Сарифал - Sarifal

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The Earthmother felt a slight tingling as a spring shower brought cleansing rains to the forests and glens of Sunset, in the westernmost Moonshaes. Through the Moonwell, she observed a broad weir, gnarled and weather-beaten, standing mute sentinel over a small fern covered hillock. Among its leafy boughs played a family of tressym- beautiful winged cats once common on this small isle.   Suddenly and uncontrollably, the Earthmother shuddered-the minor tremor that followed sending the startled tressym into flight. A familiar ache throbbed in her temple, though magnified manifold. Abeir’s waxing always caused the Earthmother minor discomfort but never agony such as this.   Overhead, iron-gray storm clouds thickened and burst into cerulean flame. The cold seas swaddling Sunset Isle inexplicably retreated, lowering the waterline some thirty feet within minutes. The Earthmother understood all too well this dire portent, but how could it be? Had a full conjunction occurred between Abeir and Toril?   Shared communion with other primal spirits quickly confirmed her fears. The Weave had collapsed utterly, threatening the very existence of the world. The ill timed unsundering would reignite the Dawn War and forever change the face of Toril and its sister world Abeir.   The Earthmother wept for her cherished Moonshaes. Yet as disastrous as this catastrophe would surely be, it would serve to stir the mightiest incarnations of nature’s power to act. Even now, she could feel the great World Serpent awakening from its millennia long slumber in response to the threat.   Sloughing off the growing numbness, she sent a desperate call reverberating through the earth. Hoping that it was not too late, the Earthmother tried to warn her children.   Nestled among the fog-shrouded isles of the Moon- shaes rests the kingdom of Sarifal. Home to fey of all shapes, sizes, and varieties Sarifal is an enchanted realm steeped in dreams and myth. An eldritch wonderland alive with verdant forests and majestic highlands, some whisper that Sarifal isn't of this world at all, but is in fact a swath of the Feywild trans¬planted to Toril for nefarious design. COMMON KNOWLEDGE Sarifal's borders encompass the large isle of Gwyn- neth, once home to the human realm of Corwell. Those longtime settlers ofthe isle, the Ffolk, were largely driven from these lands a century ago when fey began immigrating en mass. Within a few short years, the lost city of Karador rose from the depths of Myrloch and the ancient kingdom of Sarifal was born anew. Since that time Sarifal has expanded beyond Myrloch Vale to encompass the whole of the isle, the glimmering shallows along the coast, and the light¬less caverns below. outsiders see Sarifal as a sylvan paradise governed by a strong yet enigmatic leader—an image the ruling matriarch works hard to cultivate. Those born to the region, however, know that life within Sarifal is a deli¬cate chess match between several powers, capricious archfey, depraved fomorians, spirit lords, and more. So far the High Lady and the few remaining of her kind have been able to maintain the delicate balance of power. But for how long? SARIFAL LORE A character knows the following information with a successful skill check. History DC 15: Settled centuries ago by peaceful human farmers and fishermen known as the Ffolk, scores of cantrevs—small communities governed by a local lord—once dotted the countryside of Gwynneth, forming the small kingdom of Corwell. The human kingdom later collapsed when mercenaries from Amn set the countryside ablaze, prompting High Lady ordalf to expel all humans from the isle. Religion DC 20: Divine powers have long sought a foothold on the Moonshae Isles, sending missionar¬ies and priests to covert the Ffolk to their faith. This has not been an easy task, for the Ffolk regard the Earthmother as the soul of the land and the guiding force in their daily lives. Even benevolent Chauntea has sought to usurp the worship of the Ffolk, by claiming the Earthmother is nothing more than an aspect of her greater divinity. The druids of the region know the truth of her primal nature, however, and work tirelessly to preserve the Balance in her name. Religion DC 25: The vehicles through which the Earthmother sends her power to the world, and through