JADE - Adventuring in the Fortunate Isles

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These notes were prepared for the Player of Melander - An Elf Warrior/Mage (or Warlock) whose home was the Fortunate Isles.

Some of the information here should only be known to Elves.

You are a native of the Fortunate Isles. You are used to mixing with humans as for the last 474 years the Isles have been a mixed Elven and Human community. Imrik, Lord of the Isles is a vassal of the Elven King and of the Human King of Gard (the humans call him an Earl).

You will be a skilled sailor (add Seamanship skill if you haven't already got it).

You will know some local news and recent history (recent for elves that is)

Faeries

Faeries are the True People, Jade was created for them, Elves were created to protect them. They have odd personalities and are neither rational nor bound by normal restrictions.

Druids

The Elves worship The Goddess (as do the Druids of Gwyll but Elven Druidism includes reverence for the Faeries). The Gods of Dwarves and Men are relative late-comers to Jade. Elves are long-term environmentalists who dislike any needless suffering or waste.

Fortunate Islanders

Imrik, Lord of the Isles (Fighter/Mage 9th/9th, about 800 years old), is a noble elven lord. His wife died a few (60) years ago at sea. He has taken a new, human wife "Maya", recently (30 years ago) and has a half-elven son called Skafloc (aged about 25) as well as an elven daughter "Leela" who is a skilled sorceress (Illusionist 7th, about 200 years old).

Alfrik (Druid 9th, about 1100 years old ). Ancient and Wise but strange, given to occasional ill-temper. Alfrik has an apprentice, Kelanthor (Druid 7th, about 200) who is not overly fond of humans.

Recent Events

The Human Islanders have a growing desire for self rule. Many want independence from Gard and from the Elven Earl. You have been adventuring for the last 20 years or so but when you left there had been only a few minor incidents. The humans tend to think that as they are the majority and as they have been there for generations they should be allowed to rule the Isles. The Elves limit the amount of timber that can be felled and the amount of stone that can be quarried and the size of the cattle herds. The elves also show no signs of dying off to allow humans to get places on the Council. While you have been away you have heard rumours of growing discontent and more violent incidents.

Silvanor - Land of the Elves

The Great Forest Realm of Silvanor is the centre of the world. The Court of the Elven-King is there. They remain aloof from the affairs of the world. Silvanor also contains many Faerie areas which are jealously guarded by Druids and Rangers. There is a Death Penalty for any non-elf who enters the Forest, beyond the Boundary Markers unless they are escorted by an elf. Any elf escorting strangers into the Forest had better have a damn good reason for it. This may seem a bit harsh but the elves know that any non-elves coming into contact with faeries will be powerless to prevent the unleashing of faerie magics which could potentially destroy the world. (As they choose not to tell people the reasons, this has always led to a certain amount of ill-feeling among their neighbours). The Elves of Silvanor tend to be haughty and proud and have little friendly contact beyond their own borders.

Local Geography

The Fortunate Isles consist of three Islands, Keros, Faros and Llyrr (pronounced Leer). The weather is warm in the summer and mild in the winter. All three islands consist mainly of lightly-wooded grassy hills although each has an area of dense forest and Keros and Lyrr both have small mountains.

Keros

The Palace of Keros (looks like that famous bavarian faerie castle) stands in the hills a few miles south of the town of Vesta. The Earl's small, sleek elven ships use the small harbour of Vesta and most of the Elven population of the Isles live in that area and in the southern forest. The human population of Vesta live in harmony with the elves. The human population surrounds the town of Port Keros and the mining and lumber settlements to the north. There is a small amount of goblin activity in the mountains and elven rangers patrol the area. They also keep an eye on the humans.

The hills around Port Keros produce bountiful harvests and the excess produce is taken to the Port and shipped to Gard or to the Black Coast.

There are often a couple of ships of the Gardic Navy in and around Port Keros, waiting to escort small fleets of Merchant Ships. The Gardic war-ships are Caravels with rams and ballista. They typically hold 40-50 men and are about 70-80 feet long. The crews are usually a mixed bag of Gards and Islanders. The typical Merchant Ships (whether from Gard or the Isles) are Coasters or a Cogs.

Faros

Famed for its fine wines, rich cloth and silks. Benethal is a large human town and there are vineyards and farming villages all over the island. The elves keep mainly to the eastern woodlands. Despite the overwhelming number of humans, the Island is governed by one of Imrik's sisters, Yeldrah (Fighter/Mage 5th/6th aged about 500). She rules from a Tower standing on a tiny island in the harbour of Benethal. She presides over all Judgements and commands the Watch (most of the senior officers of the Watch are elves too).

Llyrr

Llyrr is only sparsely populated. It is less wooded than the other islands, being almost barren and rocky. There are some goblins in the mountains of the south and a few independent human fishing settlements along the northern coast. Manan is a small, mainly elven, town. The Elves of Llyrr trade with a small colony of Undersea Elves. It is said that their ancestors angered Torkas and he cursed them to turn into fish, although they still look much like elves, they seem to be losing much of the elven culture. They have much shorter lifespans, are less intelligent and cannot survive out of salt water for more than an hour. The elves trade metal goods for fish and shells.

The Perils of the Deep


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