Mur Fostisyr

Land of the blue light

Written by Drac, VWD


  A cold and hostile land filled with dangers and contradictions. most people knows nothing about these isles at all, if they even know they exist.
  It is nowadays almost impassable to get there, a very few captains dare their ships against the violent northern seas and the terror the sea dragons bring and to hire a navigator is impossible since they do not travel to the isle anymore, it is one of the few areas they do not go to or from.


Countries and People

The Ky'taari

  A tall fair people related to elves, they live on the largest isle, Yalf Hurm (Land of the glass spires), and is almost the only race that has any contact with the rest of the world, they both travel and receive traders, in a small amount but more then the others.

The Fustir-Gost

  This people have dwelled in the north for thousands of years, they inhabit the isle of Gosti Hyr (Isles of green light) and Mur Fustir

The Syrkakar

  Living on the isle of Adea Hu, they are a very warlike people that often attack the more peaceful Ky'taari people. Their capital is a very large fortified city called Syclax (town of five gates).

The Udahir

  Originating from the Zjedrahir (People of the stars) they have arrived here and made a living, although used t a warmer climate they survive here.


Adventures

the Ironwind

  An adventure of the Wyvern Legacy continuing from the Quellbourne adventure.

  The wyvern sword was found by a young Ky'taari monk who brought it with him to Mur Fostisyr, to their temple.

  Pc's that succeed in returning Zenon his memory can be given a hint that a young half elf stole the sword from the treasure room in Quellbourne, and with some asking around, for example in Kelfours landing they hear about a half-elven people that lives up in the ice sea, the Ky'taari.

  One way of both finding out about the Half elves and get north is to agree with the ice kraal, something that is virtually impossible even for the most diplomatic group.

  The other way is to find the best captain in the Kelfours landing and bribe him with a huge sum of money.

  Well in contact with the temple the monk belonged to (if they negotiate, not slaughter) they will find out that that monk was slewn near the border by men dressed in scale traveling with huge cats, the monks do not know what these men are more then they came from the isle of the Syrkakar.

  If they peruse this lead they come in to the hostile areas of the Syrkakar, has to travel across the whole of their lands to find out about the Dragon that lives there and that these men they got description of myst work there.

  The Dragon can be very reasonable if they try to negotiate with him, even though he is Unlife and he is willing to give the sword to them in exchange for a murder of the High priest of Athimurl, a role the dragon wants to take over himself.

  The dragon knows the sword is a false copy and has no problems giving it away (the real sword is in the hands of Eol once dark.)

Other adventures

  See the module "The Iron Wind" for many more adventures in the land of blue light.



This page is a part of
Jaiman SourceWeb
by Jonas 'Drac' Cedher.