Table of Contents
Campaign Preface
As the lockstep legions of Hell were defeated in the Crimson War, a spectacle of breathtaking proportions erupted from Wessel's Ankara Island — the Wellspring of Avandra. It was as if the very earth gifted riches and precious gems, as gold ore surfaced across a sprawling field spanning over a mile wide. Whispers of this newfound wealth spread across the lands like wildfire. Wessel, an island republic bursting with potential, garnered global attention, leading to the ascent of powerful trading companies, notably those from the Elemental Domains – the Agnikhandas Mercenaries from the Domain of Fire, Selikite Ministry from the Domain of Earth, Zhelezo Navy from the Domain of Water, and Shantivayu Minstrels from the Domain of Air. Collectively known as "the Domains," each surpassing Ogun in wealth and power, these entities now dominate Wessel's market.
This fervent competition ushered in the Age of Enlightenment, propelling Ogun into an era of innovation and progress. Cities became hubs of technological and arcane marvels, while education flourished, nurturing a generation eager to uncover secrets. Despite these wonders, Wessel grappled with harsh realities – a land corrupted by gold, where wealth breeds power and insatiable greed.
Wessel is ruled by the Quorum, a council comprising of four anonymous members comprising of nobles or powerful figures and a fifth public facing member called the President. Political positions, ranging from the President to local leaders known as Marquis, are essentially purchased through a system where candidates bid for victory, relying on personal donations to fund their campaigns. The winner is determined by the candidate who accumulates the most money, creating a tax-free society funded by these contributions. The Tribunal, an operatic institute of justice, stages elaborate shows targeting pirates for imprisonment in the infamous Bastille. Bounties placed by the Tribunal employ mercenary guilds like the Iron Company and bloodthirsty pirate hunters known as the Zhelezo. To maintain city security, imposing constructs called Sentinels roam the streets, accompanied by often-corrupt city guards known as Wardens.
Wessel's islands are incessantly assailed by unrelenting tempests, the notorious Aetherstorms. These tempests form a continuous wall of hurricane-like ferocity that sweeps relentlessly from east to west, leaving behind a swath of desolation in their relentless path. These tempests not only bring destruction but also unleash a mysterious and volatile energy known as Aether, saturating the Isles of Wessel with an otherworldly power. Creatures infused with this energy grow to colossal proportions, becoming Leviathans that continually grow larger as long as they live — the eldest reaching sizes comparable to entire islands.
Taming these tempests requires the magical Stormspire, a privilege often reserved for the wealthy. For those without protection, life becomes a turbulent dance of survival, leading to the rise of Drifters – people clinging to life on floating rafts amidst Wessel's unforgiving waters. The Drifters, a majority comprising of the native fish people, the Locathah, have formed countless secret floating cities free from Wessel - the most notable is Freeport a city built of hundreds of ship wrecks connected together to create a floating island. The stark wealth disparity propels many towards piracy, swearing allegiance to the formidable Maelstrom Alliance of Pirates.
The Shardbearer Houses, comprising Wessel's fifteen most influential families, distinguish themselves through their possession of Aetherblade, Aetherplate, or both – powerful magical artifacts that descend unpredictably from the tumultuous Aetherstorms. Exceptionally rare and exorbitantly priced, these items bestow unparalleled power and influence upon their owners. Each of these prestigious houses commands vast wealth and holds a monopoly over a specific industry, solidifying its economic dominion. The constant inter-house conflicts are marked by intense infighting as they vie for control over the wealth emanating from the Wellspring of Avandra.
Despite global peace, internal strife within the Church of the Silver Flame ignited the War of the Roses between Archera and Estium. The Rose Orders, six militant factions of the Church, each trained to battle different extraplanar threats. The Red Rose (The Dominion) fights fiends, the Blue Rose (The Inqusition) fights evil mages, the Green Rose (The Delian Order) fights evil fey, the Black Rose (The Champions Vigil) fights undead, the Grey Rose (The Huntsemen of Saint Perrault) fights lycans, and the White Rose (The White Wings) fights evil dragons. The schism stemmed from the Red Rose's use of blood magic, seen as necessary by some and heretical by others, leading to excommunication and war.
Chapter 1: The Isles of Wessel
The Republic of Wessel
The Republic of Wessel is comprised of ten major allied city states and hundreds of smaller islands, and is ruled by a council of five representatives, called the Quorum. Four of these members are anonymous and carefully guarded, coming from noble houses or other powerful figures. The fifth member, called the President, is publicly known and acts as the public face of the Quorum. Membership is determined by the majority, and any ousted members are sworn to secrecy under penalty of death. Learning who is one of the secret members of the Quorum is politically advantageous as it allows for alliances, lobbying, and favorable business deals. It can also increase the chance of being voted into the Quorum with the opportunities for enrichment that it provides. The Tribunal, Wessel's institute of justice, conducts trials with the grandeur of operatic performances, transforming the courtroom into theater. The Tribunal's most popular show - to capture every pirate and throw them in the Bastille, a notoriously impenetrable prison reserved for pirates. The Tribunal places a tremendous bounty on pirates, often employing mercenary guilds such as the Iron Company or the bloodthirsty pirate hunters called the Zhelezo. For city security, the imposing constructs called Sentinels wander the streets accompanied by often corrupt city guards called Wardens.
In Wessel, Infirmaries are the backbone of community health, blending ancient practices with the latest in magitech. Within their walls, skilled healers and alchemists collaborate, using a mix of potions, alchemical methods, and advanced tools powered by Aether. Lifespark Conduits channel healing energy directly into patients, treating everything from broken bones to severe illnesses. However, this cutting-edge care comes at a steep price. Healthcare is incredibly expensive, making these centers a crucial lifeline in a land where economic struggles and pirate attacks are all too common. For many, the infirmaries are the only hope for recovery, though the cost often leaves them in dire straits.
The people of Wessel take a unique approach to religion. In seeking divine guidance, protection, or aid, individuals offer tithes to a specific god whose domain aligns with their present or anticipated challenges. These offerings take place in sacred buildings known as Reliquaries, housing a diverse array of effigies and statues representing nearly every god imaginable. This creates a transactional connection with the deities, allowing worshipers to offer tithes to specific gods like the Mourning Storm for a safe sea journey or the Grinning Sailor for good fortune in the gambling hall.
Despite their economic and political unity, each island maintains distinct cultures and laws, creating a mosaic of diversity within the overarching identity of Wessel. Wessel is a place where the wealthy rule, openly and without pretense. Shrewd traders and ruthless in business, Wesselians believe the end of a successful transaction is justified by any means, ethical or otherwise. The isles are plagued with tremendous Aetherstorms, horrific monsoons that sweep across the islands from east to west in a wall of destruction.
Life in Wessel
Life in Wessel is a constant struggle for many. Soaring living costs make basic necessities like food, shelter, and healthcare hard to afford. The political system, where wealth buys power, leaves common people feeling ignored. Pirates are blamed for high prices and sea threats, with the Tribunal News fueling public resentment towards them.
Despite these struggles, magitech has made life a lot easier. Everyday tasks, from getting around to staying in touch, are now quicker and more efficient. This technological boom has raised the standard of living and ensured that most people receive a basic education. While attending expensive arcane universities is still a dream for many, the League of Seven’s Lyceums provide free education to children, making sure that literacy and basic skills are common.
Communities in Wessel are tight-knit, especially when dealing with the frequent Aetherstorms that sweep across the islands. For those who can't afford protective Stormspires or even a stormshelter, rebuilding and adapting to the aftermath of these storms has become second nature, fostering a resilient and inventive spirit amongst the people.
Even though the gap between the rich and the poor is glaringly wide, the average person in Wessel finds ways to get by. The advancements in magitech and widespread education provide a glimmer of hope, while the strong sense of community helps many navigate and survive the numerous challenges they face.
Currency
In Wessel, the value of gold pieces (gp), silver pieces (sp), and copper pieces (cp) has drastically decreased by 100 times since the Long Night. The Bank of Martel, the dominant banking institution, has popularized loan services with high interest rates and introduced Aether-infused gems as high-value currency.
These gems are more valuable than their non-infused counterparts: diamonds range from 100gp to 300gp, garnets from 300gp to 500gp, rubies from 500gp to 700gp, sapphires from 700gp to 1000gp, and emeralds from 1000gp to 1500gp. This system stabilizes the economy by offering a secure form of wealth tied to the magical fabric of Wessel.
Magitech
Conduits are remarkable aether-infused artifacts that harness the power of Aether to perform extraordinary functions. Glammerweaved clothing utilizes enchantments to provide illusory enhancements, transforming mundane fashion into garments of dazzling appearance and versatility. The Omniport offers instant teleportation capabilities, capable of transporting large ships or individuals across vast distances with a mere thought. Spanstones enable instantaneous written communication across the globe, revolutionizing long-distance messaging and coordination. The Glyph Press simplifies the process of enchanting, making it easier to inscribe magical runes and effects onto objects. Perhaps the most innovative is the Fabriel, which uses Aether to transmute non-living materials into nourishing food, addressing the need for sustenance in even the most remote locations.
The islands of Wessel:
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Ankara - Nestled behind the Mistveil mountains, this island, shielded by the Aetherstorms, is a vibrant haven of tropical foliage, colorful blooms, and exotic birds. It houses the capital, Ittia, the renowned Wellspring Casino, and the art hub, Port Bliss, all perpetually veiled in a mystical mist. Ittia, the City of Bells, sits as the center of trade in the world and the home to the Quorum. Slavery is illegal in Ittia, which was formed from a slave rebellion after Keldiharian control. Many people in Ittia pay homage to Canaloux, a colossal water elemental with unknown origins. Meanwhile, Port Bliss not only shapes the island's fashion trends but also influences styles across Wessel, boasting high heels, powdered wigs, ruffs, lace collars, and the distinctive fashion of stylized long eyebrows tucked behind the ear.
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Great Varna - On the storm-battered jungle island, the resilient trees adapt to the tempests. Forests of Stormcloak trees are found across the island, which retract their branches and leaves into chitinous shells during storms. Two cities, Port Maren and Port Noose, once struggling, found hope in the invention of Stormspires. Though now bustling, they grapple with high crime rates and substantial impoverished populations. Port Maren boasts ancient Keldiharian architecture, while Port Noose, once the pirate capital, has become the hub for the alchemical healing centers called Infirmaries.
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Kondossa - Once the treasure trove of the islands, Kondossa's most prized possession is the ore-laden Moluu Mountains, named in homage to the native Locathah population. The once-mighty mining city of Goldhill nestled within the Moluu mountains, thrived thanks to the enslavement of Locathah miners. However, the arrival of the Wellspring diverted all mining enterprises to Ankara, leaving Goldhill a mere husk of its former self.
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Duran - Duran lays claim to the fertile expanse of the Godsfield Valley, where a distinctive flora, the rockbuds, thrives abundantly. These unique plants retract their leaves and fruit into protective shells, and have a reputation for producing exceptional fruits and vegetables. Hogsfeet, a renowned farming village, cultivates these rockbuds and is shielded from storms by the Coalspine—a long man-made stone wall. Qohor, a Keldiharian-built city on the island, gained fame for crafting the first Omniport, a groundbreaking teleportation device capable of transporting entire ships.
