG. FR wiki didn't help either. So, we got this map full of little points of interest, and no lore about them? What's the point?
For you to create a story about them. It gives lots of plothooks in the descriptions and you can make of it what you will. Even take a short published adventure and adjust it to the location.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
There were several novels published using the lore for that part of the Forgotten Realms, back in the days of 2nd edition AD&D - you could draw from those for inspiration.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I'm currently in a Moonshae Isles campaign and it's amazing, our Call of Contraxis is turning into Dragon Age Origins pretty much. It's off the beaten track from the Baldur's Gate and Neverwinter video games and it's ripe for so much potential. Remember it's the players who shape the story, you're just setting up the table.
Hadgar Greystone, Lv 10 Duergar Death Cleric.
Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum
Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid
Rime of the Frost Maiden Campaign.
I think this gives the area a huge advantage; while there was 1st edition stuff with the FR2 source book and the Darkwalker novels, time is about 100 years in the future, and is basically wide open to do what you want, and tell the story you want.
Unlike say Waterdeep where a misplaced fireball is going to hit any number of hidden archmages.
The island hopping is pretty fun to when your party gets s ship. It pretty much becomes the Argo! Pirate swashbuckling, high sea adventures!
Hadgar Greystone, Lv 10 Duergar Death Cleric.
Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum
Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid
Rime of the Frost Maiden Campaign.
What your players want actually to do? Most basic adventures work in all environments. Every town has a minor bandit and goblin problems. I think the location of Faerun mostly affects theme of used monsters / NPCs. Do they like pirates, dragonborns, halflings or mages? That kind of examples can help you to find an environment that fits great for the theme your campaign has.
Link: https://forgottenrealms.fandom.com/wiki/Moonshae_Isles
I think societies of the region offer great story hooks. Ask your players which society do they like most.
1) Native Societies
2) Demi Humans
3) Lycanthropes
4) Giants
Don't forget vampires!
My DM has gone for the Vampire route and us teaming up with the Ffolk to combat them to save the Wild elves of Karador.
Hadgar Greystone, Lv 10 Duergar Death Cleric.
Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum
Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid
Rime of the Frost Maiden Campaign.