The world of Iothamani, The world of DragonsD&D
Posted 13 August 2012 - 05:55 PM
Io allowed it with one rule, they would all be submissive to the true Dragons, Such was the beginning of the world.
The dragonborn, due to their kinship with the true Dragons, forged great empires, easily enslaving most of the other races. Only the humans were able to withstand their might for a time, by making infernal pacts with devils in return for power, eventually they too fell to the might of the dragonborn empires.
In time, the various dragonborn empires fell upon each other, in the thirst for riches and power, causing war to engulf Iomandra. Io saw this and was displeased, so he sent down his children to stop the fighting, but most of them were killed. Eventually only Bahamut and Tiamat was left, and Io took them back to the heavens, unleashing a maelstrom that would sink the continents of Iothamani beneath the sea.
Bahamut and Tiamat, however, still saw potential with Iothamani, and they set their power against their fathers, trying to save the world, this caused various islands to remain afloat, rather than sink beneath the waves. Seeing his children working together, Io left the world in their custody, however, Bahamut and Tiamat would never again see eye to eye, and to this day, each seeks to break the other’s influence.
This is an Interest thread, for a new D&D game, if I am able to get enough players, 3+, then this will start.
I will of course answer any questions asked either here or in a PM.
For a slightly technical explanation, we will be playing a Homebrew version of 3.5 edition, streamlined for usage with Forum play, rather than face to face play.
Posted 21 August 2012 - 12:38 PM
In this, the modern day, scores of vessels ply the Dragon Sea. They include heavily laden merchant ships, well-armed warships, swift privateer vessels, and fleets of marauding pirates. An intricate net of trade routes link the civilized islands, and ships that stray from these routes do so at their own risk. The only surviving nation of consequence is Arkhosia, ruled by a decadent and corrupt dragonborn dynasty that reveres Bahamut and Tiamat, fears Io’s wrath, and regards true dragons as divine exarchs.
The humans, elves, dwarves, halflings, tieflings, and other “civilized races” that inhabit Iothamani are no longer bound by draconic law. Having long since freed themselves from the bonds of slavery, they have charted their own destinies and spread across the world. These descendants of the ancient slave races bear no animosity to modern-day dragonborn, most of whom regard slavery as abhorrent under the teachings of Bahamut. Ever since Emperor Azunkhan III of the Dragovar openly professed his belief in “other gods,” these civilized races have expanded the pantheon of true gods to include such reverent figures as Erathis (goddess of civilization) and Melora (goddess of the sea).
THE DRACONIC ISLES
The Draconic Isles is the singular name given to the thousands of islands that dot the surface of Iothamani. And they are called the Draconic Isles for good reason.
By ancient law, all land belongs to the scions of Io—the true dragons. This was true when Iothamani had vast continents; it is still true now. When a dragon reaches adult age, it is expected to leave its nest and claim an island of its own. A weak dragon might find a small, uncontested island to rule. An elder dragon or ancient wyrm will seek to rule the largest island it can find, preferably one with abundant food supplies. Not every island of Iothamani has a dragon overlord. Some islands are simply too small or wretched. Others are hotly contested. Others still haven’t been claimed because no dragon has found them yet.
When a dragon takes ownership of an island, it expects all of the island’s other inhabitants to pay it tribute. Those who do not comply are devoured or driven off. Most sensible creatures acknowledge the dragon’s status and may even stand to benefit from the dragon’s protection (depending on its disposition). An island always adopts the name of the dragon that lives there; when a dragon overlord changes, so too does the island’s name . . . much to the chagrin of the world’s foremost cartographers.
Nothing is more precious to a dragon than its island dominion. A dragon that cannot find an island to rule will do anything to wrest control of one. Dragons who rule islands must therefore be wary of rivals. Their lairs are often trapped or guarded, and they are smart enough to use minions or adventurers to eliminate likely challengers.
It’s worth noting that over the course of history, many influential dragonborn warlords and emperors have claimed to be scions of Io, but the true dragons of the world have never acknowledged such claims. In one notable case, an ancient gold dragon named Mazuzura openly refuted such a bold claim made by Emperor Azunkhan V of the Dragovar by attacking his palace in broad daylight and devouring him. Today, the Dragovar Dynasty spans dozens of major islands, all with powerful dragon overlords. These mighty dragons horribly tax the coffers of the Dragovar, but they also provide the greatest protection that gold can buy.