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Haskovo - Originally inhabited by the Aldani, a people with crab-human characteristics, who look like humans but have chitinous armor, claws, formidable swimming skills, and powerful pincers, the land became home to Port Ani after Keldihar's invasion. Termed "Horneaters" by the Keldiharians for their sharp pincers able to break the shells of crabs that live on Haskovo. Wessel formed an alliance with the Aldani, granting them mountain sovereignty while maintaining Port Ani as a Wessel city. Port Ani is celebrated for its Spectroshow Hall, a theater that enchants audiences with captivating illusory tales. Port Ani is the closest city of Wessel to the water genasi city of Castilla.
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Penrick - Situated closest to the tumultuous Sea of Storms, Penrick bears the relentless assault of full-strength Aetherstorms. On calm days, its jagged mosaic of plateaus, interspersed with treacherous chasms, forms an already unforgiving terrain practically devoid of life. Dubbed the Torrential Chasms, these gaping rifts are transformed into roaring torrents during storms, as they flood with rushing waters able to crush a human in seconds. However, on the western side sits Yunkai, a robust keldiharian built city once home to the Stormcaster, an ancient arcane technique for Aetherstorm control. Post-Stormspire, Yunkai is famed for the Miva Institute of Arcane Knowledge, a prestigious arcane school with a reputation for dangerous teaching methods. To the west, Keslte and Koru cling to life amongst the Aetherstorms, engaging in a hazardous scavenger hunt. Their prize? The coveted Aetherblades and Aetherplate, powerful artifacts that sometimes rain down during Aetherstorms. If they manage to find one, they are set for life with the riches selling one would behold, but one must avoid the gargantuan crustaceans known as Chasm Fiends.
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Kubrat - Perched upon a jagged, mountainous terrain, the island of Feylight is a harsh and unforgiving landscape where each weathered rock has metamorphosed into menacing, razor-sharp spikes. Life seems to have abandoned this desolate place, save for the resilient inhabitants of Feylight. These tenacious people eke out an existence amidst the treacherous crags, seeking refuge within the cavernous recesses atop Kubrat Mountain. Their singular objective is to harness the volatile Aether released by the relentless Aetherstorms, infusing it into magical artifacts such as the renowned Luminary Lanterns. The denizens of Feylight endure a life that can only be described as grueling, dedicating themselves to the arduous task of imbuing magitek creations with the potent Aether. This mystical energy serves as the lifeblood of the prevalent magitek devices that define the landscape in this era of enlightenment. Feylight's inhabitants are compensated for their perilous endeavors, not only by their survival within the tumultuous terrain but also by the lucrative trade of transporting these Aether-charged marvels to far-reaching corners of the world.
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Razgrad - The isle of Razgrad holds the Everplume Volcano, a dormant volcano that constantly spews a pillar of black smoke into the sky. The toxic smoke has charred all the trees that once took this mountain as a home now called the Cindergrove. The Cindergrove trees are long dead, blackened from being charred. On the floor of the forest are piles of burnt-away brush, ash, and whatever else once was considered life amongst the boughs of the fauna that grew there. On the outskirts of Everplume lies the fire genasi city called Quito.
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Blackfangs - These storm-battered scatterings of islands stand as the origin of the colossal Aetherstorms that ravage Wessel. Perpetually besieged by these ferocious tempests, the Blackfangs have become an inhospitable realm, warding off all but the most audacious or desperate souls. Amid the chaos, an unexpected enclave thrives—the Maelstrom Alliance, a cunning group of pirates who not only endure the ceaseless Aetherstorms but have also mastered the art of navigating their fury. Defying the established aristocracy of Wessel, the Maelstrom Alliance sparks the Storm's Rebellion, using their iconic skull and crossbones flags as symbols of both freedom and terror. Infamous for their ruthless tactics, they employ the ominous "Storm's Judgment" wherein captured aristocrats are tied to posts, left to face the unrelenting fury of an incoming Aetherstorm. At the helm of this fearsome alliance stands the enigmatic Dread Lord Stormbeard, a figure so shrouded in mystery that whispers suggest he is the embodiment of the storm itself. The Maelstrom Alliance, their fervor echoed by their fearsome leader, pursues a relentless campaign against the aristocracy, engaging in internal conflicts, purges, and societal upheaval. To evade the iron grip of the Tribunal, the pirates seek refuge in the clandestine Freeport, a floating city constructed from the remnants of hundreds of shipwrecks. This hidden sanctuary becomes the epicenter of their operations, a place where the pursuers of the Tribunal dare not tread.
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Karjan - The island nation of Karjan is shrouded in mystery. Its capital city, Zadar sprawls for leagues across both sides of the Ash River. The population of Zadar, however, is no more than that of a good-sized market town. By night, only one building in ten shows a light. The buildings in Zadar are made out of a black stone that feels greasy to the touch. The stone seems to drink in light, dimming torches and hearth fires alike, causing the city to have a dark and gloomy appearance. The Ash River which flows through the city, appears black during the day but at night shines a pale green. The few varieties of fish and sea life that dwell within the waters are blind and deformed, with only fools daring to consume them. As a result, Zadar relies on trade to survive. Without agriculture or fisheries, the city produces no food; however, gems, gold, and riches abound. With traders from all over the world bringing in food, fresh water, and other basic amenities to trade for their riches. Karjan once held a great empire of Yuan-ti, but not much is known about their disappearance, which caused the land to turn sour.
Common Races: human, genasi, half-elf, Sea Elf, halfing, gnome, half-orc, tiefling, elf, dwarf, yuan-ti, tortle, lizardman, kenku, rat folk, aasimar, warforged, triton, dragonborn, every other race.
The Stormsea
The Stormsea, home to the Isles of Wessel, is infamous for its violent aetherstorms and treacherous waters. Sailors navigating these perilous waves must constantly be on guard against sudden squalls capable of tearing ships apart. Beneath its surface lies a complex and dangerous ecosystem.
The Karakala, wise merfolk, have adapted to the sea's chaos. They reside in underwater cities, where they act as neutral mediators between warring factions, preserving ancient lore, and pushing the boundaries of science. Their deep understanding of the ocean's rhythms makes them invaluable allies.
The Parshumak, also called Sahuagin or sea devils, worship the god Netherdeep and follow a brutal survival-of-the-fittest creed. They form ruthless war bands, raiding coastal villages and ships to capture slaves and expand their power. These sea devils often inhabit the Teeth, towering spires of stone and demonglass in the Storm Sea that can destroy ships. The most infamous area, Sharagon's Teeth, is perilous but promises unique marine encounters and hidden treasures.
The Moluu, also called the Locathah, are native fish-people who have endured enslavement by Wessel, the Zhelezo and the Sahuagin. Despite their suffering, they remain resilient, forming tight-knit communities and striving to reclaim their freedom and heritage.
Below the depths of the Stormsea lies the Underdeep, a vast network of oceanic caves interconnected by massive tunnels. This mysterious realm harbors a trove of bizarre flora and fauna, yet its extreme darkness and pressure pose formidable challenges to exploration. Aquanauts, equipped with specially designed hadal diving suits, bravely navigate this treacherous terrain. These suits withstand immense pressure and cold, enabling aquanauts to delve into deep trenches littered with ancient shipwrecks. These underwater graveyards not only preserve relics of lost vessels but potentially hold secrets of bygone societies and civilizations. Legends and occasional discoveries hint at a rich history submerged beneath the waves.
Wessel's Neighbors
The Genasi Covenant
A covenant of elemental touched people stands as a testament to the intimate connection between the Ogun and the chaotic elemental domains. Founded after the cataclysmic Rift Events long ago, which tore the veil between the domains, the Genasi Covenant was formed, dividing into four orders to oversee the elemental rifts. The Fire Genasi guard the Everplume volcano in the city of Quito, the Earth Genasi guard the Bellows in the city of Toril, the Water Genasi guard the Calypso whirlpool in the city of Castilla, and the Air Genasi guard the Whipweed Gulf in the city of Zafir.
1. Castilla - Nestled partly in the shallows off the Gavid Archipelago, Castilla spans both the watery surface and the submerged depths. Its denizens perpetually engage with the sea, finding solace in its embrace, whether ankle-deep or fully immersed. During the Aetherstorms, the inhabitants seek refuge beneath the waves, navigating their lives intertwined with the ever-present waters. Constructed from white and green marble and illuminated by ethereal green lanterns, Castilla stands as a picturesque city, drawing tourists from across Ogun and generating considerable wealth. A significant maritime power, Castilla has brokered a lucrative pact with the Parsisha of Lys, the elemental domain of water accessed through the perpetual vortex, Calypso. Calypso, a colossal whirlpool at the heart of the Sunsea bay, exerts a relentless pull, devouring ships and casting an ominous shadow over seafarers. The water Genasi of Castilla, graced with elegance, observe this perpetual maelstrom that serves as a portal to Lys.
In Castilla, beauty is more than skin deep—it’s the foundation of power. The city’s government operates as a Calistocracy, where political influence is reserved for the most strikingly attractive individuals. At the heart of this system are the Pageant Mirrors, sentient artifacts that scrutinize and rank citizens based on their appearance. These mirrors are uncompromising arbiters of elegance, weighing the intricacy of a person’s attire, the brilliance of their colors, and the flawless clarity of their skin. Those deemed the most radiant rise to govern the city, their beauty a badge of authority and proof of divine favor.
The Zhelezo, hailing from the Elemental Domain of Water, are led by the resolute Tricrown, three Sea Princes who founded this formidable mercenary group. Known for their highly-trained enforcers specializing in eradicating pirates, the Zhelezo are relentless in their pursuit, often tracking their prey for months until justice is served. This group, renowned for their ferocity, embodies an unwavering commitment to the eradication of piracy, reflecting the Tricrown's resolve. As a royally chartered enterprise, they run the largest trading company in the world, flying the Tricrown symbol. The tricrown can be seen emblazoned on every Zhelezo flag and piece of property, even occasionally on the sails of their trade vessels. The tricrown is a radially symmetrical symbol featuring three crowns emblazoned around a thrice segmented centre. Each crown represents one of the three ruling figures of the City of Pearl, the three Sea Princes. Their fleet, consisting of Tidekeepers — large, armed vessels capable of traveling under the seas — is the most significant naval force in the world, operating with letters of marque that allow them to legally engage in piracy.
2. Zafir - Perched upon the Glassea, an expansive salt flat that mirrors the celestial dance of sun and stars, the City of Glass stands as a marvel. Its exquisite balconies extend daringly over immense cliffs, plunging two thousand feet to the tumultuous waters of the Whipweed Gulf below. In early Ches, the Whipweed in the gulf unleashes a captivating spectacle—a week-long event where millions of luminous seeds rise, crack open, and release feathery stems carried by the wind. Birds, bats, fish, and other creatures partake in this radiant ballet, spreading seeds across the North. Within this vibrant city, the Air Genasi once held a sacred duty—guardians of the Whipweed Gulf, a portal to the elemental plane of air. However recent economic ties with the Caliph of the Air Domain of Aluer transformed Zafir into a bustling airship port, surrounded by floating islands that dance around the Whipweed portal. The city now buzzes with life and commerce, fueled by the whimsical dance of air, sea, and sky. The clockwork technology of Aleur has greatly influenced the city, as now clockwork devices can be found on every street corner.