which her druids perceive her needs are the moonwells. These precious pools of clear water are located throughout most of the isles, and offer benefi¬cial properties known to the druids alone. Religion DC 30: The children of the Earth- mother take three forms upon the face of the Moonshaes. These forms (Leviathan, Wolf Pack, and Unicorn) are not immortal, though their favored status empowers them far beyond standard creatures of their type. These mortal aspects of the goddess grow old and die, as is ordained for all of the animals of the world. Yet their spirit and the favor of the Earthmother lives on in their successor. PEOPLE OF SARIFAL The peoples of Sarfial are many and varied; most populous being the countless varieties of faeries, pixies, sprites, and other diminutive fey. Perhaps surprisingly to some, very few elves call Sarifal home. The handful of elven communities that reside here , work at odds to the High Lady and the expansion¬ism of the fey kingdom. The only eladrin of note are the reclusive Llewyrr, living in the remote valley of Synnoria. Unlike the green elves, the Llewyrr have pledged allegiance to the ruling leShay. NOTABLE PERSONALITIES Sarifal is filled with many individuals of strong cha-risma and magical prowess. Included here is a small sampling of notable personalities. Ate'Niah, Serene Matriarch of Synnoria: Venerable and beautiful, Serene Matriarch Ate'Niah presides over the Elders of the Llewyrr from the Palace of the Ages, Argen-Tellirynd, in the hidden city of Chrysalis. Despite the strained relations between their people, Ate'Niah maintains friendly contact with High King Derid Kendrick of Callidyrr. Branwyn Moonsinger: Granddaughter to the late High Queen Alicia Kendrick, Branwyn took up the mantle of Great Druid in the Year ofAzuth's Woe, 1440 DR. Since that time, she has worked tirelessly to prepare for the inevitable return of the Darkwalker. She has taken no steps to artificially extend her life, and at age 71 knows her time on Toril draws short. She lives in a small cottage overlooking the Sacred Grove of the Earthmother along the east¬ern shore of Myrloch. Cymon the False: Cymon the Skald wanders the length and breadth of Sarifal with a song on his lips and his signature stringed bandore in hand. He is also known as Cymon the False for this gnome uses illusory glamours to ensure his appearance is ever-changing. Some wonder if Cymon is a gnome at all, but when asked such questions the skald merely offers a sly wink and a mischievous grin. Finellen: Nearing the middle of her fifth century of life, Finellen is a venerable shield dwarf and one of the last of her kin living in Sarifal today. A hero of the Darkwalker War a century and a half past, Finel- len today leads a small retinue of cragwardens; the last defenders of their ancient stronghold Highhome. Despite her age, Finellen is a scrapper. Given any sort of weapon, she will tangle with opponents six times her size without a second thought. Her gruff voice and long beard make it difficult for others outside her clan to discern she is female. Garbh Lludd: This giantess leads a large tribe of itinerant firbolgs who hunt the westward face of the Highlands above the Shrouded Lands. As Mistress of the Wild Hunt, Garbh Lludd is celebrated for her con-siderable skill as a tracker. Her favorite prey include stone-eye basilisk, warthorn battlebriar, and the mighty dire bulette. In battle, she is recognized for her signature battle chariot drawn by great elk. Newt: Nearly two centuries of life has not dimin-ished the mischievous nature of this faerie dragon. With iridescent scales reflecting all the colors of the rainbow and butterfly-like wings Newt is a paragon of his race. Unlike many of his diminutive kind, Newt craves contact with outsiders. Newt travels among all isles of the Moonshaes but prefers to winter in Deepglen. Ordalf, High Lady of Sarifal: Nigh immortal, Queen Ordalf has reigned as monarch of Sarifal for over eleven millennia. The leShay queen was severely weakened defending the Moonshaes during the Spell-plague Years and today defers most matters of state to Prince Araithe. Ordalf remains breathtakingly beau-tiful and radiates an aura of majesty that commands respect. Her voice is symphonic, with strong chords resounding within her words. Yazilliclik: Eschewing the timid nature of his kind, Yazilliclik