The Realm of Athendria

by NonchalantWombat

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An Exhaustive Guide To Athendria

Preface:

This is a document crafted with love by me, Nicholas Bira, during the past few years while I pursue a Ph.D. in Robotics at Oregon State University. It is the result of many creative choices made by myself, as well as by many of my friends and peers whom I've had the honor of being a Game Master for. Please immerse yourself in the following, and enjoy what we have crafted together.

Table Of Contents

Topic Page
1 The Realm of Athendria
  1.1 The Multiverse 4
  1.2 Velkian Calendar 5
  1.3 Races of Athendria 6
  1.4 Gods of Athendria 7
  1.5 An Extended History 11
2 Kamuin (The East) 17
  2.1 Frostford 13
  2.2 Oakdale 8
  2.3 Lubdin 9
  2.4 Avaricity 10
  2.5 The Crast Hills** 11
  2.6 Swarthmore x
  2.7 Gnomeopolis x
  2.8 Urk x
  2.9 The Worldspine Mountains x
  2.10 The Ruins of Thaumdural (Mount Strohlcairn) x
  2.11 Uthorim x
  2.12 Skulldura x
  2.13 The Balmere Plateau x
  2.14 Lutetia (Imperial Capital) x
  2.15 The Golden Crossroads x
  2.16 The Delta x
  2.17 Brightshore x
  2.18 Tortoise Bay x
  2.19 Modouli x
  2.20 The Haunted Expanse x
  2.21 Grozmirlun x
Topic Page
8 The Continent of Ebrea: Arabangan x
  8.1 Ilhihuatl x
  8.2 Xochitl x
  8.3 The Untamed Tropics x
9 Other Planes x
  9.1 The Feywild x
  9.2 The Shadowfell x
  9.3 The Plane of Water x
  9.4 The Plane of Fire x
  9.5 The Plane of Earth x
  9.6 The Empty Realm x

AI-Assisted Description of the Cosmology

In the vast expanse of the cosmos, a vibrant solar system revolves around the life-giving star known as Du. At the heart of this celestial dance lies Athendria, a world teeming with magic, wonder, and endless possibilities.

As one gazes upon the night sky from the surface of Athendria, they are greeted by the mesmerizing sight of the system's celestial bodies waltzing across the heavens. Closest to Du, the small, barren world of Xophus races along its orbit, a mere speck against the backdrop of the star's radiant light. Niri follows closely behind, its diminutive size belying the secrets hidden within its rocky depths.

Athendria, the third jewel in Du's crown, spins with a gentle grace, its surface adorned with vast oceans, lush forests, and towering mountains. The planet's two moons, Onia and Marius, act as celestial guardians, their gentle light casting shimmering reflections upon Athendria's waters. Onia, the larger and brighter of the two, completes its lunar cycle every 44 days, a celestial timepiece marking the passage of months and seasons. Marius, with its dimmer, reddish hue, trails behind, a subtle presence in the night sky.

Beyond Athendria lies the majestic gas giant Yoria, its colossal form dominating the sky during its peak visibility. As Yoria's orbit brings it closer to Athendria, its immense gravitational pull stirs the oceans and skies, creating awe-inspiring tides and weather patterns that leave the inhabitants of Athendria in a state of reverence and wonder. Some even whisper that Yoria is the domain of the gods of storms and oceans, its churning atmosphere a testament to their power.

As one's gaze drifts further still, they might catch a glimpse of the distant, icy realms that mark the edge of Du's influence. These far-flung worlds, mere specks of light against the inky void, hold untold secrets and mysteries waiting to be unraveled by those brave enough to venture into the unknown.

Throughout the ages, the people of Athendria have looked to the heavens for guidance, inspiration, and a sense of their place in the grand tapestry of the universe. They have woven the celestial bodies into their myths and legends, imbuing them with meaning and significance. To the Athendrians, the solar system is not merely a collection of inanimate objects, but a living, breathing entity – a cosmic dance that shapes their lives and destinies.

As the planets continue their eternal waltz around Du, the inhabitants of Athendria gaze upon the night sky with wonder and anticipation, knowing that each celestial movement heralds new adventures, challenges, and opportunities waiting to be seized. In this solar system, where magic and science intertwine, the possibilities are as endless as the stars themselves.

The Multiverse

In this D&D-inspired fantasy setting, Athendria is but one planet in a sea of stars, situated in the sweet spot for life between the yellow sun Du and the third planet from its light, Yoria. It has a primary moon, Onia, which circulates Athendria and completes a full lunar cycle once precisely every 44 days (resulting in 7 lunar cycles per year). The secondary moon, Marius, is dim, reddish, and less visible in the night sky, but also completes a similar cycle. In the night sky, the blue gas giant Yoria is visible around half of the year, with its immense size becoming visibly larger than Onia during peak periapsis with Athendria. When this occurs, the tides and weather patterns grow more intense, and as such some denizens of Athendria associate Yoria with the gods of storms and oceans.

Xophus is too far to be seen by the naked eye, and usually resembles a distant dot in the sky, not unlike a star. Niri is similarly difficult to see in the night sky, due to its diminutive size, and is generally ignored by Athendrians. Du is the source of heat and light in this solar system, and is associated with the Gods of heat, light, growth, and life.

The Galaxy has been spinning long before sentient life came to dwell upon Athendria, but since it has, the world has exploded in a myriad of waxing and waning civilizations, technologies, eras and cultures. Currently, the calendar year in Athendria is at 1095 Post Cataclysm, and is in the midst of a relatively calm and prosperous era...

Upon Athendria lie three main continents: Kamuin in the east, Ebrea in the west, and Ikesh to the south. Both the poles have ice caps, but few adventurers ever venture that far into the reaches of the world.

Kamuin is a well-explored and civilized continent, containing many kingdoms, cities, and villages. It is mostly temperate, with unique and beautiful regions, and represents an excellent starting point for any adventure.

Ebrea is mostly unexplored, a wild and untamed continent containing dense and dangerous jungles, volcanoes, frozen tundras and blistering deserts. A few bastions of civilization exsist, taking advantage of Ebrea's abundant resources, but they are few and far between.

Ikesh is a dark and dreary continent in the southern seas, home to several powerful and domineering forces. A dominant civilization of Dark Elves, known as the Reznor Dominion, has often sought to expand its borders, and regularly engages in wars with other, smaller civilizations on the borders of the continent.

Beyond the Big Three Continents, there are various smaller islands and landmasses which give home to other countries, hidden locales, secret paradises, and more. If you wander in this world, you are certain to find something of interest, be it at the subzero temperatures of the ice caps, the crushing depths of the Vanjan Sea, the bubbling magma pools of Godsgate Mountain, the towering pine tree forests of the Killifyn Wilds, or in the depths of the mines in Grozmirlun, the capitol of the Dwarven Kingdom of Groz.

The Velkian Calendar - 1095 P.C.

Month Days Major Holidays Weather
Nimbus 28 N/A Cold, Ice
Mistro 28 N/A Cold, Rain
Durak 28 The Festival of Growth Warm, Rain
Isoldre 28 N/A Warm, Temperate
Ahwa 28 N/A Hot, Temperate
Silvara 28 The Festival of Warmth Hot, Dry
Sevana 28 N/A Warm, Dry
Sirius 28 N/A Cool, Dry
Navar 28 The Festival of Harvest Cool, Rain
Nanook 28 N/A Chill, Dry
Eben 28 The Festival of Night Cold, Snow
Festivals

Growth: As the snow and ice begins to melt, celebrants spend the mornings working hard to plant and till the earth. Evenings are spent wearing lavish colors, decorating, and creating flamboyant costumes. Each partier attempts to draws attention to their own appearance, and casks of wine and ale, now aged through the winter, and opened as hedonism reigns supreme.

Warmth: To evade the summer heat, most activities focus on the outdoors and water-related activities. Across the continent, participants use bodies of water to generate exciting competitions. Many competitive events, focused on endurance, dexterity, and strength take advantage of water to cool the heat, including swimming races, log rolling, and basket weaving. Many early crops and summer harvests are devoured in the process.

Harvest: A celebration of the coming of fall, and the end of the warm months. This week of festivities is marked by autumnal decorations, bountiful feasting, and traveling troupes of circus performers. It is custom for these entertainers to visit numerous cities during the week, sharing their curiosities and performances with the more rural towns. In the larger cities, whole regions are cordoned off to establish permanent fairgrounds where anyone may partake in the festivities.

Night: An acknowledgement of the closing of the year and the longest nights of the season. Each sunset marks the beginning of celebrations as each person does their part to contribute to bright lights, magical or mundane, to illuminate the long darkness. Festive meals, dependent on the regions, tap into the now brimming stores of food before the long winter settles in. Gift giving is a common tradition, as are acts of charity to help those less fortunate before the winter severity settles.

The Various Races of Athendria

The Common Races

Humans

Elves:

  • High Elves
  • Forest Elves
  • Dark Elves

Dwarves:

  • Mountain Dwarves
  • Hill Dwarves
  • Deep Dwarves

Orcs:

  • Kamui Orcs
  • Ebrean Orcs
  • Orogs

Goblins

  • Cinderskins
  • Bluebrows
  • Forestfolk
  • Hobgoblins
  • Bugbears

Smallfolk:

  • Gnomes
  • Lightfoots
  • Strongarms

Uncommon Races

Uryons (Warforged)

  • Utility Designation
  • Combat Designation
  • Service Designation

Dragonborn

  • Chromatic Dragonborn
  • Metallic Dragonborn
  • Gemstone Dragonborn

Giantfolk:

  • Firbolgs
  • Half-Giants

Blightbloods:

  • Infernal Bloodline
  • Demonic Bloodline

Reptilia:

  • Turtlefolk
  • Lizardfolk
  • Snakefolk
  • Kobolds

Pantheri:

  • Catfolk
  • Lionfolk

Rare Races

Angelborn

  • Protector
  • Scourge
  • Fallen

Elemental Lineages

  • Fire-blessed
  • Earth-blessed
  • Water-blessed
  • Air-blessed

Birdfolk:

  • Winged
  • Landbound

Aquaan

  • Tritons
  • Merfolk
  • Octarians

Shifters

  • Swiftstride
  • Longtooth
  • Beasthide

Fae-Touched

  • Changelings
  • Satyrs
  • Fairy

Gods of Athendria

There are many deities which receive worship within the realm of Athendria. The good and neutral deities receive active worship, while worshippers of the evil or destructive deities are more widely rejected and persecuted. Many individuals may worship more obscure entities, or cultural groups may follow distinct deities, such as the widespread orc worship of Gruumsh. Here are several significant deities across the continents:

Good Deities (The Seven)

Bahamut: The Platinum Dragon

  • Domain: Justice
  • Subdomains: Just War, Strength, Curiosity
  • The lawful good deity, and primary figurehead for worship by the Dragonborn, this is a benevolent platinum dragon who is responsible for order, new life, and rebirth.

Kord: The Harbinger

  • Domain: Perseverance
  • Subdomains: Storms, Combat, Forging
  • A chaotic good God, his followers adhere to rules of ritual combat, and strive to distinguish themselves in battle using their own strength and weapons on their own creation.

Melora: The Earth Mother

  • Domain: Nature
  • Subdomains: Birth, Farming, Weather, Healing
  • The chaotic good goddess of nature, and clerical sponsor of Spinel. She gave Spinel the charge of restoring balance to the world, and respecting the natural order of nature as it should be. She watches Spinel’s progress with interest. She recently released the full potential of Spinel’s staff after the Capable Crew defeated the Kraken.