At the heart of Zafir lies a unique center of governance—the Silken Squall Debate Hall. This vibrant space serves as a forum for open discourse on philosophy, morality, and metaphysics. Citizens gather to passionately advocate for their viewpoints, engaging in lively debates that shape the very fabric of Zafir's society. Here, the air is thick with the exchange of ideas, as individuals articulate their visions for a better community. The hall operates on a democratic principle: if a proposed change garners the support of more than half the attendees, it is swiftly implemented. This participatory system fosters an atmosphere of shared responsibility and active citizenship, turning Silken Squall into not just a symbol of power but a living testament to the democratic spirit that fuels the City of Glass.
Zafir's culture deeply values age and wisdom. The older one is, the more respect and authority they command, translating into a greater weight in the deliberations of the hall. Elders are revered for their experience and knowledge, and their voices carry significant sway in shaping the direction of Zafir's society. Thus, while formal governance may not explicitly favor the elderly, the cultural reverence for age ensures that wisdom and experience play a crucial role in the decision-making process within the city.
The Shantivayu, or Tranquiline Winds, are more than just priests—they are the trading company of Zafir and the keepers of its devotion to the Caliph of Aelur. The minstrels glide across Wessel on sky sails, graceful flying vessels powered by brumstone, trading rare goods from Aelur's floating isles while filling the air with songs of reverence to the Caliph. Though they hold a letter of marque from the Quorum and their ships are well-armed, the Shantivayu rarely pursue pirates. Instead, they prefer to avoid conflict, believing it disrupts their sacred mission. If attacked, they offer their would-be foes an unusual choice: redemption as minstrels, spreading the Caliph’s blessings, or to be stripped of their weapons and left alone.
3. Quito - The dwelling place of the formidable Fire Genasi, was once the vigilant guardian of the portal to the Elemental Plane of Fire nestled within the Everplume. However, the recent incursion by the Sultan of the Domain of Fire, Iris, has forcefully seized control of Quito. In a defiant response, the populace has formed Crawler Gangs, daring bands of rebels mounted on gas-powered motor-carriages known as Crawlers. These rugged vehicles, equipped with wide spiked wheels that chew into the dusty terrain, leave billowing clouds in their wake as symbols of resistance against the oppressive dominion. The once-vibrant city, now transformed into a desolate wasteland, bears the scars of its resistance. The streets echo with the roar of engines, and the horizon is painted with the silhouettes of Crawlers, their drivers adorned with makeshift armor and wielding fiery weapons salvaged from the wreckage of the past. Amidst this chaos, whispers of a brewing revolution against the tyrannical Sultan spread like wildfire, fueling the determination of the Fire Genasi to reclaim their home. The city's heart now beats to the rhythm of revving engines and the battle cries of those who refuse to bow to the flames of oppression.
Previously, governance in the city was determined by the Crucible, a contest of might where the victor claimed leadership. Noble families annually dispatch their strongest members to vie for power. However, following the invasion from Iris, these noble lineages fragmented into various Crawler gangs, further fracturing the city's political landscape.
The stereotypical fire genasi is hot-blooded and quick to anger, and they have earned that reputation. Mercurial, proud, and often fearless, they are not content to sit and watch the world pass them by. They tend to be impatient and don't take well to pursuits that require a lot of time and study. They are taught that a life not lived vigorously is not worth living.
The Agnikhandas, known as the Fireborn, are a fierce mercenary force commanded by the Sultan of the Fire Domain, Iris. This elite military unit is tasked with maintaining control over Quito, ensuring the Sultan’s iron grip on the city and surrounding regions. Trained in the deadly art of firearms and armed with the most advanced weaponry, the Agnikhandas are a terrifying presence, feared for their overwhelming firepower and disciplined tactics. They serve as the primary trading force for the Fire Domain, acting as both protectors and privateers, safeguarding the Sultan’s interests across Wessel. The Emberlord, the leader of the Agnikhandas, is a living legend, having completed the Crucible—a grueling trial of strength—before receiving a divine boon from the god of strength.
4. Toril - Nestled within the rugged expanse of the Bellows, Toril stands as a city veiled in the harsh realities of a perilous existence. The canyon's brackish concoction, a blend of seawater and thermal emissions, paints its walls with a crimson sludge rich in salt. Harvesting this precious mineral is a treacherous task, with workers navigating toxic clouds and risking life and limb amid the unforgiving canyon environment. Toril, known as the City of Salt, thrives in the midst of this perilous landscape. Carved into vast cave systems illuminated by bioluminescent fungi, the city is a testament to the resilience of its Earth Genasi inhabitants. Their toil was once dedicated to safeguarding the nearby portal to the elemental domain of Earth, found deep underneath Ogun's surface. Unfortunately, many years ago, before the Age of Enlightenment, Toril was overtaken by the Khan of The Earth Domain, forcing the people into slave camps and horrific forced labor. The salt extracted from the Bellows fuels airships that traverse the skies, bringing substantial wealth to the Khan. The Khan's oppressive grip hoards the profits, leaving the resilient populace to contend with scars, bleached skin, and the constant threat of Aetherstorms that echo through the canyon. In Toril, the struggle for survival and the fight against an authoritarian regime coexist in the shadows of the salt-laden abyss.
The Selikite Ministry, also known as the Ministry of Steel, is a powerful and oppressive religious institution that governs Toril with an unyielding grip. Worshiping the Khan, the Earth Genasi god of creation and craftsmanship, the Ministry teaches that the Khan is the Divine Artificer, the creator of all things, and that every soul is like raw ore, requiring tempering through hardship to achieve its true form. This philosophy is embodied in the Code of Tempering, a doctrine that insists that suffering and discipline are essential for the forging of strong souls and strong societies. The Doctrine of Immutable Order underpins their rigid social system, where the laws are seen as a divine blueprint from the Khan, and any deviation from them is considered sacrilege. The Ministry's priests, known as Adjudicators of the Ministry of Steel, serve as enforcers of both the law and the faith, ensuring that every aspect of life in Toril adheres to the Khan’s perfect vision. The Adjudicators are often hired as guards on trading ships, though they do not own any vessels of their own. While aboard a ship, they follow the law of the land the ship hails from with the same unyielding dedication as they do the laws of Toril, often enforcing foreign regulations with the same rigor as their own. This strict adherence to law makes them a feared presence among traders and merchants, for they are unrelenting in their pursuit of justice, ensuring that every infraction is met with immediate and absolute consequence.
Earth Genasi in Toril are recognized for their patience, stubbornness, and adherence to the law. The government, overseen by the Canton of Orthodoxy in the Ministry, imposes strict regulations, including mandatory public prayers to the Khan. Any dissent against the Khan is met with severe consequences, often resulting in death. The majority of Toril's population consists of enslaved individuals who are constantly monitored. These slaves, referred to as Mulhorandi, are owned by the temples and leased out to various patrons. They are highly valued for their unwavering obedience, instilled through rigorous discipline enforced by both the Khan and the temples.
Common Races: Air, Earth, Fire or Water Genasi, Gnome, every other race.
Kingdom of Estium
A kingdom known for its military might and dueling culture, stands as a bastion of unwavering resolve. Ruled by King Cornellius Cromwell and his ten children, Estians believe that a soldier's duty is the highest religious calling, Estians embrace the rigors of combat, with the War of the Roses against the Archeran Dominion holding an esteemed place in their cultural tapestry. The streets echo with the clash of blades as citizens frequent dueling schools and alehouses, engaging in dawn and dusk street challenges that symbolize their commitment to martial excellence
The nation's true might lies around the Sapphire Bay, a deep well of water encrusted with rings of dense coral and bordered by much of Estium's southern coast. The entire bay was rich with sea and plant life, enough to support a trio of influential trade cities: the Gal-Haldirian city of Skyhaven, the Keldiharian built city of Volantis, and ancient capital of Anderlaste.
The city would serve as both a trade hub and a governing body for the kingdom, and it is second in size and population only to the great city of Mystara. The lake Franto, rich with minerals flows down from the cliffs and into the sapphire bay, an inlet so deep and blue that some believe it to have no bottom. An abundance of life swirls about in these waters, enriching the coast and the people who live along it.
The Scoia'tael, a rebel group of non-human guerilla fighters, predominantly elves but also including halflings and dwarves, navigate the Ironwood Forest. Dubbed "Squirrels," they add squirrel tails to their attire. Their rebellion targets the Kingdom of Estium for mistreating non-humans, particularly the Ironwood Elves who suffered from a rapacious takeover of their once-thriving land.
Common Races: Human, Elf, Half-Elf, gnome, halfling, goblin, Dwarf, tiefling, half orc, every other race
The Holy Kingdom of Archera
Archera, a nation born from the survivors of the divine conflict of Elysium and the Crimson War, grapples with a landscape marred by the echoes of the fiendish invasion through the Hellmouth.
Governed by the monotheistic Church of the Silver Flame, Archera's faith revolves around the belief that anyone, from commoner to noble, can worship the Silver Flame and be reincarnated in its light. The church enforces a strict caste system determined by the number of times one has been reincarnated; the ones who have not been reincarnated are known as Pilgrims, while the one reincarnated the most is honored as the "Pontifex" or "Pure Soul," appointed as the Keeper of the Flame. Stationed in the capital, Flamekeep, the Keeper becomes the interpreter of the Silver Flame's will, guiding the faithful to seek out and destroy evil wherever it may lurk.
In the militant arm of the Church, known as the Rose Orders, a schism has formed. The Rose Orders each specialize in combating specific extraplanar evils. The Red Rose fights fiends, the Grey Rose battles lycans, the Black Rose contends with undead, the White Rose confronts dragons, the Green Rose combats Fey, and the Blue Rose opposes evil mages. A schism arose when the Order of the Red Rose introduced blood magic to combat evil, a practice supported by the Grey and Black Roses but vehemently opposed by the Blue, Green, and White Roses. The Pontifex of the Silver Flame sanctioned blood magic, leading to the excommunication of the opposing orders. This ignited the War of the Roses —a conflict between the Kingdom of Estium (with the White, Green, and Blue Roses) and the Kingdom of Archera (with the Red, Black, and Grey Roses).
Common Races: Tiefling, Human, Aasimar, any other race
Mystara
An island kingdom created by the god of their own creation, Zavan the god of inspiration. The thriving metropolis stands as a beacon of progress where art, science, trade, and innovation intertwine. The city's shimmering towers radiate a magical glow, reflecting the prosperity born from Zavan's creation. Its enchanted waters, purifying and fertile, sustain a populace often characterized by its haughtiness and wealth. Mystarans, sometimes pretentious, view themselves as divine beings, and in a way they are correct. Zavan embedded fragments of his divine essence within them, elevating their status. The Council of Mystara, guided by elected officials and Archmages oversees the city's affairs while the Godking commands the military. The Godking Jakub Kladivo is an immortal being chosen by Zavan himself to rule the city, an angel of the imprisoned god who walks the mortal realm, bringing miracles to the people of Mystara. The Whitechapel Church of Zavan, dubbed "Wallites" venerates the city's walls as sacred extensions of their god.