the wood sprite has long aided the Circle of Druids in their defense of Myrloch Vale. If threatened, he can quickly muster a great swarm of sprites to harry foes in a rain of tiny arrows. Yazil- liclik is commonly found along the wooded shore of Mal Tarbat. ADVENTURERS Sarifal and the greater Moonshae Isles make an ideal region to set a primal themed campaign. Nothing is as it appears in a land where the fey rule. Sometimes there is a fine line between mischievousness and maliciousness and the fey are masters at both. Shift¬ing alliances and political intrigue are as much perils to adventurers as wild beasts and unnatural terrain. Yet beyond the manner dangers, few places in all of Toril are as majestic and breathtaking as the King¬dom of Sarifal. CHARACTER BACKGROUNDS Included here are story hooks and sample motiva¬tions tailored to a select race, which may be helpful in fleshing out your character's history. Blood of the Darkwalker (Shifter): Descended from the seed of Malar the Beastlord and the beast Kazgoroth you carry within you the feral bloodline of the Darkwalker. Suspecting yet uncertain ofyour vile lineage you remain aloof from society, segregat¬ing yourself even from others of your own kind. Yet despite your inner turmoil, you are a fierce war¬rior with a good heart, desperate to bury your dark ancestry. Fastpaw (Gnome): Your penchant for getting into trouble has spread throughout Sarifal, yet despite your mischievous nature you're well regarded by all. Highly intelligent yet prone to act before you think, your escapades are legendary. Wanderlust often drives you far afield, yet forest animals from your home in Llyrath serve as your constant companions. Greenbeard (Dwarf): As one of the dur Authalar, you are the blood of Thard Harr, a savage greenbeard, a wild dwarf. While the fomorians drove most of your shield kin from their dank halls, you are more at home under the shadowy canopy of the deep forest. You are unmatched in ferocity and the skill of the hunt, and ensure the dark fey pay mightily for each square inch of Winterglen they conquer. Knight of Synnoria (Eladrin): You are Llewyrr and an elite defender of the hidden valley of Synno¬ria. You were raised in the secluded city of Chrysalis, where you earned expert training with the lance and the longsword. You are fearless astride your white charger, never backing away from threats to your city or your people. Lashrael Crusader (Eladrin): It is your divine destiny to bring the truth of the Seldarine and the blessed teachings of Corellon Larethian to heathen elves everywhere. Nowhere is the threat to Seldarine more dire than the unhallowed wilds of Sarifal and the corrupting influence its leShay caretakers. Northman Reaver (Human): With a battlecry on your lips and battleaxe in hand, you live for the thrill of conquest. As an Illuskan you hold the sea in your heart and thirst for plunder in your veins. Feared up and down the Sea of Swords, you are renowned for your ferocious spirit and triumphant roar. Skinwalker (Elf): Living apart from your breth¬ren, you seek out a solitary existence in the forests of Sarifal. Taught the secret ritual of skinwalking by elder wardens, you adopt the form of sacred animals to stand fast against nature's enemies. Other elves treat you with great respect and often fear, as they believe you to be dangerous and uncontrollable. Totem-Mystic (Elf): As a practitioner of the ancient secrets of totemic magic, you are a master artisan of small wooden runesticks and stone charms shaped in the image of a primal spirit. Inscribed with archaic glyphs, these totems can summon spirit companions and convey special abilities upon their owners. You are considered wise among your people, and consulted often on important issues. Wrath of the Ancients (Deva): Millennia past powerful leShay allied themselves with the Imaskar, your enemy. With knowledge gained from this alli¬ance, the Imaskari built great portals which they used to enslave the native peoples of other worlds. You are a reincarnated ancestor of one of these enslaved peoples—the Mulan. An angelic servant, you have come to Sarifal with vengeance in your heart. You will bring the fight to your enemy and your retribu¬tion will be swift and merciless. NATURE SPIRITS AND FEY POWERS Characters who use the primal power source vener¬ate beast lords and archfey in a