Arkhosia was once the name of Iothamani’s largest continent. All that remains of Arkhosia today is a vast chain of mostly populated islands under the control of the Dragovar dynasty. There aren’t enough Dragovar soldiers or warships to protect all of the nation’s islands, and many of the outlying islands are left to fend for themselves.
The surviving nation of Arkhosia is home to many races, not just the dragonborn. These races strive to coexist peacefully under difficult circumstances. Arkhosian settlements are often crowded and cramped because of the limited land. As a point of fact, all Arkhosian land belongs to the Dragovar royal family, and the standard punishment for anyone who breaks the law or defies a royal decree is torture, branding, and exile. Exiled citizens are forbidden to set foot on Arkhosian soil, on penalty of death.
The royal family appoints magistrates to govern their islands—one magistrate per island. Magistrates serve for life, and magistrates who perform their duties poorly often meet a terrible end. A magistrate is responsible for enforcing imperial law, keeping an accurate census, paying off the island’s dragon overlord, taxing the locals, and ensuring that tax money is delivered safely to the royal coffers in the Dragovar capital of Io’calioth. Because Dragovar soldiers are spread so thin, magistrates often resort to using mercenaries and cutthroats to fulfill their obligations to the imperial throne.
THE EYE OF IO
Despite its vastness, the Dragon Sea is surprisingly calm. Storms happen rarely, ensuring safe travel from island to island even across great distances. However, that is not true for all parts of the world. Swirling about the southern pole is a roiling storm held in check by the Thunder Lords (see Power Groups). The storm is called the Eye of Io, and it measures nearly one thousand miles in diameter. Some say the Eye of Io is a vestige of the ancient storm that sank the continents of Iothamani tens of thousands of years ago. Whatever the truth, only magically warded ships can enter the Eye safely, and even then, the Thunder Lords are just as likely to smash a ship to smithereens as brook intrusion into their tempestuous domain. It is also believed that the Eye of Io is a gateway to a distant plane called the Elemental Chaos, but any captain wishing to cross over must pay a king’s ransom in tribute to the Thunder Lords.
The north pole of Iothamani is covered by a glacial mass that one might mistake for a true continent. This great icy wasteland is called the Frostfell. Rocky islands protrude from the thick sheets of ice here and there, but the land is frigid and inhospitable. White dragons and other cold-dwelling creatures lair in caves carved out of the rock and ice, and many ships have been lost exploring the Frostfell for secrets of the ancient dragon dynasties. Seafaring explorers are also drawn to the Frostfell by ageless rumors of a great caldera hiding an obsidian palace-fortress with the spoils of a thousand dragons locked in its vaults.
THE BLACK CURTAIN
A ship that travels west or east eventually comes to the Black Curtain, a miles-high barrier of dark mist that stretches across the horizon and envelops the world like a death shroud. Ships can’t sail around the Black Curtain without coming into contact with the Frostfell to the north or the Eye of Io to the south.
Within the Black Curtain, vision (including darkvision) is limited to a few feet. This alone is enough to discourage timid seafarers, but some believe that the Black Curtain isn’t boundless—that it hides idyllic lands untouched by the wrath of Io. Many hopeful explorers have passed through the Black Curtain, hoping to come out the other side and see a vast, unclaimed paradise. None of them have ever returned.
The Black Curtain hasn’t always existed; it came into being some years after Io sank the continents, but its origin is unknown. It had already grown quite immense by the time the Arkhosian dynasties recovered from the worldwide devastation. Perhaps the most troubling thing about the Black Curtain is that it seems to be closing in. Islands on the edge of the black mist are gradually being swallowed up. It may take years, but the Black Curtain will eventually engulf the entire world. Consequently, many learned scholars have dedicated their lives to solving the mystery of this sinister phenomenon.
THE BARONIES OF BAEL NERATH
The human empire of Bael Nerath crumbled when the continents of Iothamani sank into the Dragon Sea. The survivors lingered on the few remaining bits of land until the dragonborn dynasties swept in, “rescued” them, and took them as slaves. The descendants of Bael Nerath, freed from slavery, made a half-hearted attempt to rebuild their empire. They raised colonies on nine islands, which necessitated a pooling of resources. To ensure a fair exchange of goods, the islands formed the Trade Council, with one representative from each island. Unfortunately, human greed reared its ugly head, and the Trade Council became mired in corruption as its members took to calling themselves barons and formed secret alliances. Accusations of foul play and favoritism shattered all attempts to unite Bael Nerath, and today the islands are ruled by nine selfish barons who simultaneously oppose and rely on one another.