Pelor: The Dawn Bringer:

  • Domain: Light
  • Subdomains: Kindness, Warmth, Altruism, Charity, Sunrise, Farming
  • The neutral good god, Pelor is well-liked amongst the empire and beyond, and is one of the most-worshipepd deities in the modern pantheon.

Ioun: The Knowing Mistress

  • Domain: Knowledge
  • Subdomains: Secrets, Education, Creativity, Intuition
  • This neutral goddess is commonly worshiped by historians and arcane magic users, and she is often associated with Erathis and Mirrodin for their shared roles in shaping society.

Erathis: The Edifier

  • Domain: Civilization
  • Subdomains: Motivation, Industry, Technology
  • This true neutral god is admired by some wizards and political figures for its pure expression of progress for progress's sake.

Heironeous: The Brother

  • Domain: Friendship, Camaraderie
  • Subdomains: Community, Healing, Mental and Physical Health, Purpose
  • Heironeous is worshipped by crusaders for chivalry, brotherhood, and justice, who go out into the world and promote goodwill. His opposite, Hextor, is followed by dark and hateful creatures seeking discord and violence.

Neutral Deities

The Raven Queen: Shepard of the Dead

The Goddess of night and the afterlife, this is a lawful neutral deity feared by many. Poorly understood, she is worshipped for her role in shepherding the dead to their places across the planes in the afterlife.

Mirrodin: The Allfather:

A dwarven god of Invention and Tinkering, this chaotic good deity is also commonly worshipped by gnomes. He is friends with Ioun and Erathis.

Aegir/Aegira: The Deepwalker

A god of the oceans, the depths, contemplation, and aquatic creatures good and bad. Aegir has a dual nature; Aegira represents their lawful side, focusing on healing, community, bountiful fishing, and more. Aegir represents their chaotic side, focusing on riptides, lurking monsters in the depths, horrible storms at sea, solitude, and more. Sailors used to pay tribute to Aegir before a voyage, praying for safe passage, but worship of the deity went out of style in favor of Kord or Melora (Storms and Nature).

Gruumsh: The Orcsire

Tymora: The Fickle One

Mostly forgotten, Tymora and her sister Beshaba are worshipped rarely, and only in small pockets, by those who feel particularly connected to fate.

Beshaba: Lady Doom, Bringer of Bad Luck

Mostly forgotten, Beshaba and her sister Tymora are worshipped rarely, and only in small pockets, by those who feel particularly connected to fate.

Evil Deities

Orcus: The Undying

A chaotic evil demon lord of Undeath, who resurrects powerful evil to torment others in retribution. It seems to be taking an interest in adventurers in Athendria, seeking to influence them and find a way out of the depths of the Abyss. If it had its way, it would end all life, leaving the universe in a permanent state of undeath.

Mammon: The Lord of Greed

The lawful evil Arch-Devil of wealth and lies, whose power trickles down to those who seek wealth via a series of decreasingly powerful devils.

Hextor: The God of Strife

The antithesis of Hieroneous, Hextor is a 6-armed menace, bent on the destruction of civilization through war and chaos.

Lolth: The Spider Queen

A forbidden drow diety, this ancient being is the goddess of the underdark and spiders.

Torog: The Crawling King

A lawful evil god of death and decay, depicted as a giant crawling worm with a human face, this deity focuses on what happens after death to the body. The Breathless Assassins' guild in Modouli worship him exclusively, but few other individuals outside of the clerical profession call upon his influence.

Annam: Father to Giants

The orignial father of the different giant races, and long since believed dead or asleep by giantkind.

Bialis Archon: ???

A mysterious forgotten deity, whose desire for entertainment is never satisfied. It seeks heros and villans, transports them to a demi-plane of his own design, and commands them to engage in mortal combat, rewarding the victor with wealth or good fortune in the Athendria afterwards.

Shar, Goddess of Night and Shadow

The dark sister to Selûne. A once powerful goddess of shadow, this entity now resides in the Shadowfell in a ruined onyx palace, dealing with mortals to learn new knowledge, secrets, and twist their lives. She has a personal vendetta against Pelor from the conflicts of the past, and wants Nameless to bring her his archangel, Azazel. Shar resembles a woman with flowing back hair, but has a rudimentary face of shifting shadow that creates only rough black holes where eyes and a mouth should be. She resides in the Obsidian Palace, a mysterious castle that moves across the Shadowfell randomly.

Cultural Pantheons:

Pantheon of the Reznor Dominion

The Five Primaries:
  • Torog, the Lord of Decay
  • Erathis, for civilization and culture
  • Ioun, for Knowlegde and Wisdom
  • Selvetarm, the Dark Elven War God for conquest and expansion
  • Eilistraee, the Dark Elven God of Beauty, Leadership, and Matriarchs
Forbidden Gods:
  • Lolth, forbidden knowledge, never worshipped in plain day
  • Demon worship

Pantheon of the Kingdom of Groz

The Delvers:
  • Torog, the Lord of Decay
  • Erathis, for civilization and culture
  • Ioun, for Knowlegde and Wisdom
  • Selvetarm, the Dark Elven War God for conquest and expansion
  • Eilistraee, the Dark Elven God of Beauty, Leadership, and Matriarchs
Forbidden Gods:
  • Lolth, forbidden knowledge, never worshipped in plain day

Pantheon of the Kingdom of Uthor

The Elven Highlords:

Pantheon of the Orc Tribes

The Warlords
  • Gruumsh

Pantheon of the Goblinoids

The Nilbog Curse

The History of Athendria

The First Age:

??? - 500 BC: Primordials Shape Athendria
  • Alien races and powerful beings from across the multiverse wander through time and space. One of these entities, known only as the Primogenitor, arrived on Athendria, a mostly barren and empty rock in an insignificant corner of the Universe. Their immense powers alters it forever.
  • Plants and animals populate the planet, but some of those species are favored by the omnipotent entity, granting them sentience.
    • The Aboleths arise within the deep oceans
    • The Giants are born upon the land and the mountains
    • The Dragons take flight in the skies
    • Small and insignificant mortal humanoid races, unrecognizable to the races we now know, are born from the lesser impulses of the Primogenitor.
  • Eventually, for unknown reasons, the Primogenitor abandoned Athendria, wandering to other Planes of Existence.
~ 400 BC: Clash of the Ancients
  • In the absence of their creator, the Aboleths, Dragons, and Giants fight for supremacy.
  • The weak minor races barely survive, hiding from the massive creatures wreaking havoc on the realm.
  • It is a stalemate between these powerful forces, and the strongest among them begin to rise.
  • Athendria is a chaotic realm, consisting of a single megacontinent and an endless ocean.
~ 200 BC: Rise of the Gods
  • The Blood Queen, Bahamut, and Annam arose as leaders of the ancient titan races.
  • They received worship by the minor races, further enhancing their power through the immensity of faith and arcane potential of their collective consciousness.
  • Meanwhile, the minor races begin to grow in power, tapping into potent residual magics left behind by the Primogenitor. That, in addition to alliances with the Dragons, grows some of the mortals' power to god-like levels.
  • The fighting reaches a tipping point, with a catastrophic battle wiping out most of all three races occurs.
    • A powerful mage known as Aegir channels the primordial power of the oceans and lead the minor aquatic races in an uprising against their enslavement by the Aboleths.
    • The Aboleths are banished to the neighboring planet Yoria, along with their grotesque Blood Queen. The losses in accomplishing this feat were so immense, that Aegir and their followers fled Athendria forever, to the Plane of Water to seek refuge.
  • With the Dragons distracted by the chaos in the sea, Five Metallic Dragons fused their collective power to rival the power of their leader Bahamut. This entity was known as Tiamat, and it led an uprising against Bahamut that destroyed most of Dragonkind. Bahamut won, banishing Tiamat to the depths of the hellish plane Avernus, but at great cost. She suffered a grevious wound, and fled Athendria to form the plane of Mount Celestia to survive.
    • The Gemstone Dragons were placed into stasis and preserved in impenetrable Geodes that sunk into the earth, banished from the skies for their neutrality by Bahamut.
    • Any remaining dragons scattered and went into hiding, avoiding direction contact with each other and with the mortals covering the planet.
  • The giants witnessed the death of their leader Annam, who fell into a massive chasm. His fall was so tremendous, it shook the whole planet with a rending earthquake. The megacontinent split into three, separating and forming the three continents of Kamuin, Ebrea, and Ikesh.
    • The giants squabbled over who was to lead, and eventually settled on the Ordning, a rigid hierarchy of power. Heavily damaged by the in-fighting, the Giants similarly fled to reclusive regions of the world.
  • In the century that followed, the minor races rapidly filled the world, growing in power, and accessing the primal energies of the land sea and sky. The dominant race that emerged is now only known as the Ascendants.
  • Several mortals from this civilization ascended to true godhood through their arcane knowledge and mastery of the Primogenitor's magic.
  • Inevitably, their followers aligned to the ones that represented them best, and assigned them role and aspects.
80 BC: The Planar Wars
  • Many greater and lesser deities, worshiped by legions of zealots, engaged in a war that raged across the whole realm of Athendria, as well as the planes beyond. Millions died in the chaos, and the energies being channeled in this conflict drew the attention of other god-like entities from across the planes.
  • Athendria became the focal point of multi-dimensional conflict between the gods and other god-like entities, fighting for access to its rich resources, potent magics, and fervent followers. The conflict burned, fueled by politcal divisions, philosophical differences, and pure survival.
  • As the gods begin to realize Athendria lacked space to hold them all, some began to isolate themselves on different planes and take advantage of the resources there.
  • This diaspora leads into the current status quo, where the pantheon of known and unknown deities and their followers exist scattered across the planes.

The Denouement and the Century of Ash:

Year 0: The Cataclysm
  • The fighting reaches a head, with the Blood War from the Hells bleeding over into Athendria. The good-aligned deities still present in Athendria take a stand against clashing of the demons and devils, and combined their powers for a single act of magic that banished all deific power from Athendria, and sealed away the forces of evil back into their respective planes.
  • This magical act is known as the Great Expulsion, and it was the last great act of the gods on Athendria to protect their followers from the dangers of divine power left unchecked.
  • The consequences of this magical violence was so catastrophic, it devastated all civilizations, undid most technologies, and robbed many mortals of their powers. It transformed many of the existing races into further, complex races, of the varieties seen today across Athendria. Untold multitude of lives were lost in the Planar Wars, and the minor races were mostly set back to simple tools, innate magic, and rudimentary technology after the Catacylsm.
100 PC: Rebuilding from the Ashes
  • In the fallout from the Cataclysm, the minor races diversified, covered the continents, and began to rebuild. They began to rediscover magic and technology, but were mostly focused on survival. The climate was chaotic, and took almost a century to stabilize.