manner not unlike divine worship. The Earthmother is the most iconic primal manifestation of the Moonshaes, but other nature spirits and fey lords are prevalent here and throughout the Forgotten Realms. The Earthmother (Primal Spirit, Unaligned): Despite being called ‘the Goddess' among the Ffolk, the Earthmother is not a divine being. Kin to the mightiest incarnations of nature's power such as the World Serpent, the Earthmother is in fact a primal spirit tied closely to the natural world. Other sources for primal evocations include, but are not limited to, the following primal spirits and archfey: Primal Spirits: Ouroboros the World Serpent, Magnar the Bear, Remnis the Eagle, Quorlinn the Raven, Amarok the Wolf, and Nobanion the Lion. Archfey: Relkath of the Infinite Branches, Lurue the Unicorn Queen, Verenestra the Oak Princess, Sarula Iliene the Nixie Queen, and Aurilandur the Frost Sprite Queen. Black Mountains: Surfaced mostly with broken rocked, twisted and cracked from centuries of expo¬sure to weather, the Black Mountains are universally steep and rugged. Barren of trees and common plant life, the only animals that live in these windswept reaches are migratory avians such as perytons, grif¬fons, and the mighty roc. Cambro Mountains: once the proud delve of the shield dwarf clans, today the halls beneath the Cambro Mountains lie abandoned, the stout folk driven from these lands decades past by fomorians and their spriggan armies. Nestled among the jutting peaks of Cambro, north of the Cambrent Gap, lie hidden aeries of winged elves—the avariel. Here the aril-tel'quessir profess a deep devotion to the ancient archfey Aurilandur. Corwell: Once stretching from Kimball Moor to Kingsbay, this ancestral home of the Ffolk now stands largely abandoned and reclaimed by the wilderness. The old Corwell Road is still discernable in places as it winds its way past one deserted cantrev after another. Caer Corwell still stands overlooking the terminus of Corwell Firth, but no human king or steward has walked its halls in half a century. Today, this is pastoral heartland of Gwynneth is home to packs of wild moorhounds, and marauding owlbears. Quicklings now occupy many of the halfling burrows, which once dotted the countryside. Goewin Wood: In the remote wilderness south of Kimball Moor roam nomadic tribes of shifters. Twice annually, the tribes congregate at the Glade of the Cat Lord in the forest heart. There, fierce hunt¬ers known as Jaguar Knights bring offerings to their bloodthirsty lord. Few outsiders have seen this self styled “Cat Lord” first hand, but some whisper that the acerbic looking individual is an outcast from a land beyond the Trackless Sea; banished for practic¬ing his sacrificial rites Highlands, The: Towering 8,000 feet above the western shore of Myrloch, the Highlands stand as a majestic bulwark against harsh easterly winds and storm-driven rains. In places, deciduous forests extend up its slopes, and in the heart of the summer, a vibrant colored collection of wild flowers makes a brief appearance along its length. Trolls were once common in the region, but their numbers have been greatly reduced over the last century by banshrae warriors. Kimball Moor: A windswept plain of dwarf-shrub heathland, Kimbal Moor is home to a diverse popu¬lation of flora and fauna. Annually in late autumn, displacer beasts from the outlying woods congregate at the moor for an orgy of bloodletting before the sea¬son's first snows arrive. The moor is named for Lord Kimball who established Cantrev Graystone here in the Year of the Stag, 1304 DR.  Llyrath Forest: Stretching from Kingsbay nearly 150 miles west along the southern coast of Gwynneth, Llyrath Forest is an ethereal realm of wil-o'-the-wisps, faeries, sprites, brownies, and gnomes. As one travels westward beyond the Dafyd Heights, the evergreen woods become darker and more ominous. Banshees and other depraved spir¬its purportedly haunt the dense reaches west of Manann's Scar. Meirig Peatlands: As the Shrouded Lands descend westward the rich soil becomes increas¬ingly saturated and acidic until one finds themselves sloshing through the vine horror infested Meirig Peatlands. Trolls, feymire crocodiles, and bog hags roam this fetid swamp, ensuring a difficult trek for foolish travelers. Myrloch: Oft featured in song, Myrloch is large freshwater lake; its 