Two of the baronies—Ravan and Vhessek—have dragon overlords and are thus named after them. Baron Mystrum welcomed the iron dragon Ravan with open arms, and the two have struck an accord. Vhessek the black dragon is a savage tyrant, and many of the human inhabitants of Vhessek’s island have been devoured or driven off, while Baron von Ezengart remains as a puppet leader to discourage others from leaving. Dragons periodically accost the other seven islands of Bael Nerath, but to date the baronies have managed to drive them off or slay them (often with the help of adventurers).
To save itself from the tyranny of the dragonborn dynasties, the human empire of Bael Turath forged dark pacts with infernal powers, giving rise to tieflings. Flush with newfound might, Bael Turath openly defied the dragonborn and their dragon overlords, calling down hellfire, curses, and eldritch power to scour their enemies. Although it wiped out entire dragonborn dynasties and slew countless dragons, Bael Turath eventually fell to the sheer might of Arkhosia. Bael Turath’s cities fell into ruin, its few surviving noble houses bound, weeping and cursing, into slavery.
When the continents sank into the Dragon Sea, nearly all of Bael Turath was submerged. A few ruins remain above sea level, tempting explorers. Even though centuries have passed and most of Bael Turath has been lost, the Deeplantern Guild and many others are drawn to the sunken empire by rumors of precious relics lost in the depths. Some seek a greater—and far more dangerous—prize within the sunken capital: a temple wherein lie the original pacts that transformed the devil-conspiring humans into tieflings and gave rise to the dark empire of Bael Turath. Mad prophets claim that a new emperor will arise among the tieflings, claim this ancient magic, and build a new empire to rival Bael Turath’s glory and splendor.
The ancient dragonborn dynasties apparently had no interest in exploring and conquering other planes of existence. Consequently, when the beautiful eladrin kingdom of Cendriane was threatened with annihilation by dragonborn armies, its leaders evoked powerful rituals in a desperate attempt to shift the entire kingdom into a twilight reflection of Iothamani called the Feywild. Although the eladrin mastery of arcane magic was unrivaled, their rituals failed. Cendriane’s transposition into the Feywild shook the kingdom to its foundations. All of the magic in the world couldn’t keep its towers and walls from crumbling into ruin, and few eladrin survived the calamity. The survivors remained in the Feywild and began the long process of rebuilding Cendriane’s capital of Amethystra. These eladrin cloaked the crystalline city using the magic of the Feywild, hoping that intruders from Iothamani would have a difficult time locating it.
Roughly two centuries ago, eladrin spies returned to Iothamani to observe the changes there. They were shocked to discover that most of its lands had sunk beneath the sea and that the dragonborn dynasties of old were no longer a threat. A few families of eladrin have since rejoined the people of Iothamani, but they guard well the secrets of their new homeland for fear that knowledge of the Feywild’s abundant land might spur others to invade it.
When the continents of Iothamani sank into the Dragon Sea, more than three-quarters of the dwarven kingdom of Gar Morra suddenly found itself underwater. The great mountains of Gar Morra now form rocky islands riddled with caves.
Freed from the tyranny of the dragonborn dynasties, the dwarves of Gar Morra returned to their ancestral kingdom to rebuild their strongholds, only to discover their islands overrun with orcs. For centuries now, the dwarves have been warring with these orcs, pushing them deeper down into the mountains. In the process, they’ve discovered large air pockets — vast cavern labyrinths filled with monsters far worse than orcs. The dwarves refer to this sprawling network of caverns as the Hollowdark (see below), and they would like nothing more than to rebuild their great kingdom in its protective depths.
In addition to rebuilding Gar Morra, the dwarves want to recuperate their lost wealth. Beneath the Dragon Sea lie the ruins of dwarf kingdoms and warded vaults filled with gold and other treasure that the dwarves aren’t willing to abandon. Consequently, the dwarves of Gar Morra are anxiously launching expeditions to these ancient sites to recover what they can.
Known as the Kingdom of Blood, the goblin nation of Sanghor has been destroyed and reborn countless times. Today Sanghor is little more than a scattering of rocky islands hewn into hideous fortresses. The goblins that infest these evil bastions worship Tiamat, and each tribe is ruled by a wyrmlord (usually either a hobgoblin or bugbear warlord). From time to time, a particularly powerful wyrmlord rises to unite the goblin tribes under a single banner with one purpose in mind: to slay the Dark Queen’s enemies and harvest their blood.