The Second Age; the Age of Growth:

260 PC: Rise of the Velki Enclave
  • On the continent of Kamuin, groups formed around culture and stability. A group of talented magic-users discovered the Lapis Arcanum, a crystallized remanant of the Primogenitor. Their study of its bottomless power led to a rapid expansion in technology and magical technique. They rallied around it, and their use of its power formed the Velki Enclave.
325 PC: The Peak of Velkian Power
  • The Velkian Enclave grew to encompass much of Kamuin and beyond, rediscovering older magic and exploring new schools of magic. Civilization flourished, and new developments happened rapidly.
354 PC: Nangshi Monastery Constructed in the Astral Sea
  • Velkian mages and clerics founded a mystical Monastery deep in the Astral Sea, bridging religious differences to ensure the survival of good forces in Athendria and beyond.
370 PC: The Founding of the Plutocracy of Uthor
  • The elves founded Uthorim on the eastern shores of Kamuin, and have been relatively reclusive in the centuries since.
420 PC: The Founding of the Kingdom of Groz
  • The dwarven empire arose in the south of Kamuin, as reclusive but wealthy dwarves engaged in trade with the elves and other tribes of the continent.
  • Grozmirlun was founded after several centuries of inter-clan conflict in the hills and caves at the end of the Worldspine Mountains. The victorious dwarves took over the surface, and the bitter deep dwarves descended into the underdark.
432 PC: The Fall of the Velki Enclave
  • An ancient red dragon known as Hemdorak the Merciless emerged from hiding and attacked the heart of the Velkian Enclave, seeking the fabled Lapis Arcanum. He utterly destroyed their capital city, stole the stone, and killed the vast majority of the citizens and mages remaining.
  • A young and talented mage, known as Birru, returned from an expedition to find his city and people in ruins. Vowing revenge, he sought out Hemdorak in the years that followed. He eventually stole the stone back, and barely managed to banish Hemdorak to the Plane of Fire with its power.
  • Determined to protect this world from the harm of such monstrous creatures ever again, he traveled the continent and beyond, seeking out and sealing shut all existing natural portals that he could find connecting Athendria to the other planes. The binding magic that held the portals shut was maintained by the seemingly infinite depths of the Lapis Arcanum's power.
  • Despite Birru's efforts, the Velki Enclave was ruined, and its infrastructure collapsed.

The Third Age; the Age of Isolation:

503 PC: The Founding of Lutetia
  • Birru gathered together like-minded industrious denizens of the mid-continent, choosing to create a new city and new civilization where all could flourish, free from the threat of other planes, dangerous magic, and more.
  • Birru led the city as a King, facilitating trade and nurturing the smaller surrounding towns that were rising up.
509 PC: The Founding of the Reznor Dominion on Ikesh
  • Dark elves, deep dwarves, deep gnomes and other subterranean races rose to the surface from centuries in isolation in the Underdark, and found a home on the cold and dark continent of Ikesh.
  • Only the dark elves remained organized, and they established the first city Kellenora, at the base of the Darkspire Mountains on Ikesh.
  • In the centuries that followed, the Dark Elves expanded and formed the Reznor Dominon, a matriarchal, racial society.
543 PC: The Creation of the Dragonborn Homeland, Thaumdural
  • The proud dragonborn found a natural home on the peak of Mount Strohlcairn on Kamuin, in the natural springs fueled by the simmering volcanic activity. They began to develop culture and focus on trading unique minerals and flying mounts they had tamed on the mountaintops.
589 PC: The Founding of Gnomeopolis
  • Gnomes gathered in the Crast Hills of Kamuin, on the shores of Attawich Loch. Initially a fishing town, the city grew rapidly after mining adventures discovered a wealth of ore beneath the hills.
    • 702 PC: The miners discovered Welbi Shards, reddish crystals containing potent energy
    • 833 PC: Upstart hobgoblins from the north instigated the Hobgoblin Conquests, an ongoing conflict between the denizens of the Crast Hills and the northern goblinoids
    • 834 PC: In response to the threat, the gnomish inventor Welbi created the Warforged: robotic humanoids designed to defend his people against the hordes from the north. This development was highly effective, and the hobgoblins were scattered.
    • 865 PC: A warforged unit named itself as Uryon, and led the other warforged in the Ury Uprising against their gnomish masters. Peace was quickly sought, and the gnomes banned the techniques of Warforged production. The Warforged fled in ships to Ikesh, and established New Uryopolis on the subcontinent island of Autria.
  • 892 PC: The gnomes reclaimed the hideous sport of Gnomeball, originally invented by the hobgoblin hordes to play a game using gnome heads, and made it their own using a leather ball and performance-enhancing tech.
735 PC: The Founding of Brightshore
  • Desiring to claim a strong position on the coast of Kamuin, Birru facilitated the creation of the city of Brightshore on the river delta at the mouth of the Frostfall River as it meets the Vanjan Sea.
  • Birru instigated local prominent nobility to govern it independently, as part of the land-sea trade route.
762 PC: Establishment of Crystallia
  • Several wealthy trade families from across Ikesh and Kamuin gathered and formed the trade city of Crystallia in the neutral location of the Crystal Sands Desert on Ebrea.
  • It rapidly grew with the influx of cash and strategic location on the shores of Ebrea.
797 PC: Establishment of Drakkengrad in the Midlands
  • Five barbarian tribes in the Midlands of Ikesh impressed several of the wild dragons living there with their tenacity.
  • They were gifted with Drakes, loyal, magic-derived creatures that represent the five colors of chromatic dragon.
  • With the drakes as their focus, the tribes shared their power and rose as the Drakelords of Ikesh.
  • Drakkengrad formed in the center of the five tribes, and rapidly grew as the Drakelords forged alliances and established their boundaries.
854 PC: The Creation of the Birrundul Empire
  • Birru combined the scattered cities and warring tribes of the region into a single unified empire.
  • He took on a new alias of Emperor Fevagore, and hid his appearance to hide his unnatural longevity, thanks to the Lapis Arcanum.
  • Birru continued to hide the Lapis from any who would seek to abuse its power.
882 PC: Creation of Awyn's Tablets
  • A lycanthrope druid known as Aywn forged two tablets, one for each of the two moons of Athendria. These tablets contained the power to request a wish of the dual moon dieties, Selune and Malar.
  • A mage known as Horrister the Wise learned of Awyn's creation, and feared it potential. He defeated Aywn, and took one tablet to destroy it. Awyn banished the other tablet with her dying breath, and perished. Horrister broke the tablet, threw one piece into Attiwich Loch, and left the other piece with a young elven priestess of Selune, Sumia Silvertail for safekeeping without mentioning why.
  • Horrister wrote his story down, postulating the other tablets may have been banished to the Feywild and/or Shadowfell.

The Fourth Age; the Age of Rectification:

993 PC: The Invention of Airship Technology
  • Crystallian technologists traded with the Birdfolk of the Isle Gravitaas, and established airships. They use them extensively on Ebrea and Ikesh, and have introduced the technology to other major cities for intercontinental trade. Kamuin has been excluded in this initial trade agreement, due to tensions between the Reznor and Uthorim.
1035 - 1072 PC: The Flash Wars
  • A conflict between the Uryon Confederation and the Reznor Dominion escalated as the result of racial tensions in trade cities between the two, and of expansionist tendencies by the Shadequeen of the Reznor.
  • The fighting endured for 37 years before a fragile cease-fire was declared
  • Tensions remain high to this day, and the conflict has had flare-ups in the years since, as the Reznor continue to seek an opening in the impenetrable defenses of the Uryon Confederation.

1075: The Chronicles of the Capable Crew

1093: The Annals of the Heroes of Harmstead

1127: The Galavanting of the Graymoore Gang

The Chronicles of the Capable Crew

1075-1076 PC:
  • Four modest heroes began to adventure in Kamuin, starting in the misty town of Frostford.
    • Their names were Spinel, Janos, Notrick, and Nameless.
  • Meanwhile, the Lapis Arcanum, the fabled endless font of magical energy, has finally run empty. Its power was fueling the numerous portal closures around the world, as well as the centuries long life of Birru. As its power rapidly waned, the enchantments woven by Birru long ago began to weaken.
  • The seal on the portal to the plane of fire failed, and Hemdorak returned. His appearance resulted in the rapid destruction of Thaumdural, an event that was desired by assassins hired by an unknown source from Brightshore.
  • Planar portals across the continent and beyond began to open once again.
  • The heroes inadvertantly woke three ancient mages, frozen in time from the era of the Velki Enclave. They are known only as the Velkian Dissidents.
  • The Nightwalker Guild was destroyed in Lutetia by our heroes, who branded themselves as the Capable Crew.
  • Birru reached out to the Capable Crew, informed them of his failures, and asked them to defend the realm from the monsters beyond the opening portals.
  • The team defeated several planar Monstrosities (a Kraken, a Phoenix, and an Ooze)
  • They traveled to the Plane of Water, to the Isle of Dread, to retrieve the fabled weapon Dragonsbane.
  • With the mythic weapon, they defeated Hemdorak and Syvleth, two draconic horrors linked to the Velki Enclave.
  • Emperor Birru finally passed away, as the last drops of power left the Lapis. He gifted the now inert stone to Nameless.
  • The machinations of the Velkian Dissidents were revealed: their goal was to create a new Lapis Arcanum, forged from the stolen souls of thousands.
  • With this artificial creation, they sought to ascend to godhood.
  • The Dissidents turned several cities to stone, harnessing their souls to grow a new crystal.
  • During their final effort, as they sought to harvest the souls from Lutetia and channel the energies of the positive and negative planes of energy, the Capable Crew took a stand against them with their allies and friends on the Balmere Plateau.
  • The Capable Crew stopped the evildoers, and restored the cities of Crystallia and Lutetia using their considerable powers.
  • They became legends, and the empire entered into a period of peace.
  • Janos oversaw the creation of the Order of the Grasping Fist, negotiating trade agreements with Crystallia.
  • Spinel wanders the planes seeking to restore balance where necessary banishing undeath in the name of her goddess Melora.
  • Notrick established the League of Blue Steel, a monster hunter and smithing guild.
  • Nameless, now going by Abdiel, wanders the planes collecting rare and magical items, and collaborating with powerful entities.
  • Athendria enters a couple decades of relative peace and prosperity.
1082 PC: Creation of Firearms in the city of Shinjiang
  • Cultured hobgoblins and gnomish civilization clash curiously, resulting in unique architecture and technology
  • Rifles and hand pistols are developed, along with hand grenades and similar weaponry.

The Heroes of Harmstead:

1093 PC:
  • A party of adventurers meet in Brooksburg, in the northern reaches of the Skuldur region on Kamuin. Their adventure begins…
    • Galaxea, a water-touched half-elf cleric from Uthorim
    • Porkchop, a shifter rogue from the city streets of Lutetia
    • Thuzzal, a changling archer living alone, seeking to escape his past
    • Chad Broheart, a half-orc paladin of Hieroneous, spreading the good word of brotherhood
  • After exploring the caves beneath the town, a pit fiend Goht Dumag is summoned to defeat the demon Bezilak at the request of the team. He stopped the demon, but then flies away into the night.
  • On the road south, a mage known as Old Thrush, a holdover from the Nightwalker Guild, is defeated and his gang is destroyed by the group.
  • In the depths of Attawich Loch near Gnomeopolis, Galaxea discovers an ancient temple to one of the titans, Aegir, and defeats the beholder named Borglyn the Boytrose, uncovering half of Awyn's Tablet in the process.
  • The team face of against Gellureth, an adult White Dragon, on the shore of the Loch, defeating after fighting in an ice cave. Their heroic efforts freed Harmstead from the Dragon's influence, earning them their name.
1094 PC:
  • After traveling to Lutetia, Chad uncovers an artifact known as the Third Fist of Hextor deep in the catacombs.
  • The team travels to Crooked Rock, after taking an airship from the Tower of the Grasping Fist, seeking insight about the Tablet shard Porkchop had found.