800 square miles are deep, cold, and clear. Centuries past illuskan settlers built defensible, man-made islands on the loch, called crannogs. Accessible by coracle, these small islands served as shrines to the lake spirit Eldath. A hand¬ful of crannog remain today, preserved by nereids in service to Sarifal. Myrloch Vale: Named for the deep blue lake that is its dominating geographical feature, Myrloch Vale is a large pristine wilderness covering nearly six thousand square miles of north-central Gwynneth. A nearly solid ring of high mountains surrounds the vale, serving as a protective buffer against the encroachments of outsiders. The few passes that cross these ranges are hard to find, follow tortuous and difficult approaches, and often present false trails that dead end in box canyons or against sheer cliffs. The northern stretch of the vale sprawls beneath a blanket of lush vegetation, forests of pine, oak, aspen, and elm, interspersed with numerous meadows, each dotted with a blazing mosaic of flowers. Shrouded Lands, The: This westward sloping hollow of The Highlands serves as ideal pasture- land for herds of rothe and wild drakes. Among the rolling hills and verdant heath, Ettins and firbolgs compete for game in this remote borderland. For much of the year large banks of fog roll off the sea and become trapped along The Highlands, giving this region its name. Synnoria: In a high valley among the sheer moun¬tains bordering southeastern Myrloch Vale lies the elven land of Synnoria. This hidden realm is nearly impossible to locate by outsiders. The mountains that insulate the valley are rugged and nearly impas¬sible. A mass illusion masks Synnoria from aeriel observation, and thick fog threatens to lead uninvited travelers into winding gorges or lost along false trails. At the heart of Synnoria lies the wondrous Llewyrr city of Chrysalis, rising upon a rounded hill from the center of a circular lake. Tir faoi Thoinn: The idyllic ‘Land Beneath the Waves' rests off the southeast coast of Gwynneth where the barren shallows transform into a mag¬nificent kelp forest. Here the seascape is rocky, with spires of stone twisting upward, cloaked by patches of reedlike plants—homes to a myriad of bioluminescent sea life. Tir faoi Thoinn is rumored to be the demesne of Deep Sashelas, a powerful archfey of the sea and patron lord of aquatic elves. Winterglen: Despite its name, this hinterland of thick pine and silver fir is not as inhospitable as it may seem. Insect pests are rare and the thick protec¬tion of the ancient trees keeps out the worst of the biting winds. Here dryads, treants, and satyr stand sentinel against the depraved cylopsian vanguard spilling from Citadel Umbra. KARADOR The shining city of Karador stands as the only known bastion of leShay on Toril-the last scions of the once- great progenitor race of fey. Only a handful of leShay survive, rarely leaving the protective wards and com¬forts of their shimmering city on the lake. Population: 2,700. Home to all manner of fey and fey-touched, Karador is primarily populated by llewyrr elves, wood elves, gnomes and banshrae. A small number of humans make their home in the city, ambassadors from far away Imaskar. Government: High Lady Ordalf ostensibly rules Sarifal, but her son and heir Prince Araithe assumes the daily governance of Karador. The remaining leShay serve as advisors, yet the populace rarely sees them. Defenses: Karador and its environs are protected by a mythal unlike any other. Unlike other arcane wards of its type, Karador’s mythal is infused with   the primal power of guardian spirits. If necessary, the sentient mythal can shift the city to and from from the Feywild at will. Even if an invader were to breach the mythal, each leShay therein commands individual arcane power greater than the mightiest eldarin High Mages. Inns and Taverns: Visitors to Karador are rare. Those that gain permission to lodge in the city are typi¬cally escorted to the House of Autumn; where they are pampered and treated to the many delights the city has to offer. Supplies: Diamond Thimble; Omik Twede. Omik is a gnome armorer renowned for his signature armor of etherealness. Temples: No divine temples stand in Karador, though simple shrines dedicated to nature spirits and archfey exist in abundance.

 
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