The goblins of Sanghor frequently ride dragons into battle. Tribal warpriests tend to the dragon hatcheries and raise the newly hatched wyrmlings so that they’re willing and eager to serve as mounts. These goblin warpriests feed the dragons a steady diet of meat and blood so that they remain devoted to the tribe and their Dark Queen.
Sanghor is also home to evil dragonborn who follow the teachings of Tiamat. Most of these dragonborn are Dragovar agents who seek to rekindle the glory of the ancient dynasties by enslaving all non-dragonborn races and seizing their lands.
THE DEMONMAW SARGASSO
Due west of ancient Bael Nerath and the islands of Arkhosia lies a vast stretch of the Dragon Sea called the Demonmaw Sargasso. The perimeter of the sargasso is so shallow that sailors can see the black coral that covers the sea floor. After a few miles, these shallows give way as the sea floor plunges into an inky abyss, where the waters are eerily calm. A lucky ship can use oars to cross the sargasso without incident. An unlucky ship finds itself inexorably drawn to a location where the watery horizon dips menacingly into a briny vortex. By the time one sees the vortex, it’s already too late: The hungry Demonmaw pulls the vessel down into its black depths, never to be seen again.
The Hollowdark is the name given to the subterranean realms of Iothamani, many of which flooded or collapsed when the continents sank thousands of years ago. What’s left of the Hollowdark can be reached via remote caves scattered on islands all across the Dragon Sea. Few surface dwellers have any clue what Hollowdark denizens may have survived the ancient calamity, and most don’t wish to find out. Consequently, known entrances to the Hollowdark are generally avoided.
Posted 22 August 2012 - 11:05 PM
Stats: Str . Dex . Con . Int . Wis . Cha .
Posted 25 August 2012 - 07:16 PM
Stats: Str 5. Dex 6. Con 5. Int 17. Wis 23. Cha 14.
Feats: Intellectual, Spell Focus (Conjuration), Augment Summoning.
Equipment: Periapt of Wisdom +4, Incandescent blue Spherical Ioun stone (+2 wisdom), Amulet of Natural armor +1, Hand of the Mage.
Background: Roderick was alive during the height of the Dragonborn empires, after Io tried to destroy the world, working as a slave in the Dragovar, then Arkhosian, empire.
When the presence of other gods were discovered, he quickly joined the church, in order to gain the power to defend himself, since he didn't have the physical capabilities of doing so.
He has spent many years learning about the gods, and then almost as many years travelling the seas, before settling down on Keth, due to the demands of his god.
Posted 01 September 2012 - 03:37 PM
Race: Stone Gaint
Stats: Str: 26 Dex: 21 Con: 18 Int: 13 Wis: 13 Cha: 12
Weapon and Armor
Dark and Low-Light Vision
Rock throwing and catching
+1 Mithral Greatsword, +1 Mithral Armor Spikes
+3 Mithral Studded Leather Armor
Posted 04 September 2012 - 10:08 AM
Stats: Str . 14 Dex .18 Con .13 Int .12 Wis .14 Cha .11
Resist Nature’s Lure
Improved unarmed strike
Two weapon fighting
Improved two weapon fighting
*Dagger(returning, seeking, distance)
*Studded leather armor
When he was young, he lived in a village that fell under a baron's jurisdiction. One day thugs were sent to the house to collect money, and they went the extra mile by killing his mother and siblings. The only reason he was spared was because he was out hunting with his father. When they returned to see the aftermath of the slaughter his father vowed revenge.
Talon was trained to be able to hunt down the hred mercenaries, but when the time came to exact revenge, he was gravely injured and his father was killed. Left for dead, he only survived due to intervention by a hermit that lived in the area. After he recovered he was distraught that he failed to gain vengance though the old man who saved him managed to convince him not to throw away his life, and taught him the druid lifestyle with hope that the young boy would not waste his life trying to get revenge.
Talon was a good student and for the most part he took the teachings to heart, but once he was strong enough to leave on his own, he went into the very business that got his family killed, being a merc for hire to gain further strength and possibly the opportunity to one day get square with his family's murderers.
Posted 10 September 2012 - 01:25 AM
sneak attack +4d6
trap sense +2
improved uncanny dodge
light crossbow +3
eye of an eagle
bag of holding
gloves of dexterity
Posted 10 September 2012 - 12:36 PM
Anybody who haven't posted their character sheet by Sunday the 23rd, won't be a part of this rp, since if you can't finish your character sheet within the two week limit, then we'll never get started.
The plan is that we'll start some time during the week after the 23rd, but a more precise date, will be added as we get closer.
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