The Graymoore Gang:

1127 PC:
  • Graymoore

Kamuin

The East
Lanbor Tundra
Skuldur
The Balmere Plateau
The Parched Lands
The Crast Hills
The Killifyn Wilds
Uthorim
Grozmirlun
Docana

Factions and Organizations:

The Nightshade:

A broad and effective network of organized criminals and thieves. Comprised on distinct units, operating out of most major cities and controlling the majority of black market/underground trade on the continent of Kamuin. Silvana, Daedrin, and Claudius Maximillian are a major crime family, known as the Solanaceae.

The Hammersparks:

A professional Merchant/Artisan Guild, composed of only the most skilled and renowned practitioners of craft and smithing. Members are inducted into the ranks once they prove their prowess to a current senior member at the temple of the Allhammer, Moradin in Lutetia. Earning the rank of Hammerspark proves skill and brings a lot of business and interest to its members.

The Breathless:

Assassins’ Guild, localized in the southwest, in an unknown location in the heart of the desert. Their symbol is a gaping mouth. Known for their track record, reliability, kingly price, and secrecy. The organization has existed for hundreds of years, and is a truly neutral party, collaborating only to the highest bidder. Worships Torog, god of Death, and enacts his will through their work. Ranks include Breathless, Expirator, Whisperer, and Arch Suffocant.

The Crimson Cloaks:

The imperial guard of Birunduul, found in every city and village. In Lutetia, only the bravest and most skillful are allowed to join. They recruit the best from all the provinces to join the Cloaks.

The Distillers:

Secret Society that fronts as a brewer’s guild. High ranking members are inducted into the inner ranks. Sole purpose is the discovery of new knowledge and ancient magic for the glory of Erathis. Grand Brewmaster of the Verdance is Kussek Runebrew. He collaborated with the team to defeat a Chain Devil in Oakdale, and he invited them to visit the temple of Erathis in Lutetia.

The Velki Enclave:

An ancient magical society, long ago wiped out by the red dragon Hemdorak after he stole the legendary stone, the Lapis Arcanum. The ruins of this organization can be found scattered throughout Kamuin and beyond, with the majority of the ruins located deep in the Haunted Wastes. The Velkian Dissidents were a shadowy splinter organization of the now defunct Velki Enclave. Regarded as heretics, they left the organization and formed their own, including a variety of questionable outposts across the land. Their creed stands as: "Knowledge begets Power. Might forces Understanding. We dissidents reject the archaic foundations of the Enclave, and forge a new path in pursuit of these goals."

The Order of the Discerning Eye:

A group of like-minded wizards and magically gifted individuals, found almost exclusively within the Magicisan's Respite in Lutetia. They gaurd their secrets closely, and work in close proximity to many of the wealthy elites. They're rumored to have shady dealings with the Nightwalkers and other cities.

The Order of the Grasping Fist

10 Tenets of the Way of the Grasping Fist
  1. Wealth leads to success, success leads to happiness, happiness leads to enlightment.
  2. Rewards are nice, nice people give rewards, earn rewards by helping nice people.
  3. When other people have mor emoney, other people give YOU more money.
  4. Realize your desires by reaching out and grasping them. Do not allow your desires to grasp you.
  5. While recognition and notice are admirable goals, they often make other goals difficult. Apply and seek recognition and notice judiciously.
  6. Before you have wealth, one exists in a dark place. Simiilarily, before you have victory, one must coexist with dark places.
  7. The gleam of gold and glory is often grasped by deeds done in darkness with deiscretion.
  8. When you grasp your dreams, make of your hand a fist, and hold your treasures tighlty. They cannot always be replaced.
  9. The face is a flexible tool, built for deception and honesty both. The fist is an unyielding one, built for battle. Grasp the value of both.
  10. Comrades cannot be replaced. Grasp these treasures the closest, and bring the fist to any who would dare take them from you.
Goals and Characteristics of the Order
  • Generate an order of monks that seek fame and fortune. Mostly fortune.
  • Realize the way of the grasping fist. Achieve greatness and wealth, they lead to enlightenment.
  • Encourage the growth of wealth in all those around them.
  • Respect those who aid the order and value friendships closely.
  • Religiously, worship the guidance of Janos, praise the support of Selune (for her temple) but otherwise choose as you please.
  • Advanced members will serve as mercenaries/guards/agents of wealthy or wealth seeking individuals to bring monetary gain to themselves and the monkastery.
  • Younger members will seek out new followers and explain the ideology of the order.
  • New members will pay a small entrance fee and then spend time learning the tenets and training.
  • Master members will train other members and arrange for the expansion of monkastery property and acquisition of contracts.
  • The monkastery will work closely with the priesthood of Selune, their original and greatest benefactors.
  • Lycanthropy will not be "encouraged" but will be accepted.
  • Expansion into other mercantile endeavors will be smiled upon and encouraged.

Frostford

A bustling trade city on the edge of the Frostfall River as it turns seaward towards Lutetia. Ships traveling though the empire must offload goods here to travel further inland towards Swarthmore. It is a prosperous town with many artisans and well-equipped traders. Most of the buildings are built on the foundations of a crumbling ancient city, from a civilization older than records go back. Much of the infrastructure was reused (plumbing, aqueducts, sewers, etc). Current troubles include missing shipments, belabored traders and caravans, an overabundance of homeless dragonborn seeking asylum until the situation on Thaumdural is resolved, and a troublesome criminal organization rumored to live in the ruins underground creating mischief.

Important Entities:

Viscount Vicmorn Glorygem:

An appointed local official by the Emperor himself, Glorygem rules from his keep upon the hillside in Frostford. He oversees all trade in the region. He is a wealthy dwarven trader originating from Grozmirlun, who made his fortune trading precious metals collected from secret mines at the base of the mountains. Wealth and clever management have led to safety, food abundance, and general prosperity under his oversight.

Chief Sam Barroway:

An unassuming human male with tied back long hair, Sam is the local Chief of Law Enforcement, and leader of the Frost Fighters. He helped the Capable Crew investigate a slew of serial murders in Frostford.

Benjamin Meadmaker:

Shifty widowed tavern owner at The Soggy Grindylow. Known for his cheap prices and cheaper mead.

Drud Willowson:

Artisan District manager, and a knowledgeable resource about the region and its people

Eldra McHammer:

Blacksmith extraordinaire, specializing in simple tools and weapons. She is also a member of the Hammersparks, a famous smithing guild. Her brothers, Ogg and Gunden, own a stripmine under the cliffside.

Sheila Shlongmeister:

Purveyor of specialty custom weapons and magical items, known for silvering non-magical items and taking custom requests

The Frost Fighters:

Local law enforcement branch of the Crimson Cloaks, known for their ineffectiveness

Oakdale

A small farming village located deep in lush forests in the Southeast. It is perpetually pestered by goblins, roadside bandits and missing farm animals. This sleepy farming and herding village makes a living off and trade with Frostford. Recently, wailing and cries in the night have keep the locals awake. It was proven to be the chain devil-possessed wife of Rock Peterson, Rue. While this was resolved by the capable crew, further difficulties remain as the locals deal with missing livestock and mysterious occurrences in the woods.

Important Entities:

Mayor Cormac:

An aging, white-bearded dwarvish farmer who is generally unwilling to be the leader to the locals.

Ol’ Miss Hazelford:

Elderly halfling widow on the outskirts of town whose flock of chickens goes unrivaled in the region. She frequently deals with chicken theft by the local goblins.

Harold Hazelford:

A young halfing man, and nephew of Miss Hazelford. He is fiercely protective of his aunt and their cottage, and spends most of his time tending his sheep in the nearby pastures.

Fenola Smallhand

A middle aged halfling woman who tends to the villager's needs by running the Flirting Friar Inn. She took over the place when Rock and Rue Peterson left town to join the Cult of Racknar.

Lubdin

A few days journey southwest of Oakdale, this small village bordering the massive swamp of Cuvel’s Slough is a testament to the stubbornness (and xenophobia) of its inhabitants. The Lubdinites have lived in these woods for generations, eking out a meager existence far removed from any of the political or religious turmoil of the rest of the continent. An Elder Ooblex, one of the horrors that Birru had sealed away, had appeared in the Slough and had created an artificial village filled with fascimilies of the many creatures and people it had absorbed over the millenia. The Capable Crew slew the monster and returned the local region to peace. The Slough is still a mysterious place, and not many who enter it return.

Important Entities:

Firden and Ren Hannod:

The owners of the Ale King Tavern, a gossiping and judgmental pair. They embody the intolerance of the town.

Ruby:

The mother of Spinel. This kindly and hard-working human woman living on the outskirts of town has made her living off the land for decades. She is tight-lipped about Spinel's father, and is fond of wandering the edge of the swamp in her spare time.

Crayg:

The recently arrival to town, Crayg is a Dao from the Plane of Earth. He is Ruby's long-lost love and Spinel's father, and he and Ruby have been spending plenty of time alone.

Avaricity:

A dark and shadowed tower breaks the endless expanse of trees, looming over the old and modest temple nearby. It stands harsh against the skyline, and hints at some ancient, hidden, and dark purpose. Gentle birdsong and a warm breeze flow over the recently established trading town that sits around its base, as airships float gently in the sky. This odd settlement is built around an ancient temple to Selune, as well as the strange dark tower that has been retrofitted to accommodate airships. It was founded jointly by Duke Janos and Lady Silvertail some years ago.

Important Entities:

Duke Janos Dragonslayer:

A retired adventuror, known for his role in saving Lutetia from a terrible fate decades ago, Janos is the leader of the Order of the Grasping Fist, a mercenary trade organization. He is a shrewd businessman, and oversees all airship trade on Kamuin, having negotiated new trade agreements with Crystallia some years past. His partner, Parvanah McNelly, helps him grow the Order and its influence.

Sumia Silvertail:

The blind, elven High Priestess of Selune who has maintained the nearby temple for many years. She is a werelioness with silver fur when she chooses to transform. She has staked her post in this remote temple to Selune, once maintained by true werecreatures, but has since fallen into obscurity.

She promised to hand it over to Janos after the evil had been purged from the nearby tower, which was known to have residual necromantic energies and ties to Shar, Selune's evil sister. The successful purge by the Capable Crew completed her vigil, and she has since abandoned the small temple in favor of the open wilds.

Notable Members:

Kurt VonTaterheim:

An alcoholic halfling playwright from Frostford who joined the Order after Janos aided him in the removal of a ghost in his decrepit theater. His brother Pippin died in a freak accident there, and he felt compelled to seek his fortune elsewhere. He has accumulated substantial wealth and sobered up in recent years.

Rock and Rue Peterson

A couple from Oakdale to the east, they found fortune and shelter with the Order.

The Broadtooth Family

A family of dragonborn who fled Thaumdural
after its destruction by Hemdorak. They eventually
joined the Order and currently oversee business
in the Worldspine Mountains.

Derrick:

A congenial werebear who joined the
Order as a teenager. While his skills
as a monk are negligible, his strength
and persuasive skills are undeniable.

Khenwood

Comprised almost exclusively of dragonborn, the town of Khenwood consists of the Dragonborn who once fled the city of Thaumdural when Hemdorak the Red Dragon staked his claim upon it. It is a mining and logging town, living in harmony with the dense pine forests at the base of the Worldspine mountains.

Important Entities:

King Emry, the Wise

The silver dragonborn leader of his people, who suffered numerous lasting injuries at the hands of Hemdorak the Merciless. He led his people into the forests to found Khenwood years ago following the aftermath of the dragonborn flight from Thaumdural, and has since prospered.

