Region

Farr Islands

CanonOfficial lore from the booksSSGp. 2, 6, 16, 43MCp. 24, 101, 106, 107

The Farr Islands, also called the Islands of Farr, are an island group in the Great Western Sea. A ship setting sail from the cities of the Free Folk can reach them within a few days.1

Apart from the Empire, the islands are the civilisation closest to Neptun.2

People

The islands are mostly populated by humans, with high elves present here and there. Their people follow a tribal way of life and are born to be sailors.2

Some of the best sailors in the realm come from the islands, and the Farr Islanders track time by the tides.3

The islands know two kinds of nobility. The established island families closely resemble the nobles of the mainland, but there are also noble captains: successful captains are granted noble status, and their territories are measured by the number of ships they own.4

The Faaran people regard fire sorcery as an art that demands mastery and as one of the deadliest forms of magic, though in truth fire spells are no harder than any others. Archibald the Flametamer made a small fortune on the islands by showing off his skill with fire magic, before leaving them for Vansreik.5

Trade and contact

Many exotic treats, chocolate among them, come to the Empire from the islands. Unofficially, pirates are the go-betweens for trade between the Farr nations and the Empire.2

The sea road is not without danger: Marisela Stormweaver faced a perilous encounter with Sahuagin on her way to the islands. Majeek, one of the founders of the Warmongers, is from the Islands of Farr.6

In the Third Age, the raids of Skolpa cut off the connection between the Archon Academy, the Farr Islands and the Empire.7

Notes

  1. ↑BookLands of Exile: Starter Setting Guide, pp. 2, 43
  2. ↑BookMercenary Compendium, p. 107
  3. ↑BookLands of Exile: Starter Setting Guide, pp. 6, 43
  4. ↑BookLands of Exile: Starter Setting Guide, p. 43
  5. ↑BookMercenary Compendium, p. 24
  6. ↑BookMercenary Compendium, pp. 101, 106
  7. ↑BookLands of Exile: Starter Setting Guide, p. 16

Sources

This article draws on:

  • SSGLands of Exile: Starter Setting Guide(Bad Badger Games, 2024), pp. 2, 6, 16, 43
  • MCMercenary Compendium(Bad Badger Games, 2024), pp. 24, 101, 106, 107

In Farr Islands

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CharacterArchibald the FlametamerAn Archon Academy graduate and fire mage who made a small fortune showing off his fire magic in the Farran Islands, then came to Vansreik and joined the Eagle Brigade.RegionThe EmpireThe human realm at the heart of the Lands of Exile, an absolute monarchy heavily shaped by faith, ruled from Marble City by the unbroken line of the Red Eagle and divided into five provinces under their Sovereigns.PeopleFree FolkThe people of the self-governing city-states along the shores of the Great Western Sea, named for their region rather than their race. Outlaws in the Empire's eyes, they elect their captains and leaders and keep their own church of Aquaron.CharacterSkolpaChief of the White Stag clan who in 212 AVD rallied the northern clans against the peace with the Empire and raided the west for four years. Branded a traitor, he is still toasted as a hero in the northern lands.OrganisationArchon AcademyThe largest and most powerful school of magic in the realm, set on a floating island above the Great Western Sea, which every mage in the Empire must attend and which serves as both university and prison.RegionCaligranThe eastern of the two great continents of Teneris, mostly desert since the Desolation, whose habitable north holds the Lands of Exile, the refuge of the surviving races.RegionCanarqueThe western of the two great continents of Teneris, a collection of fragmented lands discovered by an imperial expedition that returned in 289 AVD, and known to most imperial subjects as the New World.RegionDa’fat FederationThe elven federation south of the Calinor-dal, founded in the Second Age by elven tribes who fled north after the Desolation; every surviving elven people lives there, and Lady Nemarin is its spiritual leader.RegionFrazaThe harsh northern realm beyond the Empire's mountain passes, a land of monsters and relentless winter whose clans live free, honour strength and deed above blood, and esteem their seers and witches.RegionFree PortsThe self-governing city-states of the free folk on the western coast, with Pupa, Pruva and Neptune the largest of them, where there is no king, little law, and powerful gangs thrive.