Underneath Mystara lies a lawless city called Undermoor. Ruled by anarchy, crime in Undercity runs rampant. What light reaches below is filtered through fumes leaking from tangles of corroded pipework and reflected from the stained glass of its industrial architecture. At the end of the Warforged rebellion of Mystara, the Warforged were exiled from the city, so they founded their own separate society underneath. Though it exists in perpetually smogged twilight, Undermoor thrives, with its people vibrant and its culture rich. Mystara's wealth has allowed Undermoor to develop a tandem, dark mirror to the city above. Many of the goods coming into Mystara find their way into Undermoor's black markets, and dangerous magical research is welcome in Undermoor. Unfettered development of volatile technologies and reckless industry has rendered whole swathes of Undermoor polluted and dangerous. Streams of toxic runoff stagnate in the city's lower reaches.
Common Races: Aasimar (Mystaran), Warforged Elf, Half- Elf, Human, Gnome, ratfolk, vedalken, Owlin, Giff, any other race.
Keske
The people who lived on the life giving banks of the river Rhoyne surrounded by a harsh desert climate. The capital of Keske, Turtle Bay, is a melting pot of all races and remains the most used trading port in the Rhoyne, serving as the major trading port between the Material Plane and the Feywild through the river's path to the Feyshore Forest. The majority of the population is dark-featured, with smooth olive skin and black hair, and tends to be short and lithe in build. They are fishermen and sailors, who practice a number of customs that differ from the cultures of other nations. The Keskish have a reputation for being hot-blooded and sexually open minded. Polyamory is not only accepted but embraced as the norm, transcending gender boundaries and fostering a rich tapestry of relationships.
At the heart of Turtle Bay, the renowned Houses of Pleasure beckon, famed for hosting some of the world's most skilled courtesans. Additionally, Keske proudly upholds the practice of equal primogeniture, ensuring that inheritance rights are bestowed upon the eldest child, regardless of gender. The people of Keske are also known for their spiritual connection to the life giving waters of the Rhoyne, with their children often learning how to swim before they learn to walk. This has led to Keske having the strongest navy in the world.
Turtle Bay comes alive during the annual Turtle Festival, attracting global participants with games, competitions, and turtle-themed activities. During Turtlefest, residents fervently assist little turtles on their journey to the river. Children run along the beach, adults dig tunnels, and priests don bright emerald-green suits, wielding tortoise-shell canes to enact a symbolic battle between the Mother of Rhoyne and the Crab King.
Common Races: Triton (Keskish), Human, Half Elf, Half Orc, Dwarf, Gnome, Orc, Goblin, Tiefling, Elf, Bugbear, Centaur, Eladrin, Fairy, Firbolg, any other race.
Chapter 2: Sponsors in Wessel
How Sponsors Work
At the start of the campaign, the party has the opportunity to select a Sponsor, be it a conglomeration, or wealthy benefactor. These central benefactors not only shape the characters' shared background and purpose but also contribute to the campaign's overarching themes.
Wealthy Benefactors
Henri LeFluer the Artificer
Herni LeFleur, the eccentric artificer who designs Fabriels, Conduit devices that can transmute non-living material into food. Herni seeks the aid of adventurers to procure rare Aether-infused materials for his groundbreaking inventions, offering handsome rewards to those bold enough to delve into the perilous realms where such resources can be found.
Eloise Patfolio the Archaeologist
Eloise Patfolio, a scholarly archaeologist, delves into the enigmatic histories of Wessel's underwater Locathah societies, seeking ancient artifacts and forgotten lore in the bottom of the ocean called the Underdeep. She calls upon adventurers and mercenaries, offering treasure and the chance to unravel the mysteries in the mysterious Underdeep.
Gaston Vanderlay the Hunter
Gaston Vanderlay, an expert monster hunter and Leviathan Slayer, seeks skilled adventurers and mercenaries to join him in his quest to rid the land of these towering sea behemoths called Leviathans. Rich rewards await those who stand by his side in facing the perilous challenges of hunting colossal Leviathans.
Charlotte Armont the Candidate
Charlotte Armont, a presidential candidate in Wessel, challenges the Shardbearer Houses' grip on power. Coming from a non-Shardbearer background, she hires skilled mercenaries to ensure her safety, gather support, and navigate the perilous political landscape, countering the covert machinations of her adversaries. She is currently competing against the incumbent President Francois D'Dupont.
Marceline Amara the Star
Marceline Amara, a renowned actress known for her captivating performances, conceals her true identity as Marceline Sivius. As a famous figure, she seeks to assemble a team of capable adventurers and mercenaries to safeguard her reputation and address potential threats, offering rewards and the allure of the glamorous world of entertainment to those who aid her.
Conglomerations
The Iron Company Mercenary Guild
"Contracts of Iron, Payment of Gold"
Unlike their less dependable counterparts, the Iron Company has maintained an impeccable record of never breaching a contract. Despite their hefty fee, their services are deemed worthy, and the mercenary band is held in high regard. Members proudly carry their accumulated wealth on their person, adorned with jeweled swords, intricately inlaid armor, substantial torcs, and luxurious silks. Many display their years of service with the Iron Company through golden arm rings, each ring symbolizing a dedicated year in their esteemed service.
The Vanguard Adventurers' Guild
"Life before death. Strength before weakness. Journey before destination."
Upon the eruption of the Wellspring of Avandra in Ankara, the Vanguard Adventuring Guild swiftly undertook the task of constructing a guildhall in the vibrant hub of Port Bliss. Diverging from the guild's other location, this establishment mirrors the unique landscape of Wessel, where the predominant roles involve mercenaries tasked with hunting pirates or protecting noble interests. The Vanguard's decision to appoint Yasna Rostami, a well-known anti-Domain activist, as the guildhall's leader has stirred controversy, evoking dissent and skepticism from within Wessel's market.
The Ogun Chronicle
"What's the Scoop?"
The Ogun Chronicle, a prestigious newspaper company hailing from Ghiscar, has evolved into a global media powerhouse with correspondents stationed across the continents. Renowned for its commitment to delivering unbiased, timely, and accurate news, the Chronicle seeks skilled journalists to join its ranks. Aspiring reporters can find opportunities to traverse the world, investigating and reporting on a myriad of events, from political developments to cultural phenomena. Positions include foreign correspondents tasked with capturing the pulse of international affairs, investigative journalists delving deep into complex issues, and feature writers shedding light on diverse aspects of global society. The Ogun Chronicle values the pursuit of truth and storytelling finesse, offering an environment where journalists can contribute to shaping the narrative of our interconnected world.
The Ogun Chronicle stands out by asking every organization for a catchy motto that truly represents them. This personalized approach aims to grab readers' attention and draw them into the unique stories covered by the Chronicle.
The Lamplighters
"Shadows from the Light"
In the shadows that dance behind the glow of Wessel's grand casinos and arcane spires, there exists a covert fraternity known as the Lamplighters. Unlike typical thieves' guilds that prefer secrecy and subterfuge, the Lamplighters operate in plain sight, utilizing the very society they exploit to thrive. They are notorious smugglers, their fingers in every lucrative trade that skirts the edge of legality. Operating in the open yet shrouded in subtlety, they are seamlessly intertwined with the daily life of Wessel. Their legitimate fronts are establishments that specialize in selling Luminary Lanterns and other magical lighting magitek. In these seemingly innocuous stores the Lamplighters conduct their shadowy affairs, skillfully navigating detection from the law. Their influence thrives beneath the surface, manipulating the intricacies of politics, acquiring forbidden artifacts, and orchestrating covert transactions that leave no discernible trace. Masters at hiding in the open, most people remain oblivious to the true nature that lies underneath. With a presence in every city, the Lamplighters adeptly navigate the societal light, casting shadows where secrets are bartered and covert fortunes unfold.
The Maelstrom Alliance
"Liberty, Equality, Fraternity"
In the tumultuous Blackfangs, the Maelstrom Alliance, a coalition of pirates advocating for liberation, emerges to challenge the oppressive rulers of Wessel. Amid relentless Aetherstorms transforming the islands into inhospitable refuges, the Alliance defies the established order, instigating the Storm's Rebellion with pirate captains rumored to command Aetherstorms. Utilizing iconic pirate ships as symbols of both liberty and terror, they engage in internal conflicts, purges, and societal upheaval, echoing the intricate nature of revolutionary movements at sea.
The Zhelezo
"One Pirate Down, Until It's Done"
The Zhelezo, hailing from the Elemental Domain of Water, are led by the resolute Tricrown, three Sea Princes who founded this formidable mercenary group. Known for their highly-trained enforcers specializing in eradicating pirates, the Zhelezo are relentless in their pursuit, often tracking their prey for months until justice is served. This group, renowned for their ferocity, embodies an unwavering commitment to the eradication of piracy, reflecting the Tricrown's resolve. As a royally chartered enterprise, they run the largest trading company in the world, flying the Tricrown symbol. The tricrown can be seen emblazoned on every Zhelezo flag and piece of property, even occasionally on the sails of their trade vessels. The tricrown is a radially symmetrical symbol featuring three crowns emblazoned around a thrice segmented centre. Each crown represents one of the three ruling figures of the City of Pearl, the three Sea Princes. Their fleet, consisting of Tidekeepers — large, armed vessels capable of traveling under the seas — is the most significant naval force in the world, operating with letters of marque that allow them to legally engage in piracy.
Shardbearer Houses
"Family First"
The Shardbearer Houses, comprising Wessel's fifteen most influential families, distinguish themselves through their possession of Aetherblade, Aetherplate, or both – powerful magical artifacts that descend unpredictably from the tumultuous Aetherstorms. Exceptionally rare and exorbitantly priced, these items bestow unparalleled power and influence upon their owners. Each of these prestigious houses commands vast wealth and holds a monopoly over a specific industry, solidifying its economic dominion. The constant inter-house conflicts are marked by intense infighting as they vie for control over the wealth emanating from the Wellspring of Avandra.
Shardbearer Houses
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Maison Sivius - Communication and Media
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Maison LeFluer - Air Transportation
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Maison Charlemagne - Ground Transportation
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Maison Rochefort - Sea Transportation
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Maison Vanderlay - Weapons and Security
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Maison Fontaine - Arcane Education and Magitek Services
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Maison Dupont - Textiles and Fashion
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Maison Patfolio - Agriculture and Farming
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Maison Vintmire - Real Estate
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Maison Auvergne - Energy
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Maison Terravel - Healthcare and Medicine
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Maison Martel - Banking and Mining
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Maison Amoram - Tithes and Reliquaries
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Maison Beaumont - Restaurants
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Maison Blanchard - Trade
The Righteous Brand
"United in Strength"
Joining Estium's esteemed Righteous Brand is the highest honor for any Estian, and fighting in the War of the Roses is the greatest cause to fight. The Righteous Brand fights alongside the White Wings (Order of the White Rose), skilled in dragon combat; the Inquisition (Order of the Blue Rose), adept at fighting mages; and the Delian Order (Order of the Green Rose), experts in Fey confrontation. These orders have renounced themselves from the Church of the Silver Flame due to its adoption of blood magic in the fight against evil. Viewing this schism as an opportunity to dissolve longstanding tensions, the Kingdom of Estium strategically leverages this alliance to decisively address the historical discord with their counterparts and emerge victorious once and for all.