Balgathar, the Strong

A blue dragonborn draped in furs, this logger runs the local operations which supply strong fir trees to downstream cities.

Kogwyn the Wise:

Aging female dragonborn and a potion/arcane shop owner. She is also an astrologist, with kooky mannerisms and uncanny powers of observation. She has been producing healing potions and aid for the refugees.

Captain Orlamorn:

Captain of the Whitecrest, a small sailing vessel tasked with escorting the Crew to Thaumdural before it's fall. Now he plys his trade at the Docks in Frostford and provides transport to Swarthmore.

Ocnarf the Bubbly:

A brass dragonborn barbarian, who wields a greataxe and demonstrated his prowess in the flight from Thaumdural. He admires the Capable Crew, and wishes to defend their homestead as a guard.

Ozeana Brazenscales:

A silver dragonborn cleric of Bahamut who helped the Crew in the fight against Hemdorak. She was the defacto leader of the remaining dragonborn slaves on Thaumdural before its liberation, and now helps the Prince guide his people.

Swarthmore

Several days travel by river north of Frostford, this small hunting and farming village sits on the edge of the Crast Hills, at the base of the Worldspine Mountains. The local population is primarily human and half-orc, as wandering orcish tribes roam the hills and frequently clash with this outpost. Rugged, and lacking in most comforts, Swarthmore has stood stubbornly for generations as a testament to the hardiness of the northerner peoples. The denizens are untrusting of outsiders. They are led by Duke Arroway, and seek advice from mystic of Gruumsh. Local small natural gold deposits provide some of the more enterprising residents a source of income to trade for food with travelers. The village frequently fends off raids from Orc bands and wild beasts, and it is an important outpost at the corner of the empire for maintaining positive relations on the border.

Important Entities:

Duke Mord Arroway:

The tall, gentle half-orc leader of Swarthmore. A rugged and no-nonsense leader who reports to the Emperor and monitors movements of the orc tribes in the north near Urk. He governs Swarthmore as a respected official, the last bastion of civilization before Thaumdural at the base of the Worldspine Mountains. He is known for his tremendous strength and tenacity in guiding his people through the harsh winters of the north.

The Mystic:

A hooded and robed elder who resides in the lodge at the top of the cliffside. They predict the weather, provide insight and guidance on daily work, and magically protect Swarthmore from invaders when necessary.

Ovir Hesh:

An older human woman who runs the water-mill. She is an essential asset to her community by processing grain they farm and turning it into edible foodstuffs and tradable goods. She also dabbles in alchemy in her spare time. She sells some ingredients unique to the Crast Hills.

Tuko Derm:

A half-orc middle-aged man who operates a general store in the center of Swarthmore. He trades flour and gold for food and furs.

Erik:

A human man, and father to Seamorc. He is
conflicted on the constant warring with the
Orcish tribes, and is known for his liking of
orcish women.

Seamorc:

A previous member of the Capable Crew,
this handsome, red-haired half-orc
returned to Swarthmore to help his
father Erik defend against the
increasingly frequent orc raids. He
cares for his gargantuan chicken
Chickmorc and grooms his luscious
red hair when he has time.

The Ruins of Thaumdural

Located on the tallest peak of the Worldspire Mountain range, accessible only via the Frostfall river into the mountains and a treacherous journey up the mountainside, this ancient ruined city is built into the remains of a gigantic crater at the top of Mount Strohlcairn. It is theorized the crater was formed eons ago during a volcanic eruption, long before the dragonborn decided to settle in and make it their home. The temperature is warm and steamy, thanks to numerous geothermal springs heated by underground lava flows. Years ago, the city's wealth stemmed from breeding and trading exotic flying mounts (griffons and hippogriffs) with the Empire and other city states, as well as from modest mining operations in the caves below. it was a prosperous city before disaster struck.

A portal to the Elemental Plane of Fire opened decades ago, and an ancient red dragon known as Hemdorak tore his way through. He drove the dragonborn from their homeland, killing nearly half their numbers in the process. The dragon was eventually defeated by the heroic Capable Crew, but the city was destroyed in the process. The mountain is now a desolate wasteland, covered in lavaflows and steam, with a burning active portal at the peak. This open portal is a target for the denizens of the Plane of Fire, as it opens relatively close to the City of Brass on the other plane, and could provide access to Athendria for entrepreneurial creatures from other planes. A host of devils have created a base atop the mountain, and are mining its depths for valuable gemstones and other resources...

Important Entities:

Demiurge, Herald of Zagum

Lutetia (Imperial Capital ):

This bustling metropolis forms the beating heart of the empire. A tremendously prosperous city, wealthy and poor alike from across the continent call it their home. Located along the Frostfall river on its way out towards the Vanjan Sea, almost all travel and trade across the western side of Kamuin travels by this city. The deterring presence of the Crimson Cloaks, as well as other powerful factions, wards off orc bands and wild animals. Lutetia has a highly prolific criminal underbelly, which is in constant conflict with the law. Religious worship of all gods and deities can be found here, with temples to each scattered across the city. The government of the empire is based out of this city, with leadership formed primarily by representatives from the wealthy trading families and the Emperor himself.

Notable Locales:

The Sewers

Many homeless and questionable denizens lurk here. It is rumored to be a focal point for the Nightwalker Theive's Guild, and those who go looking for them tend to disappear.

Clearwater Academy

This institute of higher learning is generally available only to nobles or those with the necessary talents. The academy's professors are generally more altruistic than many of the more talented magic users in the city, and less specialized.

The Silver Table

A cheap and dingy inn near the western city gate, ran by a crotchety old man named Theo.

Fevagore Castle

The seat of power in the Empire, and the previous home to the Emperor. All the important political families meet here as part of the Council of Eight and discuss matters of importance regarding governance.

The Saintly Sheep

A famous brothel run by the infamous Madame Janeta. Among the "usual" offerings, it also provides excellent beds, natural hot spring baths, and exquisite food.

The Magician's Respite

A secluded gated community comprised solely of wealthy and reclusive magic users, too snooty or paranoid to contribute to the knowledge of Clearwater Academy.

Temples to the Gods

Across Lutetia are many temples, all dedicated to various dieties approved within the city. The larger the number of worshippers, the larger the temple.

Squalortown

Outside the city walls, the general wealth and prosperity gives way to a shantytown of the poor and misfortunate living on the fringes of the city.

Important Entities

Gowron the Eruditious:

A slim orc with pale skin and unusual intelligence with a degree in orc studies from Clearwater Academy in Lutetia. Gowron was cast out of his tribe at an early age, since the clan warchief considered him an eventual threat, and was adopted by a friendly gnome wizard on the fringes of the forests outside the Balmere Plateau. He eventually moved to Lutetia and pursued a career in magicks to promote orcish welfare and reduce prejudice around his race. He dabbles as a wizard and inventor, currently attempting to utilize stray cats and their extra lives as a source of energy. He has recently devoted himself to his research and moved to private facilities outside Squalortown, as he recently acquired a grant from unknown sources to produce energy ingots.

Professor Pergolor:

A goth firbolg wizard expert of the
Shadowfell, seeking aid from Nameless
to deliver his instrumentation to the
Shadowfell for research purposes.
He shared his knowledge about
communing rituals with Shar with
Nameless, and educated him about
the presence of Selune within the
Feywild.

Kussek Runebrew:

A hurdy-gurdy wielding, trim elderly
dwarvish male who met the Capable
Crew early in their adventure at the
Flirting Friar. He told the party
to meet him at the temple to Erathis in Lutetia after
aiding them. He is also the High Brewmaster of the Distillers, an organization that fronts as a distillery to produce alcohol while secretly filtering knowledge to prevent powerful knowledge from landing in the hands of the public.

Matron Aneki Longtooth:

An aging female Goliath and the Head Priestess at the Temple of Melora. She educated Spinel about Melora and facilitated her vision quest to become Melora's Champion.

Tusania Rubysnatcher:

A shrewd, grey-haired gnomish woman with a braided ponytail who operates as a fence and maintains debts for Vith and Lyrin. Nameless and Janos assaulted her door when she was unwilling to open her shop at night, causing her to call for aid from Zehdra, which they then disintegrated.

Brunhilda, the Chaste

A silver-scaled dragonborn paladin of Bahamut, this voluptuous holy warrior serves only to further the interests of her temple. However, she seems to be suppressing some strange emotions, and spends time gazing off into the sky, deep in thought.

Archimandrite Kantor:

An intimidatingly muscular and lean tall human male, dressed in simple robes. He oversees ritual battle within the Temple of Kord, as well as the operation of the Temple and any pressing matters involving his diety. He is secretly impressed by Notrick.

Master Coldren:

A dark-skinned female aasimar with lightning-hue blue eyes, muscular and with a clean-shaven head. She works in the smithy and aids in the production of Kordite. She initially dismissed Notrick, and instructed him to make something more intimidating before she gave him her time. She is rapidly becoming more friendly towards Notrick over their shared love of smithing.

Madame Janeta:

The industrious tiefling proprietor of the Saintly Sheep. She is a hard worker and caring for her employees. She relies on her right-hand man and friend Chuck Huggenkiss for his input and protection.

Chuck Huggenkiss:

The heavily-muscled bouncer at the Saintly Sheep, Chuck stands out wearing little more than some strappy pants, a vest, and a gaudy pink mohawk. He is friendly towards all, except those who irritate Madame Janeta.

Vith & Lyrin:

Old companions of Janos, this lizardfolk crossbowman and elven ranger are now indebted to the Nightwalkers, working as low-level thieves and messengers to try and repay their accruing debt. They want to leave, but are afraid of what happens to anyone who crosses the Guild. Most of the city guards are on the pay of the Nightwalkers, and prevent debtors from fleeing Lutetia. They were waiting to hear from Brightshore about potential elicit drug trade opportunties when they were captured by the Nightwalkers and held captive against the Crew as collateral.

Sally Knobknocker:

She is enthusiastic hired help employed by the Emperor to aid the Capable Crew by cleaning their residence, the Capable Keep. She was abducted by the Nightwalkers before being freed and allowed to return to her position in the Keep.

The Council of Eight:

In the power vacuum left by the sudden passing of the emperor, his top advisors, heads of various powerful families, and city leaders came together to form the Council of Eight. The members of this council operate as the informal leaders of the empire, directing matters of high priority in the absence of a formal ruler. The members are as follows:

Lord Giotto Maximilian:

A young and eager man, who was recently adopted by the Maximilian funded orphanage in Lutetia, where many orphans who grow to maturity take the name Maximilian. He joined politics in mimicry of his benefactor, and focuses on social work and philanthropy efforts in the city.

Lord Samwell Harrington:

This portly, balding human man dressed in opulent robes is the head of the wealthy Harrington family. He is responsible for agriculture and trade dealing with foodstuffs and textiles. He likes Vicmorn Glorygem, and works with him closely on acquiring lumber and foodstuffs from the Verdance.

Judge Elizabeth Pierpont:

A thin and tight-lipped woman wearing simple dark robes, Elizabeth is a half-elf woman with graying hair. She has squeaky clean motivations (lawful good) and cares only about the facts and ensuring justice is followed. She is the final say on judiciary issues within the city.

Duke Thomas Brighton:

A dwarvish man in his prime, with a short temper and wearing ceremonial garb of Grozmirlun. He hates Vicmorn Glorygem, and has criminal ties with the Nightwalkers. He is angry at their dissappearnace and its impact on the local flow of wealth.