The kingdom directs a significant portion of its tax revenue into funding the Righteous Brand, and soldiers receive compensation commensurate with this investment. Those stationed on the perilous Blood Marsh, facing the brunt of danger, receive a remarkable monthly salary starting at an extraordinary 100 gold pieces—an unprecedented remuneration in the realm of warriors. This lavish pay reflects both the Kingdom's commitment to its military strength and the esteemed status of those who serve in the Righteous Brand.
The Archeran Dominion
"For the Glory of the Silver Flame!"
Joining the Archeran Dominion entails becoming a combatant for the Church of the Silver Flame in the ongoing War of the Roses. Upon enlistment, individuals have the option to dedicate themselves to the Silver Flame and become part of the Rose Orders or, alternatively, choose to forgo joining the church and instead become infantry for the Church. Among the three Rose Orders aligned with the church regarding the use of blood magic are the Dominion (Order of the Red Rose), specializing in combating Fiends; the Huntsmen of Saint Perrault (Order of the Grey Rose), specializing in combating Lycans; and the Champion's Vigil, specializing in fighting Undead. Each Order employs a unique blood magic technique known as the Blood Hunter.
The Inquisition (Order of the Blue Rose)
"For the People."
Originally created to combat evil mages through the Rose Orders, the Inquisition has evolved into the enforcers of ethical magic use, operating under the guidelines established in the Principia Magika by the Snowspire Academy. These guidelines, legally binding within any League nation, aim to ensure responsible and ethical magic practices in society. The Principia Magika includes strict regulations on use of Enchantment, Necromancy, and Evocation magic without consent and imposes stringent rules against tampering with time.
Headquartered in Volantis, known as Scantum Veritas, the Inquisition, particularly the members of the Order of the Blue Rose, often comprises individuals who have personally suffered from unjust magic use. Their mission is to prevent such harm from befalling others. Employing anti-magic strategies, wielding magical weapons, and utilizing magic sensors to detect nearby magical activities, the Inquisition has faced criticism for its perceived extreme methods. Despite this, the organization has been notably successful in enforcing magical ethics.
The Miva Institute of Arcana
"Pursue the Unknown"
The Miva Institute of Arcana stands as a beacon of knowledge and discovery in the realm of Arcana. As an esteemed institution of higher learning, it is dedicated to unraveling the mysteries of the Aetherstorms that sweep across the skies. They provide accurate forecasts of these tempests and spread the information around Wessel. The institute employs daring individuals who venture into the heart of these tempests, braving the unpredictable forces of the Aetherstorms to collect invaluable data. These fearless data collectors play a crucial role in the institute's mission to understand the origins and mechanisms behind these magical phenomena. The Miva Institute of Arcana is at the forefront of magical research, driven by a relentless pursuit of knowledge and a commitment to unlocking the secrets hidden within the chaotic storms that shape the world.
The Scoia'tel
"Uproot Tyranny"
A rebellious faction formed in response to the unjust treatment of non-human races by the kingdom of Estium, primarily consists of wood elves who once inhabited the now-destroyed city of Riverrun. Fleeing to the Ironwood, they adopted the name "Scoia'tel," derived from the elven word for squirrel, as a response to the derogatory term "Squirrels" used by Estium. The kingdom's oppressive policies, forcing different races into designated cities, led to escalating tensions. Estium's demand for Ironwood during the recent War of the Roses sparked conflict as the elves resisted excessive logging, resulting in heightened taxes and a brutal intervention by the White Wings. The conflict escalated further when Estium, seeking Ironwood for war machines, recklessly destroyed the elves' Ironwood homes. In retaliation, the displaced Scoia'tel vowed to fight back, employing guerilla tactics against their overwhelming adversary.
The Accord of Singorn
"Harmony in Nature"
The Accord of Signorn is a far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. A ranger might hired to lead a caravan through a treacherous mountain pass. A druid might volunteer to help a small village prepare for a long brutal winter. Barbarians might hunt down wild monsters to keep their populations at check. They are not opposed to civilization or progress, but they strive to prevent civilization and wilderness from destroying one another. This balance of civilization vs nature is what binds the Feywild to the Material plane. The balance must be kept strong for the bindings will break
Chapter 3: Latest History of Ogun
The Crimson War
1623AR – 1625AR
The Planar Resonance was rapidly approaching, and the world was on the brink of destruction as the Ashmadai, a cult of fanatical worshippers of the devil lord Asmodeus, were performing horrific acts of murder and sacrifice in a desperate bid to open a portal to the Nine Hells. The Ashmadai were led by Garrick the Archmagi of Necromancy, a powerful sorcerer who had infiltrated the prestigious Snowspire Academy of Magic and used his position to gain access to forbidden knowledge and powerful artifacts.
The Hell's Angels, a legendary group of adventurers consisting of Marrath the halfling assassin, Adrik the dwarf cleric, Joel Naiel the half-elf sorcerer, Jakal the elven monk, Nimeria the tiefling bard, Alwea the human warlock and Gigas Mori the feywild druid, had been working tirelessly to uncover the Ashmadai's plans and put a stop to their nefarious activities. They battled through hordes of the cult's followers, and finally, they uncovered the truth about the Archmagi's true allegiance. A fierce battle ensued, but the Hell's Angels failed to stop Garrick's ritual. In the northern lands of Estium, a horrifying chasm of pure hellfire broke open, called the Hellmouth. The lockstep legions of Hell poured out of the Hellmouth and began their invasion of the land. They burned down villages, destroyed crops and annihilated whole armies.
The Hell's Angels pleaded to League of Seven to finally take this matter seriously. Their plea succeeded and the League sent all of their armies at the imposing invasion. With the help of the Hell's Angels, the invasion force was destroyed and Garrick killed on the battlefield.
But their work was not done yet, as the Hell's Angels had to enter the Nine Hells and face Asmodeus himself. They battled through each layer, facing unimaginable horrors and powerful fiends. But their determination and skill proved to be too much for the Archdevil, and they finally emerged victorious. Marrath became the Queen of Hell, and closed the Hellmouth herself. The gods rewarded the Hell's Angels for their defeat. Adrik was ascended to godhood and became the new god of protection. Joel was also ascended to godhoood and became the new god of emotion.
The Hell's Angels had saved the world from certain doom and had become legendary heroes, their deeds forever remembered in the annals of history. This was a pivotal moment in the history of the world, as the Hell's Angels had changed the balance of power in the planes and had ushered in a new age of peace and prosperity. But the Hell's Angels knew that their work was never truly done, as there would always be new threats and dangers that needed to be faced. So the Hell's Angels created the Templar, a trained monster hunting force of knights to hunt down and destroy any evil creatures from unchecked magic. Six orders were created, the Order of the White Rose hunted dragons, the Order of the Black Rose hunted undead, the Order of the Grey Rose hunted Lycans, the order of the Red Rose hunted fiends, the order of the green rose hunted fey, and the order of the blue rose hunted mages.
The Age of Enlightenment
1626AR – Present Day (1648 AR)
As the lockstep legions of Hell were defeated in the Crimson War, a spectacle of breathtaking proportions erupted from Wessel's Ankara Island —the Wellspring of Avandra. It was as if the very earth had gifted riches and precious gems, as gold ore surfaced across a sprawling field spanning over a mile wide. Whispers of this newfound wealth spread across the land like wildfire.
The world's unwavering gaze fixated on Wessel, an island republic brimming with newfound wealth and boundless potential. People from every corner of the globe hastily assembled their trading companies, yearning to partake in the prosperity that beckoned. However, the true powerhouses of this thriving market emerged from the formidable Elemental Domains.
Once denied entry into Ogun, the Elemental Domains were secluded in their realms. But with news of the Wellspring, they managed to negotiate treaties through millennia-old portals guarded by the Genasi. Individually, their wealth and might surpassed any Ogun nation. The Quito Company, born from the scorching fires of the Fire Domain of Iris. The Toril Company, rising from the subterranean depths of the Earth Domain in the depths of Ogun. The Castilla Company, nurtured by the serene Water Domain of Lys. The Zafir Company, soaring above in the boundless skies of the Air Domain Aelur. These four titans of commerce, simply known as "the Domains," now dominate Wessel's market.
This crucible of cutthroat competition has fueled a wave of ingenious inventions, launching the world of Ogun into a new era – the Age of Enlightenment. Within this age, the sprawling cities and bustling markets echo with the resounding footsteps of progress, as technological marvels and arcane wonders are discovered every day in a dance of innovation. Schools and institutions have sprouted like intellectual oases, quenching the thirst of a new generation eager to unravel the world's secrets. Here, art, architecture, education, philosophy, and technology flourish, and the populace marvels at the boundless opportunities this age unfolds. As the world awoke to the wonders of the Age of Enlightenment, the Isles of Wessel stood poised on the precipice of uncharted horizons, beckoning everyone to carve their own path to wealth and power.
The transition from this age of prosperity has also revealed the harsh realities of the Isles of Wessel, a land brimming with promise and corrupted by gold. Here, wealth begets power, and power stokes an unquenchable greed. The elite vie for supremacy, while the less fortunate grapple for mere survival.
Wessel's islands are incessantly assailed by unrelenting tempests, the notorious Aetherstorms. These tempests form a continuous wall of hurricane-like ferocity that sweeps relentlessly from east to west, leaving behind a swath of desolation in their relentless path. These tempests not only bring destruction but also unleash a mysterious and volatile energy known as Aether, saturating the Isles of Wessel with an otherworldly power. Creatures infused with this energy grow to colossal proportions, becoming Leviathans that continually grow larger as long as they live —the eldest reaching sizes comparable to entire islands.
The Shardbearer Houses, comprising Wessel's fifteen most influential families, distinguish themselves through their possession of Aetherblade, Aetherplate, or both – powerful magical artifacts that descend unpredictably from the tumultuous Aetherstorms. Exceptionally rare and exorbitantly priced, these items bestow unparalleled power and influence upon their owners. Each of these prestigious houses commands vast wealth and holds a monopoly over a specific industry, solidifying its economic dominion. The constant inter-house conflicts are marked by intense infighting as they vie for control over the wealth emanating from the Wellspring of Avandra.
These tempests can be tamed through magical means, a device known as the Stormspire, but often only those with wealth can afford such protection. For those who cannot, life becomes a turbulent dance of survival, leading to the emergence of Drifters. Drifters are people who live on floating rafts and cling to survival in the unforgiving waters of Wessel. The Drifters, a majority comprised of the native fish people, the Locathah, have formed countless secret floating cities free from Wessel -the most notable is Freeport a city built of hundreds of ship wrecks connected together to create a floating island. The gaping disparity in wealth and power steers many towards a life of piracy, with many swearing allegiance to the formidable Maelstrom Alliance of Pirates.
Although peace flourished throughout the world, not all was peaceful. The newfound Church of the Silver Flame grappled with a schism that eventually sparked the War of the Roses, a conflict between the Holy Kingdom of Archera and the Kingdom of Estium. The Rose Orders are the militant arm of the Church Silver Flame, six orders each trained to slay a different extraplanar threat: the Red Rose fights fiends, the Grey Rose battles Lycans, the Black Rose contends with Undead, the White Rose confronts Dragons, the Green Rose combats Fey, and the Blue Rose opposes evil Mages. The schism arose from the Order of the Red Roses's use of blood magic to slay fiends, seen as blasphemy by some orders but deemed a necessary evil by others. The Pontifex of the Silver Flame's decision to allow blood magic led to the excommunication of opposing orders, culminating in war.
Chapter 3: Cosmology of Ogun
The Ogun Calender
The Ogun year consists of 360 days over the course of 12 months. Each month has 30 days, and weeks contain 10 days, each named after a constellation: Maskday (The Lover), Towerday (The Castle), Wineday (The Chalice), Thornsday, (The Rose), Fireday (The Dragon), Stoneday (The Mountain), Crownsday (The King), Feastday (The Cornucopia), Arrowday (The Archer), and Swordsday (The Warrior). Crownsday, Feastday, Arrowday, and Swordsday are considered the weekend for many people in Ogun. Established by the demigods of Elysium, this calendar, now in the year 1648 AR (After Rifts), is widely used by civilizations worldwide.
| Month | Events and Holidays |
|---|---|
| Nerulis | New Dawn (1st) |
| Olamis | Artisan's Cry (7th) |
| Correlan | Heaven's Flare (18th), Elvendawn (30th) |
| Talian | Fool's Day (3rd), Tides Mercy (21st) |
| Ashtara | Wild's Grandeur (20th) |
| Peloria | Sunrise Vigil (1st), Zenith (16th) |
| Avana | Sea's Bounty (9th & 10th) , Fairy's Blessing (12th) |
| Lirian | The Day without Evil (13th), Dragon's Slumber (30th) |
| Kordon | Champion's Day (16th) |
| Mivaras | Night of the Pumpkin King (13th) |
| Savas | Fate's Eve (2nd) |
| Sellan | Godsday (17th) |
Seasons
Spring begins early in the month of Talian, officially starting on the 3rd with the Fool's Day.
Summer begins in the middle of Peloria, officially starting at noon on the 16th day known as the Zenith.
Autumn begins in Mivaras marked by the Night of the Pumpkin King on the 13th day.
Winter begins on the 2nd day of Savas, Fate's Eve.
Holidays
The people of Ogun are mostly proud folk. They enjoy celebrations in most places, and choose to honor the past where they can. There are many other holidays celebrated by the different cultures and nations of the world, but the main holidays in Ogun are:
- New Dawn celebrates the lunar new year. It is typically celebrated with family and used to wind down from the Godsday festivals the week before. In Estium it is a day of mourning for causalities in war, and many light candles to commemorate those lost.
- Artisan's Cry is a celebration of crafters and artists. The highlight of the festivities is a bustling fair where their diverse talents and imaginative works come alive, captivating all who attend.
- Heaven's Flare marks the passing of a wild and colorful meteor storm across Ogun' skies. It is believed by many to bring good luck and fortune.
- Elvendawn marks the first emergence of the Elves into Ogun from the Feywild.
- Fool's Day is the first day of spring celebrated with fresh food, music and dance. It marks the first day of the Feylight Carnival arriving in the material plane.
- Wild's Grandeur is a day to celebrate the natural beauty of nature by journeying to a place of great natural beauty.
- Tide's Mercy is a day used to pray for safe tides and the quelling of storms. Traditionally people burn written prayers to the Mourning Storm for mercy.
- Sunrise Vigil, people rise early to welcome the sunrise, honoring those who fell during the Long Night.
- Zenith starts at noon on the first day of summer, honoring Pelor, the sun god, with a week of gift-giving, feasting, and ending with fireworks on the 16th of Pelos.
- Sea's Bounty is celebrated by the pirates of the Isles of Wessel in honor of the legendary pirate the Plank King. It is celebrated by excessive drinking and dancing.
- Fairy's Blessing is a joyful holiday honoring Queen Titania, the benevolent Tooth Fairy Queen of the Feywild. Children place their lost baby teeth in decorated boxes under pillows for Queen Titania, who leaves gifts or blessings in return.
- Dragon's Slumber marks the day that Keldihar fell. Traditions include public parades, and airing of grievances.
- Night of the Pumpkin King is a harvest feast where villagers carve eerie faces into pumpkins to ward off undead. They wear disguises to evade the Pumpkin King and his minions, fearing capture into the fey realm.
- Champion's Day is the holy day of Kord the god of strength. Often it is celebrated with a tournament.
- Fate's Eve is the first day of winter, and it is a solemn yet celebratory holiday dedicated to honoring Savaras Goddess of Fate. People gather for feasts and weave colorful threads together creating a communal tapestry. It is a time of reflection, gratitude, and community.
- Godsday celebration in honor of the Zavan's sacrifice to end the rein of Elysium. It is celebrated by giving gifts to those you love.
The Gods
The Prime Deities
| Deity | Epithet | Alignment | Province | Suggested Domains | Symbol |
|---|---|---|---|---|---|
| Zavan Cutheburt | The Savior | LG | Inspiration | Life, Peace, War | Two lions facing outward |
| Correllean | The Arch Heart | LG | Peace | Peace | Dove with outstretched wings |
| Adrik Aldmallow | The Righteous Guardian | LG | Protection | Life, Peace, Order | A shield with a long beard on it |
| Bahamut | The Platinum Dragon | NG | The Forge | Forge, Redemption | A silver dragon head on a blue field |
| Ulaa | The Lonesome Melody | NG | Music | Life, Peace, War | A tower with notes next to it |
| Pelor | The Dawn Father | NG | The Sun | Light, Life, War | Four pointed star |
| Olidammara | The Enlightened Hermit | NG | Knowledge | Knowledge | An empty scroll |
| Lune | The Moon Maiden | NG | The Moon | Twilight , Peace, Knowledge | A snowflake |
| Avandra | The Grinning Sailor | CG | Luck | Trickery | A coin with a smirking woman's face |
| Ashtar | The Wild Mother | CG | Life | Life, Nature, Tempest | A sunflower |
| Cenos | The North Star | CG | Adventure | War, Life, Nature | A green cap with a red feather in it |
| Joel Nael | The Wayward Poet | CG | Stories | Life, Tempest, Twilight, Peace | A lit candle over a book |
| Nerull | The Raven Lord | LN | Death | Death, Grave | A bronze set of scales in balance |
| Moradin | The Law Bearer | LN | Order | Order | Two sided hammer |
| Radia | The Loyal Pupetmaster | LN | Will | Order | Five concentric circles |
| Savaras | The Cursed Seamstress | N | Fate | Grave | A white feather falling from the sky |
| Miva | The Ephemeral Sands | N | Time | Nature, Tempest | An hourglass with sand falling upwards |
| Boccob | The Enigmatic Architect | N | Magic | Arcana | An eye balanced on a pedestal within a pentagram |
| Obad-Hai | The Ever Light | N | Nature | Nature, Grave, Life, Tempest | A large oak tree with a wolf at its base |
| Sel | The Night Song | CN | The Moon | Trickery, Twilight | A silver sickle |
| Llira | The Starlit Visionary | CN | Astral Plane | Peace, Freedom | Three stars in a triangle formation |
| Yanou | The Cloaked Serpent | CN | Greed | Trickery | A jeweled dagger with a snake around the hilt |
| Kord | The Steelclaw Lancer | CN | Strength | War, Tempest | A silver lance |
| Talia | The Mourning Storm | CN | Storms | Tempest | A raindrop |
Prime Gods Worshiped in Wessel
"The Savior"
In a world plagued by death and turmoil spread without intervention, mortals grew distant from the gods. A secret city of refugees, Mystara, emerged as a refuge for those fleeing the relentless armies of Agustus Elysium. The city prospered, a shining light in the darkness that threatened to consume all. Man began to idolize his own creations over the divinity of the gods. Suddenly, Zavan, an ordinary man working in a field, ascended to divinity upon the birth of the millionth human in Mystara. Assuming the mantle of king, Zavan, with incredible speed and mortal-like efficiency, created Mystara with towering walls and a protective canal, blending his divine essence with his people to create a new race known as Mystarans. Recognizing the growing power of mortals, a coalition of gods, including Pelor, Bane, Gladir, Ashtar, Olidammara, and Sune, deemed Zavan a threat and sought to arrest and execute him. Simultaneously, another group of gods, led by Selune, Helm, Nerull, Pelios, Cenos, Eldath, and Avandra, defended Zavan. Tensions escalated toward divine warfare, but a diplomatic resolution emerged when Nerull persuaded Pelor to peacefully apprehend Zavan. The new god, convinced by his lover Nerull, entrusted his divinity to his weapons, passing them on to the God King of Mystara, Jakub Kladivo, as he willingly surrendered to face judgment in Celestia.
"The Arch Heart"
Manifesting in a form of ethereal grace and beauty, the goddess of peace assumes an otherworldly semblance, often depicted as an elegant elven entity adorned with wings that seemingly stretch beyond the conceivable. Adherents of the archeart are individuals who eschew conflict in favor of the pursuit of art. Esteemed as the custodian of the spring season, with dominion over the realms of Light and Arcana, this divine being commands a substantial following, particularly among the Elves and, more recently, the denizens of Flatrock. The archeart stands as the vigilant overseer of the spheres of spring, beauty, and the arts, as well as the embodiment of peace.
"The Righteous Guardian"
Elevated to the divine for his triumphant vanquishing of Asmodeus, Adrik, once a dwarven cleric and a prominent member of the Hell's Angels, ascended to the esteemed status of a deity. Renowned as the guardian of the weak and the defenseless, Adrik epitomizes the archetype of the virtuous and altruistic deity. Often portrayed as a dwarf with a gorgeous beard, he eschews conventional weaponry, instead bearing a towering shield affixed to his back. His divine endeavors are devoted to shielding those less fortunate and incapable of fending for themselves.
"The Lonesome Melody"
Depicted as a young dwarven women with short brown hair and big puffy cheeks. She is imprisoned in Behemoth's domain, a travesty that her mother Talia the Weeping Widow will forever mourn. She is worshiped by singers and performers and those who feel trapped. She is often depicted atop a great tower singing lovely songs in the underdark to no one.
"The Grinning Sailor"
Avandra, also known as The Fortune's Favor, The Grinning Sailor, Lady Luck, the Lady of Smiles, The Laughing Pirate, The Sly Grin is the goddess of luck, trade, and travel, was known for spending much of her time among mortals, intrigued by their struggles. Legends spoke of her assuming various disguises, often portraying some of the wealthiest individuals in history, with rumors suggesting she might have been the renowned pirate Avantica in one of her incarnations. Encouraging her followers to embrace the unknown and embark on journeys of exploration, Avandra's influence was particularly strong among gamblers and thieves. She was credited with founding the first thieves' guild, The Grinners, its origins now known only to the most senior members. Many criminals continued to seek the favor of the goddess of luck for their illicit endeavors. Notably, Avandra held a special fondness for halflings, blessing the entire race with a fragment of her power to shield them from misfortune when faced with adversity.