Hierophant Zorythas Neresh:

An ancient, bronze-scaled dragonborn High Priest of the Temple of Bahamut. He knows Janos, and that he once offered to aid the cult with food, but they robbed his temple's stuff before fleeing to the forests. He is wise and represents the religious of the city.

General Edrik Gunderson:

A hulking, heavy-browed human man, he is crass and harsh in demeanor. He wears the uniform of the Crimson Cloaks, but has a history of racism towards orcs due to their raids in the past. He is rumored to have once killed an entire village of half-orc and orc barbarians. He has since gone into exile and returned a changed man, after being forced to cooperate with the Orcs of Thrigrun to survive.

Court Historian Themaris Elsinor:

An elven noble from Uthorim, Themaris is a low-born relative of a noble family who spent more time engrossed in books and history than politics. Her dual backgrounds of Uthorim nobility and history, along with her savant memory, make her a valuable reference for the council and its discussions.

Archmage Phumari the Dazzling:

A reclusive and powerful mage. She is part fire genasi, and when she is angry her eyebrows burst into flames. She resented Birru, for his obvious magical abilities which he rarely used. She is the Headmistriss of Clearwater Academy and well connected with the magic community.

Past Influential Entities:

Emperor Galdur Fevagore (Deceased):

The seemingly immortal emperor of Birrundul, this powerful and ageless leader has guided the western half of the continent for centuries. His true identity is Birru, an ancient wizard who is the only survivor of a past catastrophe which destroyed the Velki Enclave. He recently passed away, aging rapidly due to the expiration of the Lapis Arcanum, a mystic relic which had been sustaining his life force for ages.

Nix (Deceased):

A local leader of the Nightwalkers guild, Nix was slain when the Capable Crew assaulted the Nightwalker's hideout within the sewers. The loss of her guidance has left the guild scattered and disjointed.

Duke Claudius Maximilian (Deceased):

Head of the wealthy Maximilian family, Claudius is a prominent philanthropist and cultural leader. He rose to power quickly, any many suspect him as being more dangerous than he seems. He is secretly the leader of the Nightwalker thieves cult, part of the inner circle of the Distillers, and has his fingers deep in many questionable dealings. His influence is slightly wider than that of the other notable elite familes: the Harringtons, Brightons, and Pierponts. Nix, the highest ranking active member of the Nightwalkers, reported directly to him and his adopted son, Lord Daedrin Maximilian of Brightshore. (He will try to dominate Notrick)

Brightshore

West of Lutetia, this trading hub is the continent’s main point for intercontinental trade across the Vanjan Sea. It is so named because of its glittering rivers, flow of wealth, and numerous lighthouses. Most of the region’s goods flow through this port, or come up from Modouli. Second only to Lutetia in prosperity, the various islands of Brightshore are separated by the Frostfall river as it turns into a delta and meets the ocean. There are beautiful villas in the wealthy district, home to many of the trade barons who oversee sea and river trade routes. The southern regions are a picture of abject poverty, as many of the poor sailors and their families struggle to get by. The small island Ladentree sports a discount inn called the Happy Hag. The docks are always bustling, any time of day, as trade deals and passage to distant lands are a must.

Important Entities:

Baron Daedrin Maximilian:

A pale skinned, human male overseer of Fort Lucerno, who maintains a stranglehold on the transition of trade into and out of the region. His connections to the Maximilian family in Lutetia grant him access to immense wealth and influence.

Captain Ergant Brannis:

A battle-scarred male green dragonborn, the gatekeeper of the Glittering Gate, and captain of the Brilliant Bastion, Brightshore's law enforcement.

High-Bearer Hutrumi Mudback:

A dwarven high priest of Kord, and keeper of Kord’s Respite. He is knowledgeable about the sea and weather, and wise in the ways of storms and sea faring.

Mardealda Browntoe:

Jovial dwarven innkeeper of the Happy Hag on Ladentree Isle

Dockmaster Erik:

Red-haired, middle-aged human overseer of the docks in Brightshore

Ship Captains:

Captain Baird Dullblade:

Male Half-Orc Captain of the Castor, headed to Skulldura to supply his village with essential supplies for the winters

Captain Avery 'Silver Teeth' Bentley:

Female Dwarvish Captain of the Dapper Otter, heading to Grozmirlun to return with his wealth of midland resources

Captain Kenley 'Fishy' Colby:

Male Tortle Captain of the Dogstar, heading to Crystallia on a regular trade route

Captain Cable ‘Defiance' Reyson:

Male Elvish Captain of the Airship Starling, heading to Uthorim and seeking new energy sources for ships to engage in the wealthy trade with Crystallia

Tortoise Bay:

A mish-mash assembly of broken boats, flotsam, and garbage all tied together to create a village in a large crater on the coast. Primary inhabitants are pirates and nerdowells seeking refuge from the societies of the world. Prime location for smugglers and people looking to find shady connections or transport to dangerous regions of the world. Slave trade thrives here, primarily trading in Lizardfolk or lesser-known races from the other continent. High population of Tortles, mainly in pirate roles.

Important Entities:

Wyatt "Ironfoot" Bentham:

A tenacious female pirate tiefling captain of the galleon Felicidaddeux. Her nickname comes from her gnomish-designed lower leg with clawed foot, scavenged from the automaton that took her leg. She wields an exquisite rifle, named Viper, from the foreign continent Ebrea. She is currently acknowledged as the Lady of the Waves, an unofficial title given to the informal pirate leader of Tortoise Bay, earned by ferocity, savvy, and success.

Glad the Gaudy:

A raucous and cautious tortle, Glad spends his days performing as a bard at the Greasy Gooseberry, a local Inn positioned in the Gullet region of Tortoise Bay.

Clorius Sharpscale:

A lizardfolk shaman, possessing some druidic abilities, on sale at the slaver’s market in the Gullet for a starting bid of 150gp. He was taken from Ebrea by slavers, along with dozens of other lizardfolk.

Yuphi:

A feral tiefling from the plane of fire, she now aids Captain Bentham on her ship as a lookout and archer

Biggie, the Small:

A gnome wizard with intense curiosity for knowledge, he aids Captain Bentham in her efforts in exchange for stolen goods and literature.

Klakkr Krackenson:

A blonde, tattoo-covered bard sporting dreadlocks from Skuldura. He plays the bagpipes and entertains the crew, also proving to be a capable fighter.

Modouli

A distinct city-state deep in the desert and near the coast, this ancient city is home to diverse inhabitants from many lands. It trades with Lutetia, Brightshore, and other continents frequently, but exists independent of any exterior rule. Modouli contains the only fresh water source for over a hundred miles, and is the source of the city’s prosperity. The city is surrounded by boundless deserts and mesas, with only the ocean to break the monotony.

Important Entities:

Dire Ranid:

A large, muscular man with two identities: this eccentric character exists as two people, a calm and collected sorcerer, and a raging idiot barbarian. He switches between personalities with no warning or reason. The only indication of which he is depends on whether or not he is wearing glasses.

Grand Baroness Kaleerah Bekshan:

The local ruler of Modouli, she resides in her Starview Palace and leads raids into the desert on the back of her domesticated Purple Worm. She is a half-elvish Champion of the desert wastelands. She is well known for fighting off the advances of the Lamia (desert monsters) with the help of various desert tribes, and is always looking for ways to increase safety for her people. Not technically part of the Empire, Modouli operates under her rule freely, trading with other prominent coastal cities.

Redjaw the Rich

A ginger-haired half-ogre who runs the food cart Flavor Gypsies. He is sells kebabs around the city, but is also a ruthless, cunning, and brutal crime boss. He has some human ancestry, which accounts for his ginger hair and abnormal intelligence for an Ogre. He has tanned skin, copious/excessive gold and silver jewelry, and gaudy baggy clothes to cope with the heat. His golden scimitar is a symbol of his wealth, and he is never afraid to use it on his enemies. He is rich from his illegal dealings, and known as Redjaw not just for the color of his beard, but for the blood he frequently gets on his face from slaughter.

The Breathless:

This influential assassin's guild is rumored to exist in the desert near Modouli, and is hired frequently by the rich and powerful to deal with their enemies.

Zao, Arch Suffocant:

Parental figure to Kestrel, and leader of the mysterious Breathless organization. he was badly wounded in last encounter with the Capable Crew before fleeing through a portal. He is a mysterious figure, and avoids contact with outsiders.

Kestrel, Expirator:

A previous member of the Capable Crew, and a reinstated member of the Breathless, she has advanced within the ranks of the guild, and now holds the title of Expirator.

The Haunted Expanse:

What was once the focal point of power for the Velki Enclave, a mysterious blight in the past swept through the area, destroyed the civilization, and sullied the oasis around which the city was built. Now, it is a desolate landscape, filled with the ruins of the failed city, mostly buried under eons of blackened sand. The surrounding desert has been formed into a giant blackened crater, and nothing living approaches.

Adventurers have ventured there in the past in search of treasure, but none return. Many believe the city to be cursed, and that the corpses of the previous inhabitants still wander the wastes.

Mysterious metal “monsters” circle the city every two hours, emitting overwhelming sonic blasts. They appear to be 30 feet long, follow a set path, emit sonic booms by slamming pistons inward, and fly about a foot above the sand. The ruins beneath the sands house mysterious tunnels, undead, and glowing panels with many areas to explore. Many hidden secrets and untold riches likely remain buried beneath the blackened sands, but only the brave or lucky could hope to find some and return alive.

Gnomeopolis:

Isolated from the empire, this city is built into the western Crast Hills on the shore of Attiwich Loch. All gnomes in the region hail from this area, and mostly keep to themselves. Gnomeopolis is the only civilization on Kamuin thus far to have mastered advanced weapondry such as cannons and firearms, and they guard their technology jealously. The city operates on a heavily mechanized system, with most manual labor being performed by automatons, freeing the small populace to pursue intellectual endeavours. Industry and cleverness drive your social standing in this cuthroat capitalistic society.

Duchess Elatriss Silentall:

An elderly gnommish craftswoman (195 years old), Elatriss governs over Gnomeopolis as the trusted elder. She rose to power by building some of the best sailing vessels for the Imperial fleet in Attiwich Loch, before rolling them across the hills to the Sea.

Yoskas Sparktoe:

Leader of a band of gnomish mercenaries, this wily gnome wears black clothes and a bandana around his head. He subcontracts out bounties on criminals and monsters alike to those willing to align with his band, the Gearbreakers.

Albert Ernstein:

This wild-haired gnome goes by Bert, or Ernie to his friends. A well-informed thief who operates on the streets, he is knowledgeable about previous Nightwalker activity in the region but avoids them. He has a passionate hatred for slavers. He is familiar with all black market activities

Zanzu Metalseeker:

An old wizened gnome with a permanent shock of poofed-out frizzy hair. He has super thick spectacles, and is the leader of a group of mechatronic enthusiasts known as the Industrialists. They innovate constantly, and many strange automaton inventions wander their space in the Temple to Mirrodin. He is old enough to remember the Oré Incident, when the Warforged servants overthrew their masters and migrated to Ikesh. He abhors tech bordering on intelligence.

Myna Silvertuft:

A regal gnome with silver flowing hair and sharp eyes, Myna is Captain of the Dancers, a group of fighters dedicated to the defense of Gnomeopolis, the Duchess, and her people. They rarely use their Gneutralizer suits, instead relying on rapiers and firearms to enforce the law. They are beloved by the good citizens for their selfless service, and joining the Dancers is a great honor.