"The North Star"
Cenos the god of adventure embodies the spirit of courage, empathy and heroism. He advocates for resistance against oppressive laws, and the defense of the innate rights and dignity of every individual. His ethos inspires mortals to defend those who cannot defend themselves and to defy unjust authority. Prayers to Cenos often come at times of great rebellion or by the adventuring parties of Ogun. Legends say that Cenos once walked amongst the mortals, leading a rebellion against dwarven aristocrats and distributed their ill-gotten wealth amongst the masses. He would often take the form of a wandering halfling man wearing a green hat with a feather in it and carrying a bow and arrow. A saying is spread throughout the land, "If you are in need, look to the North Star"
"The Wayward Poet"
Elevated to the divine for his triumphant vanquishing of Asmodeus, Joel Nael, once a half elf sorcerer and a prominent member of the Hell's Angels, ascended to the esteemed status of a deity. His domain is the art of the storyteller, the weaver of legends, the teller of tales. His worshipers are the bards who weave stories together to inspire the world. Whether by spoken or written word, the followers of The Wayward Poet will bring joy to us all.
"The Starlit Visionary"
Not much is known of Llira, as she never took form - be it mortal or divine. The very select few who worship her have seen a field of stars as far as the eye can see, twinkling as she speaks to them as if she is the stars themselves. Her domain is that of the boundary between the planes, and the space of the universe. She acts as a conduit for all travel between the planes, and without her help planar travel of any kind would be impossible. Her dogma is that of liberty and removal of societal constraints.
"The Cloaked Serpent"
Yanou, once a yuan-ti bard/rogue and a celebrated member of the Crew of the Rising Sun, achieved godhood through rather unconventional means — by forcibly seizing the power of Tiamat with the infamous Godstealer Dagger. In contrast to his ascended peers, Yanou chose not to adopt the responsibilities of his predecessor but instead assumed the role of the patron deity of thieves, embodying principles of theft and greed. Upon ascending, he liberated the Chromatic dragons from Tiamat's dominion, granting them freedom. Yanou's followers consist of people who prioritize their own personal gain. He is the patron of thieves guilds and the open flow of commerce in a marketplace. Due to the illicit nature of his worship, devotees of Yanou often conduct their rituals in the shadows.
"The Steelclaw Lancer"
Kord is normally depicted as a human man, barrel chested and with massive muscles. In one hand he carries a huge silver lance crackling with red electricity, in the other a metal claw hand. He is worshiped by those who want victory in battle and those who want the strength to survive an obstacle. Fighters, bodyguards and bruisers of all kinds worship him in hopes of gaining some fraction of his divinity. He abhors the weak, as well as those who impose limits on their natural abilities. His followers all revel in tests of strength, and his blessings find those who prove themselves on the battlefield. He has sired the most demigod offspring out of all of the gods, many of them wander Ogun to this day.
"The Mourning Storm"
Talia, also known as The Bereaved, the Weeping Sky, and the Torrential Anguish, is the goddess of storms. A spectral visage, her eyes heavy with sorrow, and a cascade of disheveled grey hair that mirrors the tempests she commands, Talia's divine realm is one of perpetual lamentation. Her tears flow for a daughter lost to the deity Behemoth, Ulaa, the goddess of Music. This inconsolable grief has enshrouded her mind in madness, resulting in sporadic fits of destructive rage that manifest as tumultuous storms upon the surface of Ogun. Each tempest that surges upon Ogun resounds with the laments of a mother bereft of her child. Sailors, navigating the ever-restless seas, extend prayers to assuage the Mourning Storm, seeking mercy in their maritime pursuits. Beyond the billowing clouds and raging winds, a tragic saga unfolds —an immortal narrative of love lost and the tumultuous forces within a grieving goddess, orchestrating destinies for mortals beneath the watchful gaze of the heavens.
The Betrayer Gods
| Deity | Epithet | Alignment | Province | Suggested Domains | Common Symbol |
|---|---|---|---|---|---|
| Bane | The Strife Emperor | LE | War | War | Sword stabbed into the ground |
| Behemoth | The Dreaded King | LE | Tyranny | Order, War | A throne of skulls |
| Hextor | The Armored Puppet | LE | Vitality | Death, Life | A spartan helmet |
| Galdir | The Wild Hunt | NE | The Hunt | War | A clawed paw |
| Umberlee | The Netherdeep | CE | The Sea | Tempest, Death | A yellow eye with black pupil |
| Sah | The Umbra Witness | NE | Dreams | Twilight, Trickery | A spiral of white, grey and black |
| Vistrix | The Hive Mother | CE | Chaos | Twilight, Death | A three headed spider |
| Farlanghan | The Roving Trickster | CE | Travel | Trickery | A bridge with a figure underneath it |
| Zys | The Thunder Scourge | CE | Sky | Nature, Tempest | A lightning bolt |
Betrayer Gods Worshiped in Wessel
"The Wild Hunt"
The Wild Hunt often appears as as an ethereal phenomenon, a haunting spectacle of green mist enveloping spectral hounds and archers, accompanied by the mournful echo of a soul-crushing horn reverberating across vast distances. The lore weaves tales of those who heed the horn's call, destined to become part of the ghostly retinue upon their mortal demise. At the helm of this spectral procession stands Galdir, the god of the hunt, an imposing figure whose lion's mane vest and shirtless visage accentuate a powerful physique. Adorned with tribal markings that bespeak a primal and savage essence, Galdir embodies the very spirit of the predator, emitting an aura of primal terror. His divine pursuit knows no bounds, as he, with relentless determination, seeks the cosmos for the most elusive and challenging quarry, an everlasting testament to the ceaseless Hunt that echoes through the ages. He now roams with his ghostly retinue across the Feywild as the Archfey of Winter.
"The Netherdeep"
The Netherdeep, an eldritch terror dwelling in the ocean's lightless abyss, commands a colossal eye that gleams with an eerie yellow luminescence. Its form, a blend of leviathan and nightmare, moves with unnatural grace in the dark currents. Sailors speak of its inscrutable intelligence and the doom it brings to unwitting ships. When the abyssal eye fixates on a vessel, the Netherdeep rises, ensnaring it in an inky grasp. The ocean transforms into an eldritch vortex, pulling ship and crew into fathomless depths, leaving no trace behind. A harbinger of apocalypse, the Netherdeep sinks ships on a whim, a testament to the eldritch mysteries hidden in the ocean's abyss. When the Netherdeep's destruction grew to be too much, the gods shackled his soul in a demiplane and spread the shackles across Ogun. He is often worshiped by serpent creatures such as sahugin and Yuan-Ti. The Yuan-ti have congregated around one of the shackles that has been found in the city of Karjan. There they slash away at the shackle, unable to remove its bindings.
"The Umbra Witness"
Sah never took human form, preferring to lure creatures into his realm while they slept, and appearing to them as a man covered in wispy black shadows with no face. He secretly spies on the mortals, and fiddles with their dreams and places he does not belong. He holds almost no worshipers. Legend is that he sometimes takes mortals souls who died in their sleep and keeps them as his playthings in his nightmare realm. Followers of these legends often place gold coins over the eyes of their dead to offer bribe to not take the recently departed's soul. Sah appears to be a gaunt figure cloaked in ragged robes and a collection of golden masks. What little can be seen of his body is unsettling, its gray flesh stretched thin over a barely human skeleton.
Lesser Idols
Powerful entities who may not rival the gods in power, but can amass a modest following of their own. Some exist only in whispers, stories used to scare children or inspire heroes. Most have never heard these names, those who have only heard them in whispers or stories. Stories to scare children to not wander off, stories of heroes from long since past, stories that terrify the adults.
| Idol | Alignment | Suggested Pact |
|---|---|---|
| The Profane Heart * | N | Hexblade, Great Old One |
| The Death Horseman | CE | Hexblade, Undying |
| The Conquest Horseman | LE | Hexblade, Fiend |
| The Plague Horseman | CG | Hexblade, Archfey |
| The War Horseman | LN | Hexblade, The Great Machine |
| Agustus Elysium | LE | Hexblade, Celestial |
| Fenrir the Nullbeast | LN | Undying |
| Isildor the Undying | LN | Undying |
| Yggdrasil the World Tree | N | Celestial, Great Old One |
| A.T.O.M the Lord of Blades | N | The Great Machine |
| Zariel the Fallen | LE | Fiend |
| Dispater the Iron Duke | LE | Fiend |
| Mammon the Viscount | LE | Fiend |
| Fierna the Duchess of Pleasure | LE | Fiend |
| Belial the Duke of Pain | LE | Fiend |
| Levistus the Ice Prince | LE | Fiend |
| The Hag Countess | LE | Fiend |
| Baelzelbub the Slug Lord | LE | Fiend |
| Grand Viceroy Malloch | LE | Fiend |
| Marrath the Slayer of Asmodeus | LE | Fiend |
| Demogorgon The Prince of Demons | CE | Fiend |
| Orcus the Lord of Undead | CE | Fiend |
| Graz'tch'ar the Prince of Indulgence | CE | Fiend |
| Baphomet the Prince of Beasts | CE | Fiend |
| Yeenoghu the Lord of Savagery | CE | Fiend |
| Jubilex the Faceless Lord | CE | Fiend |
| Zuggtmoy the Spore Queen | CE | Fiend |
| Vesh the Bloody Siren | NE | Fiend |
| The Netherdeep | NE | Great Old One, Fathomless |
| The Sightless | CE | Great Old One |
| Ceratos | CN | Great Old One |
| Qorgeth | CE | Great Old One |
| That Which Calls From the Stars | LE | Great Old One |
| Xalicas | N | Great Old One |
| Dullahan | LN | Undying |
| The Morningstar | NG | Celestial |
| The Protector of the Scales | LG | Celestial |
| Idol | Alignment | Suggested Pact |
|---|---|---|
| The Godking | CG | Celestial |
| Annam the All Father | CG | Celestial |
| The Old Coot of Undermoor | CN | Great Old One |
| Tylenol with Codine | CG | Celestial |
| The Silver Flame * | LG | Celestial |
| The Kago Tree | NG | Celestial, Archfey |
| Tooth Fairy Titania | CG | Archfey |
| The Green Knight | CG | Archfey |
| Little Red Riding Hood | LG | Archfey |
| The Wild Hunt | CN | Archfey, Undying |
| The Pumpkin King | LE | Archfey |
| The Blight Lord | CE | Archfey |
| Baba Yaga | LE | Archfey |
| The Goblin King | NE | Archfey |
| Mr. Perposterous | CG | Archfey |
| The Commodore | LN | Archfey |
| The Plank King | CN | Archfey |
| Juniper the Garden | NG | Archfey |
| Saint Nicholas | LG | Archfey |
| The Snow Queen | NG | Archfey |
| Primus Lord of Mechanus | LN | The Great Machine |
| The Great Caliph of the Djinn Husam al-Balil ben Nafhat al-Yugayyim | CG | Genie |
| The Grand Sultan of the Efreet Marrake al-Sidan al-Hariq ben Lazan | LE | Genie |
| The Azure Padishah of the Marid Kalbari al-Durrat al-Alwaj ibn Jari | CN | Genie |
| The Mighty Khan of the Dao Kabril Ali al-Sara al-Zalazil | NE | Genie |
| Istishia the Leviathan | N | Genie, Fathomless |
| Verdobba the Magma Queen | N | Genie |
| Zaratan the Emperor of Earth | N | Genie |
| Ydris the Carmine Vortex | CN | Genie |
| Errevon the Rimelord | N | Genie |
The Silver Flame
The Silver Flame is a mysterious ever-burning entity of silver fire. It doesn't appear to have an active consciousness or personality. The worship of it is largely a system of pure faith. The Keeper of the Flame, known as the Pontifex, interprets the Flame's will. The Silver Flame allows anyone, be it noble or peasant, who has touched its fires to be reincarnated. Many who worship the Silver Flame have also found the same divine gifts that other gods provide. The Flame's singular directive is clear: cleanse Ogun of evil's corruption.
The Profane Heart
Long ago in the Holy Kingdom of Elysium, Agustus forged sentient weapons using the life force of demigods called Hexpact Weapons. The Damnation flung these weapons across Ogun, burying them in mountains, forests, fields, and underground. Several of these weapons have been recovered, but a few have never been found and are highly sought -after. The weapons — or more properly, the demigods bound inside them — attract their own followings of mortal worshipers. When an Hexpact Weapon is found, it grants its wielder some of the power of the demigod and the wisdom of the being within. The bound demigods know that their war was lost long ago, but they still desire to be used in battle, win victories, and spill blood in the hands of skilled warriors. As a weapon’s wielder becomes more powerful, so too does the weapon, which in turn is able to lend even more magic to the wielder. Whenever a weapon’s wielder dies, the weapon disappears and reappears elsewhere. Legend speaks of the Profane Heart, an ever - present heartbeat heard by those who wield Hexpact Weapons.
The Domains
The Domains are four astral bodies that exist in the same Material Plane, in a solar system called Realmspace. Iris is in the center of this solar system, heating the rest of the other domains. Ogun orbits closest to Iris, while Aelur and Lys orbit further away. Until recently, scholars thought the Domains to be Elemental Planes, but a planar explorer named Volo Bismark discovered the true nature of the Domains. Natural portals between these domains exist all around the surface of Ogun. Teleportation between Domains is possible, although quite dangerous.
Aelur the Domain of Air
Aelur, the distant gas giant orbiting furthest from Iris, boasts an awe-inspiring expanse where its thick clouds provide an unconventional surface, allowing one to stand upon them. This colossal planet eclipses the size of both Lys and Ogun combined. Scattered amidst the clouds are floating islands, creating a surreal landscape suspended in the heavens. However, Aelur is not a tranquil realm, as tremendous storms, culminating in the monstrous megastorm Ruidius, wreak havoc with winds reaching an astonishing 400,000 miles per hour, causing horrifying natural disasters.
At the zenith of Aelur's skies resides the City of Sapphire, the paramount among djinni cloud cities. Home to the esteemed Azure Padishah Kalbari al-Durrat al-Alwaj ibn, this soaring metropolis navigates Aelur through ingenious clockwork contraptions, utilizing lighter-than-air crystals known as Brumstones. Interconnected by sky rails, the city, devoid of slaves, fervently worships the Padishah for her extraordinary wish-granting abilities.
The Air Domain finds itself entangled in a thousand-year war with the Fire Domain. The military might of the Fire Domain contends fiercely with the ingenious creations and unparalleled air superiority of the City of Sapphire, resulting in a perpetual clash between these elemental forces.
Aelur's Moons
- Aruun
- Inivar
- Dykon
Ogun the Domain of Earth
A rocky planet that orbits closest to Iris. The continents of Ogun have formed on its surface, and the Underdark has formed just below. But below the Underdark is seemingly endless stone and rock.
The City of Diamonds has more wealth than all of the surface of Ogun combined. Under the brutal thumb Mighty Khan of the Dao, Kabril Ali al-Sara al-Zalazil, the people of the city of diamonds have their every move monitored and controlled. They are forced to work until they die, mining gems and precious resources from the labyrinth like tunnels called the Sevenfold Mazework. The City of Diamonds has master earth manipulation, diamond tipped drilling machines tunnel through the thick stone, while their walls and weapons are built with a nearly indestructible adamantine.
The Earth Domain is embroiled in a thousand-year war with the Water Domain. The relentless clash between the Earth Domain's unyielding steel and advanced drills and the Water Domain's aquatic armada of steam-powered submarines rages on with unbridled fervor.
Ogun's Moons
- Sel
- Lune
- Oryndoll
Iris the Domain of Fire
Iris, or the Sun, is a ball of flame and lava large enough to fit Ogun four hundred times. Most of its surface is desolate Magma Sea, miles and miles of lava only interrupted by the flares that erupt from the surface or the meteorites that fall from the sky. The atmosphere of Iris burned away, leaving nothing for one visiting to breath.
The City of Brass is the only safe haven in all of Iris. Ruled by the Grand Sultan of the Efreet, Marrake al-Sidan al-Hariq ben Lazan, the city is a hot bed for slave trade and corruption. The Efreet have invented new technology based on the discovery of phlogiston. A liquid found in the core of Iris that combusts with tremendous power, enough to fuel their entire city.
While the Fire Domain is militarily powerful, it faces internal struggles. Rival industrial conglomerates often clash, each vying for supremacy. The city's leaders, known as the "Flame Wardens," have immense political power, and their fiery duels are legendary. The pursuit of wealth, technology, and power is a double-edged sword, as it fuels their impressive progress but also internal strife. Fire Domain is in a thousand year war with the Air Domain.
Iris's Moons
- Melos
Lys the Domain of Water
A planet that orbits further from Iris than Ogun and equal in size, but its surface is comprised only of ocean. The poles are covered in packed ice thousands of miles wide and its equator is covered in a ring of thick mounds of seaweed.
Nestled within the embrace of the Water Domain lies an entrancing underwater realm, featuring the heart of its majesty, the City of Pearl. This submerged city captivates with its awe-inspiring coral palaces, an intricate blend of steampunk technology, and a mesmerizing display of luminescent sea life. The intricate sculptures crafted through the mastery of water magic further enhance the ethereal ambiance. Delving into groundbreaking genetic modification within these aquatic depths, the residents pioneered the creation of Cortexiphan—a revolutionary serum designed to unlock and amplify psychic abilities in its users.
Despite their immense wealth, the Water Domain inhabitants are reclusive and harbor an aversion to the outside world. They are cautious about engaging in trade, fearing that their underwater paradise could be tainted by contact with the other Elemental Domains. The Water Domain is in a thousand year war with Earth Domain.
Lys's Moons
- Himurg
Inner Planes
The Ethereal Plane
The Ethereal Plane, an elusive dimension existing in tandem with the Prime Material, unfolds as an ethereal mist that transcends the boundaries of reality. This ghostly realm is an enigmatic intermediary, a parallel dimension that mirrors the material world yet remains unseen to those grounded in tangible existence. Time and distance warp within its ephemeral embrace, and it serves as a conduit through which creatures can traverse the material plane while remaining unseen. Ghostly apparitions, spectral entities, and intangible echoes of the material world inhabit this shifting domain.
The Divine Gate
The Divine Gate, a transcendent and celestial barrier, stands as a mystical threshold between the realms of Ogun and the Planes. Woven into existence by the deities themselves, this ethereal barrier prevents direct interference from divine entities in mortal affairs. Its shimmering presence, both radiant and imposing, manifests as a dazzling, interconnected lattice that spans the heavens. The Divine Gate is a testament to the delicate balance between the mortal and divine planes, a guardian against unfettered divine influence, and a symbol of the intricate relationship between the gods and the denizens of Ogun.
The Feywild
The Feywild, a realm intertwined with the Material Plane, is a mirror back in time to the Age of Fey when life flourished abundantly during the plane's inception. This vibrant and untamed reflection of the material world bursts with primal energy, where nature thrives in its most fantastical and enchanting forms. It is a realm of ever-shifting landscapes, where the beauty of the untamed wilderness is only matched by the capricious nature of the fey creatures that inhabit it. The Feywild exists as the plane of the Wild Mother the goddess of life. She created this plane as the origin of all new life.
Within the Feywild, the intricate politics of the Fey Courts weave tales of both whimsy and intrigue. The Summer Court, ruled by the enigmatic Tooth Fairy Titania, stands as a realm of stern but loving governance, with an unusual fascination for collecting the teeth of children, the reason for which remains a perplexing mystery. In contrast, the rebellious Court of Coral, governed by the Plank King aboard the ship the Roccinate, constantly eludes the pursuit of the Summer Court. The Spring Court, under the whimsical rule of Mr. Preposterous a jester orchestrating the Feylight Carnvial - a planar traveling carnival of merriment and pranks. The bitter Pumpkin King presides over the Fall Court, harboring resentment after being cast out from the Summer Court. Lastly, the once serene Winter Court, once under Saint Nicholas's rule, now grapples with the ominous presence of The Wild Hunt, a mysterious god who slaughtered much of the Winter Court and roams the land in search of the most dangerous game to hunt.
The Shadowfell
The Shadowfell, a grim reflection of the material plane, stands as a desolate and haunting mirror of the universe's end, echoing a timeline marred by profound death. In this shadowed realm, the Illithid Empire once burgeoned to subjugate and enslave the world, orchestrating a dominion that spanned millennia. Those oppressed by the Illithids eventually rose as the Gith, a race borne from the crucible of servitude and rebellion. The Gith's rebellion drove the Illithids to flee the Shadowfell, leaving behind a desolate expanse cloaked in death and darkness.
Now, the Shadowfell exists as a barren wasteland, a realm where life has been extinguished, leaving only a skeletal silhouette of existence. The once-lush flora and fauna have withered away, leaving behind an eerie silence. The skies, devoid of stars, cast an impenetrable gloom, while the sun itself has morphed into a feeble red dwarf, barely illuminating the bleak expanse. The legacy of the Illithid Empire lingers in the lifeless corridors of the Shadowfell, where the Gith's triumphant rebellion has left an indelible mark on a realm that now stands as a haunting testament to the relentless advance of entropy and death. The Shadowfell was created by The Raven Lord god of death as a void of life, recently dead souls are drawn to this realm to be sorted by the Raven Lord to their afterlife chosen by the god of death.
Demiplanes
The Crucible
In the scorching crucible, a fiery realm forged by Kord, the god of Strength, daring contenders confront a dynamic array of trials and adversaries. Beyond the pursuit of glory, the coveted prize is Illhystear, the Lance of Kord, renowned as the mightiest weapon in the world. Only those who triumph over the searing challenges of the Crucible are deemed worthy to wield this unparalleled symbol of strength.
Gia's Cradle
The Gia's Cradle was created as a punishment for the demigods after they had conquered the material plane led by Agustus Elysium the demigod of magic. This twisted demiplane of shadowy trees is an arena where the demigods fight each other endlessly, to be claimed by their god parent. Only one demigod is allowed to be claimed per parent, the others must fight for eternity in the Cradle.
Sigil
At the heart of this demiplane is the towering Spire, a needle-shaped mountain, beneath which floats the ring-shaped city of Sigil. The city's structures adorn the inner rim, creating a surreal environment where creatures on Sigil's streets can see the city curving overhead and even directly above them. Known as the City of Doors, Sigil is a bustling metropolis with countless portals to other planes and worlds, making it a trader's paradise for goods, merchandise, and information from across the planes. The city sustains brisk commerce in portal-related knowledge and keys. The city is the domain of the inscrutable Lady of Pain, being as old as the gods and with purposes unknown even to the sages of her city.
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