Gnomeball:

This recent sport has
exploded in popularity,
with the teams from
each faction in the city
vying for renown each
year in the annual
tournament. Bets have
never been higher, and
the stakes are high to
acquire the favor of Brillin
and ensure the player's faction being supported by his industry and maintnence for the following year.

A match is played between two teams, with 5 players on each side. The ball is a massive iron cannonball, and players inside mech suits kick the ball around the large, dish-shaped arena. To score a point, the players must scoop up the ball into their cannon-like arm and fire it through one of three vertical hoop goals. Once they've scooped it up and are taking aim, they cannot move their feet. The teams cooperate to defend their own goals, move the ball to the other team's goals, and pass the ball to get in an optimal angle to fire and earn a point. The smaller, central goal is worth three points, while the larger, side goals are worth one each.

The current active teams are:

The Gearbreakers:

A tight-knit group of mercenaries, successful at protecting private citizens from Orc raids, criminals, and monsters. They are unpopular, but wealthy and respected for their abilities.

The Rowdy Rodents:

A ragtag group of backstreet hooligans who've acquired Gneutralizer suits under questionable circumstances. They are a new addition to the roster, and their pluckiness and creative maneuvers have won them some favor.

The Dancers

The pilots' formal training and elegant mechs make the Dancers a regular crowd favorite for winning. They also are frequently successful, due to their raw ability. However, they tend to be predictable and sometimes lose to unexpected strategies.

The Industrialists:

The oldest team, this group of inventors always deploy the craziest methods to win the game, and are driven to innovate over win conventionally. Led by Zanzu Metalseeker.

The Gnomeball Stadium

A place for celebration. Owned and built by Corkas, bets and gambling are rampant.

The Whimsical Willow

Local tavern, owner is Daryl

The Dragon's Dive

A seedy drinking tavern, owned by a congenial gnome named Toris. A greatsword and a large black claw sit over the mantlepiece, placed there by a great paladin who slew a dragon that once threatened the city with that very sword.

The Bakery District

Filled with tasty pastries and associated

The Cuddly Chemist

Potionseller, owner is gnome woman named Shella, everything is Kawaii

The Clockwork Cobbler

Sells mechanized weapons, dodgy

Tinker Tower

Home to the Duchess and her glass house. The top is a massive clocktower, a feat and keeps time, tolling every hour.

Attiwich Docks

Dozens of vessels line the shore, traveling around the lake to fish for food and trade with a couple smaller villages on the perimeter. Fish have been scarce and are weirdly sick, some with extra heads.

Notia Mines

The source of the mysterious Welbi Shards, the red glowing crystals that currently harvest solar power and provide energy to many of the automatons within the city. The mines are active, but heavily guarded by the Dancers, as no other known sources are as useful or versatile as Welbi Shards.

Automated Fields

Lumbering robots maintain and harvest crops annually, using greenhouses for perennial crops and windmills for power.

Temples to Erathis, Mirrodin, and Ioun

Library for Ioun, History museum in Erathis and liberal arts/Architect's college, Tinkering fest for Mirrodin/Smithy.

Underhome

A ramshackle affair of floating houses in the sewers underneath Gnomeopolis

Atiwich Loch:

This massive inland freshwater lake breaks the monotony of the rolling Crast Hills, and provides a source of sustenance to most of the inhabitants of the region. Much of the wildlife ecology is based around this body of water. There are rumors of creatures that live in its depths, and many fisherman in the region love to share tales of the Beast, a nameless, amorphous creature that seems to have lived in the Loch for hundreds of years Most of the wildlife in the Crast Hills has developed asynchronously with the rest of the region, and is generally more aggressive and dangerous to travelers. Orcs have made many of the cave systems their home here, and do not hesitate to slaughter passerby or rival groups of orcs. The easternmost groups bother Swarthmore regularly.

Enal Unarith:

This underdark Drow city of has fallen on hard times. You left for your own reasons (fill in as you see fit on why) but you know the region was quarantined for an outbreak of the Silver Blight, a virulent disease that wiped out a large region of the old city before it was cordoned off. It is in the hills southeast of Tortoise Bay.

Harmstead

Linmell

Mirstone

Urk:

Orc Citadel in the Crast Hills

Brooksburg:

A cozy northern village located half a day's travel inland from the end of the Spinmouth river, where it empties into the Vanjan Sea. This locale is an old fishing, farming, and mining town, primarily inhabited by tielflings and a few halflings. The local inn, the Frosty Goat, is a regular gathering place for the villagers. The silver mines to the northeast have been abandoned for some time, and few venture there due to old rumors about gas leaks and hallucinations. Goblins and gnolls have been pestering the villagers for some time in the surrounding pine forests.

Important Entities:

Ozris Curlhorn:

The proprietor of the Frosty Goat, this orange tiefling man with ram's horns is warm and friendly. He stands up for his neighbors, and is always willing to dash into battle if anyone threatens his friends. He has been graciously hosting the team for free after their defeat of the gnoll war pack.

Yatari Warmhand:

A purple-reddish tiefling woman with elegant long horns who owns the general store the Curved Blades. She trades in goods collected over a wide range, and helps defend her town against goblins and other threats with her two rapiers.

Samson Goodchild:

An elderly halfling in a wheelchair who frequents the Frosty Goat and likes to collect anything book related. He recalls the Silver Mines closed when he was a boy due to natural gas leaks that made people hallucinate. He also dabbles in wizardry from all his reading, and has been hugely helpful to the team in their research and defense of town.

Yareag Strongspine:

The blue tiefling sheriff of Brooksburg, a burly man wielding a rapier. He is friendly to travelers and always willing to hunt down pesky evildoers near his village. He gifted his favorite rapier to Thuzzal as a gesture of gratitude.

Olivia the Stong

A pink female tiefling who works in a simple forge on the norther part of town. She sports dainty pointed horns, rippling muscles, and a pleasant demeanor.

Dhokaan the Alchemist

A black-skinned tielfling herbalist/alchemist who used to be a productive member of town. He went missing suddenly several months ago. His house lies dormant and dusty in Northern Brooksburg.

Burnsley

A rugged trading town, Burnsley is home to mostly gnomes, halflings, and humans who make a living hunting in the dense pine forests nearby, while pursuing small businesses within the palisade walls. The are generally accepting of outsiders, but suspicious of trouble-makers.

Important Entities:

Adgran Lightbraid

An older halfling man, this gray haired and muscular blacksmith runs the Fire and Furnace. He is honest and has an air of perpetual exhaustion, balancing the demands of his work and family life, including his four daughters Quiphina, Brene, Beleni, Zefla.

Meriel Wynhorn

A human enchantress, this woman is tall and thin with simple robes. She spends many of her days crafting and gathering unique magical items in her business, Wynhorn's Tomes, and helps the local townsfolk when necessary.

Byllenan Ironborn

This gnomish alchemist has a curious assortment of facial piercings that offset his green hair and spectacles. His alchemy store, Ironborn's Beakers, makes a modest income from selling aid and ointments to the townsfolk.

Erik Berkesk

The owner of the local inn Erik's Dragon, Erik is a friendly ex-adventurer with ginger hair and a portly frame. He has a fat blue pet pseudodragon named Lick who sleeps on the main counter unless it senses food. He likes to tell tall tales, most of which are made up. He is well connected and familiar with the local gossip.

Ludo Strongfoot

A wealthy halfling man who runs a stable selling horses and oxen. He makes a solid business selling mounts to travelers, and regularly price gouges. He is tall for his race, and prefers to wear fine leather clothes. His stablehands, mostly men, handle the animals.

Tim and Shale

Two chill dudes, these ex-bandits of the Venom Vulture Gang work as cooks for Erik in the Dragon Inn. They came to Burnsley with the our heros after being the only survivors of the bandit raid at the bridge to the north.

Tallion the Tall

Owner of the general store, Tallion sells basic wares to travelers and townsfolk alike. He is soft-spoken, tall and gentle-mannered, and has a reputation for being kind and generous to those who barter fairly.

Skulldura:

This frozen, icy fishing village lies to the farthest northern reach of Kamuin. Iceburgs form a thorny perimeter off the coast, and many small sailing vessels wander offshore, catching and hunting the famous Droppkulur. These strange beasts resemble massive, shaggy walrus, with the difference of having a single great horn protruding from its face like a rhino. Many Skulldurian youths attempt to slay and bring back a Droppkulur as proof of their skill and tenacity. The denizens are all nordic humans, but a select few occasionally manifest slightly aquatic features, such as small fins, scales, or patches of bluish skin. Those that do are considered blessed by the sea, and call back to the ancient founders of their village, who they refer to as the Anointed.

Important Entities:

Waverider Bjorne

As the village chieftain, Bjorne has been struggling of late with strange cultists in the wastes nearby, several of whom originated from the village. They worship a strange entity, a personification of the planet Yoria in the night sky. He wants to bring the village youths back and save them, but they have desecrated the sacred sanctum in the ice caverns and stole an ancient artifact.

Móðir Annvieg

The spiritual leader and elderly matron of the village, with fish-like fins protruding where ears would be. She is wise and has a strong connection with the ocean. She worships an entity called the Deepwalker, and is the keeper of the ice caverns and the shrine below the waves. She was injured when the cultists broke in and stole an artifact, and bears great resentment towards them for that.

Hranfast Hognisson

A well-meaning fisherman who frequently hunts Droppkulur.

Bolla Sigehelmdottir

A woman of the village, she helps raise the children and frequently aids Annveig with her work.

Arnthor Gunnkelsson

A youth who led the raid to steal the village artifact, and who hasn't been seen in months, after he left to join the Cult of Yoria

Hrollaug Gunnkelsson

The brother to Arnthor, who worries for his safety and sanity. He witnessed his brother's descent into madness, and worries about what caused his to do so.

The Golden Crossroads

An intersection of land and sea trade routes between numerous cities, this temporary town forms a constantly shifting assortment of traders, travelers, and collectors from the main regions of Brightshore, Lutetia, and Modouli. Random shops and stalls are everywhere. Almost anything can be found and bought here, at a price. Situated at the literal intersection are three statues: an elf pointing towards Modouli (Semet the Vigorous, a desert elf who helped found Modouli several hundred years ago), a gnome (Fizbin the Wise, who drove out Sauhuagin and made Brightshore 200 years ago), and a human male with a club (Charles the Hearty, a barbaric but wise defender of justice who helped drive out wandering orc bands in the Balmere Plateau, allowing Lutetia to thrive and trade to flourish.)

Nickleback Schnicklefritz

A wandering homeless halfling, this strange fellow with bulging bloodshot eyes and a limp has a random assortment of dubious goods at very cheap prices. Finding him is a bit of a search, and needs a high investigation roll to figure out what corner of the region he's holed up in.

Important Shops

Books and Bobbles

(owned by Cygna the Curious (an aged gnome with neon green hair and thick glasses)) is one of the three permanent installments. It is an ancient and random collection of knowledge from across the continent.

The Raggedy Wizard

(owned by Kalondra the Broad (muscled female dwarf with glorious beard and braids)) is a constantly overflowing inn with inflated prices, with only the truly weary paying the fees for stay.

Rango Ranch

(owned by Hugo Higgins (halfling male with a shock of dyed blue hair)) maintains a wide variety of oxen, horses, and some various exotic mounts to facilitate travelers and their travel across the western reaches of the continent.

Crooked Rock

Deep in the Killifyn Wilds, this small town sits between the dwarven kingdom of Groz and the elven kingdom of Uthor. Megafauna wander nearby, as massive redwoods and oaks shade the simple pastoral lifestyle of the people who call Crooked Rock their home. A massive stony outcropping casts its shadow over the entire town, hinting as some geological curiosity of ages past.

Improtant Entities:

Tora, The Bright-Eyed Gray
  • Once the leader of a savage band of werecreatures, Tora was permanently transformed into a massive gray panther as a boon from her god, Malar. However, her entire worldview changed with time, and she now seeks to protect the town of Crooked Rock from outside attacks by bandits and monsters in the wilderness. She serves as its guardian, and the villagers both revere and care for her in return.
Brad Smithson
  • An older dwarven man, Brad is a capable smith who is in touch with the land. He deals with the local's various problems with plows and tools, and has seen his way around the area.
Renchax the Druid
  • An ancient tabaxi who was locked away from her home in the Mass Sealing and had to adapt to life in the Feywild. Her age is unknown, and her time in the Feywild has left her strangely affected, growing horns and preferring beast shapes to her own natural form.

Uthorim

This well-established stronghold represents the might of the Elven kingdom of Uthor. It has stood for centuries as a bastion of beauty, peace and tranquility as the world changed around it. The country of Uthor functions as a Gerontocracy, with wise elders from each of the noble houses presenting the needs and causes of the nation. Uthorim is the Capitol, housing the oldest elven houses and their representatives. It relies heavily on the surrounding cities for essential goods and support, with the majority of wealth and luxury within the country concentrated within its walls. It is known across Kamuin for its ornate architecture, luxury, and Estelar Academy, which only the most talented Elves and gifted members of other races are allowed to attend in the pursuit of knowledge and magic skill. The army and navy of Uthorim are small but highly skilled, consisting of masters of both swordplay and the arcane arts.

Important Families:

House Elsinor:

Norillon Elsinor is the head of this family, and is the baron of land trade routes between major Elven cities, and beyond. The Elsinor family lost standing when Norillon had a child with a non-elf, and raised her as a noble. While wealthy, the Elsinors lack influence, and are viewed as being too friendly towards outsiders.

House Mortris

Aquilan Mortris is the Keeper of the Flame and the Dawn Cathedral, the centralized, monotheistic religion of the elves. They primarily worship the god Corellon Larethian, the Flame of Dawn, and are generally racist and intolerant to other worship. They allow minor worship of other lesser elven deities within the Elven Pantheon of the Seldarine, but none outside of it. Aquilan also serves as head justice, determining matters of punishment.

House Yinris

Lynari Yinris runs Estelar Academy as the Headmaster, and is peerless in her command of magic. She is the higest respected of the nobles for her power and wisdom, but lacks widespread influnce amongst the elves due to the elitist nature of her focus.

House Vallar

Ruevyn Vallar directs the training and maintenance of the armed garrison of Uthorim, in order to protect shipment routes and other cities from attack or banditry, and is generally respected as having the greatest influence amongst the nobles.

House Caemious

Seldonna Caemious oversees the economic aspects of trade through the riverways and ocean routes. The wealthiest of the Noble Houses.

Grozmirlun

The center of Dwarven influence on Kamuin, and the capitol city of the Kingdom of Groz, Grozmirlun is steeped in history. This surface city extends deep underground, and is beloved by Dwarves across the continent. It is renowned for its seemingly endless selection of ales, lagers, beers and other assorted alcohols, as well as its legendary roasted meats.

Important Entities:

Rellit the Outcast
Rutgar the Ready
Moldoon the Ranger
Aldrerika’s Alehouse
Baduk Flintchipper

Ebrea

The West
Crystallia
The Tropics of Arabangan
Dómrgarðr
The Bastion
The Herd of Kalatosh
The Plymedes
Godsgate
Blackstone Obelisk Ruins
The Isles Gravitaas

Crystallia

The three airship dock pyramids of Crystallia are its defining landmarks. Built a hundred years ago, these structures function as landing points and construction bays for a multitude of airships from across the continent and beyond. Lacking in natural resources, Crystallia relies on the floating islands of the Isles Gravitas and trade with the other continents to support its diverse and thriving economy. The methods and techniques for refining the floating islands into usable airships are closely guarded secrets by the noble houses of the Caliphate, the primary ruling body of Crystallia.

Important Entities:

The Marquis Hathorisis:

Residing within the largest pyramid Apheru, the Marquis is responsible for the largest chunk of the Caliphate and production of airships. He is responsive to expensive gifts.

Ambassador Narisnyl Dryaalis:

The Reznor Ambassador, responsible for trade agreements and bartering with the noble houses of Crystallia. This Drow politician is cunning and dedicated to supporting his people's interests in Ikesh.

DuBois Villefranche

The youngest of five, this cleric of Pelor operates his estates on the outskirts of the city. He is related to the Marquis, and has some influence within the trading families.

Madomoisaile Deathbell:

The sole proprietor of the Pistachio Inn, a wildly successful tavern on the shore of Crystallia. She is a rotund brown tiefling and doesn't take nonsense from anyone.

Rucos:

A lizardfolk taskmaster, Rucos is responsible for many buisnessses within the Tousarte, a collection of shops and stalls selling items from many regions.

Cleqi the Swift:

Aarakokra Mining Operator, responsible for steering the floating rocks to the outskirts of Crystallia.

Gluk:

An obese drunken kobold, often found in the Pistachio, who will do anything for hard alcohol.

Ignvar the Ephemeral:

A mysterious and highly sought after tattoo artist, this hookah smoking tabaxi defies explanation. He is rumored to accept other strange things as payment over gold.

The Order of Heironeous, Betarho Omega:
  • Brother Brometheus, Marshal
  • Broledad the Broad, Pledge Educator
  • Marco Brolo, Treasurer
  • Brojohsephat, House Manager
  • Lebrona Helmsley, Social Chair
  • Brohan the Beefy, Housing Officer
  • Kate Brolsen, Philantropy Chair

The Tropics of Arabangan

A wild and mostly untamed continent, ruled by the strong who tread on the weak. This land is home to extremes: blistering deserts, sweltering tropics, volcanic mountains, icy tundras, floating islands, mysterious expanses and barbaric tribes. In the eastern half of the continent, north of the desert regions and south of the tundra, lies the Tropics of Arabangan. This massive expanse of dense jungles and assorted tribes is home to a teeming mass of life, mostly reptilian.

Disease has wracked the region recently, with a plague affecting any mammalian species known as the Druid's Curse driving the suvivors out, resulting in the heavy prescence of Tabaxi in Crystallia to the south. The presence of a Pestilence Dragon known as Syvleth has also begun to afflict any remaining reptilian species.

Ilhihuatl

An ancient city in the deepest regions of the jungle, ruled by powerful sorcerous yuan-ti. The civilization stands out as having overcome the primal savagery of the tropics to some extent, and has an unexpected amount of order within. The primary deity is the demonic entity Merrshaulk, the Night Serpent, and all of society revolves around his worship, demanding regular sacrifices and rituals. The Yuan-Ti shun any other races, maintaining a hostile and exclusive dominanace over the immediate region. They have avoided the Thirst by regularly giving tribute to Syvleth's demands.

Xochitl

The ruins of an ancient small city, now overrun by feral dragonborn, lizardfolk, and kobold refugees. Their leader, Chief Coazoeh the Orange Fang, oversees foraging and maintains the unruly lot. The pecking order resolves to size and strength, with magic users being at the top.

Parhua

A tribal village consisting primarily of tortles, this remains to be the last major gathering of tortles in the region. Heavily impacted by Syvleth's breath, but unwilling to leave their ancestral home, the tortles languish stubbornly.

The Maw of Achli

A massive cave in the heart of the jungle, and the origin of Syvleth. This once was the location of an ancient Velkian dissident biological laboratory. Syvleth is the culmination of heinous experiments with necromancy and genetic tampering. The deepest parts of the caves still have some research enclosures intact, running on long-forgotten technology. Adventurors investigating here will likely be devoured by Syvleth, but those who sneak past have much to learn from the ancient technology and records within.

Teyaco Mire

This vile marshland is rumored to be the last site of a battle between a water goddess and Melora. The water and the land exsist in perpetual change, and few who venture in ever return. Dangerous monsters lurk beneath the murky waters.

Shinjiang, the city of Endless Peaks

Nestled in the karst-riddled, foggy hills of the western edge of the Plymedes

Important Entities:

Leader of the Bảo Dynasty: Gōng Giang Bảo Leader of the Sangpo Dynasty: Fūrén Lin Sangpo

Librarian/Teacher: Lǎoshī Duan Sangpo

Gunsmith Apprentice: Yang Bảo

Gunsmith Master: Zōngshī Ma Bảo

Bùqiāng is the repeating rifle, developed by Ma Bao

Sangpo guns are Huǒqì

Ikesh

The South
Drakkengrad
Leafside
Arkalon
Hillfar
Graymoore
Shelthalas
Bulghraz

Drakkengrad

Leafside

Arkalon

Hillfar

Graymoore

Bulghraz

Lysanor

Vexyll's Pit

New Uryopolis

Shelthalas

The capitol city of the Reznor Dominon, and the ancestral surface home of the drow. This dark and brooding city contains many tall, dark towers, testaments to the power of the drow mages who reside within. The matriarchal society operates across most of Ikesh. Present within Shelthalas is the Shade Palace, Airship Fields, a massive stone statue representing the first Deepqueen to lead the Reznor out of the caves beneath the mountains, who was known as the Bullwark, and much more. The drow worship Selvetarm, the goddess of drow warriors, and shun worship of Lolth.

Important Entities:

The Drachen Warriors:
  • The elite guards of the Reznor, these specially trained drow women are masters of swordplay and a variety of martial magic. They protect Shelthalas and other major cities.
Deepqueen Malara Dahlmaas:
  • The current ruler of the Reznor Dominion, and has been for centuries. She has great knowledge, and endorses the current worship of certain dieties.
Kula Kenviir
  • Blacksmith, strongarmed, capable, has adamantite, owner of Pounder's
Szindar Dinaen
  • Shopkeep, sells assorted goods, works for his wife at the Rotten Chain
Rayn Dinaen
  • Owner of the Rotten Chain
Llostra Din
  • Tinkerer, owner of Wheels and Gears, expert in warforged physiology and tinkering

Isolated Locales

Exploration beyond the realm of Athendria leads to alien worlds and alternate dimensions. Birru's meddling in the natural order of the universe during the Mass Sealing event of 223 has only recently come undone, with the waning of the power of Lapis Arcanum. With the reopening of portals and other connections between the planes of exsistance, ancient entitites and unexpected encounters await...

Stjarnaheim:

Home to the Cloud Giants, a floating city far beyond the reachs of any major continent. The denizens considers themselves aloof and beyond the reach of the rest of the mainland.

New Urydor:

Home of the warforged, origin from Strimboln

The Empty Realm:

An expanse of mist and distant flitting lights, with no substance save an ever-changing battle arena where champions across the eons gather to fight and prove their worth. This place is constructed by Bialis Archon to provide him with entertainment and as a secluded observatory of the other worlds.

The Citadel of Ten Thousand Pearls:

Located in the heart the Great Oswa Reef, this underwater city is home to the Marid, Tritons, and Merfolk, known as the Vapos Coalition.

The City of Flotsam:

A small city inhabited by motley sailors and their descendants who became stranded during storms or through portals. They are neutral, non-combative, and avoid danger at all costs. The elected leader is a dark-skinned elven pirate named Khrasa, who has been here for over 25 years, and hails from Modouli.

 

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